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Determining the Shortest Route for Eid Homecoming Route Using the Haversine Formula Method and A Star Algorithm Nurpandi, Finsa; Syarifah Sany, Diny
Journal of Computer System and Informatics (JoSYC) Vol 6 No 3 (2025): May 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josyc.v6i3.5911

Abstract

Eid homecoming, also known as "Mudik" in Indonesia, is an annual tradition that involves the mass movement of people from cities to their hometowns to celebrate the Eid al-Fitr holiday. Based on data from the Ministry of Transportation of the Republic of Indonesia, there are five major regions that serve as the primary destinations for homecoming travelers: West Java, Central Java, East Java, DI Yogyakarta, and the Jabodetabek region. The Central Java region is estimated to receive the largest number of homecoming travelers, with an estimated 61.6 million people. Given the potential for human movement of up to 193.6 million people during this period, it poses a significant traffic burden, and an efficient determination of the shortest route is crucial. To address this challenge, the study utilizes the Haversine Formula, which calculates the distance between two geographic points on the earth's surface by considering the curvature of the earth. This approach provides a more accurate distance estimate compared to traditional linear distance calculations. Additionally, the A* algorithm is employed to determine the shortest path from the starting point to the destination. The A* algorithm combines the distance calculation results from the Haversine Formula as a heuristic component in the search process, effectively optimizing the route selection. The results of the A* algorithm search identified the shortest route for homecoming travelers, which starts from the city of Jakarta, passes through West Karawang, Indramayu, Cirebon, Tegal, Pekalongan, Semarang, and Salatiga, before reaching the final destination of Klaten. This optimized route covers a total distance of 599.4 km, providing an efficient and cost-effective option for travelers during the Eid homecoming period
Dynamic Difficulty Adjustment Using Reinforcement Learning for Adaptive Gameplay Experience in Resik Syarifah Sany, Diny; Angkasa, M Malwan
Media Jurnal Informatika Vol 17 No 2 (2025): Media Jurnal Informatika
Publisher : Teknik Informatika Universitas Suryakancana Cianjur

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The development of educational games holds significant potential for interactively instilling environmental conservation concepts, such as reduce, reuse, and recycle (3R). However, varying player skill levels often lead to boredom when a game is too easy, or frustration when it is too difficult. Although Reinforcement Learning (RL)-based Dynamic Difficulty Adjustment (DDA) has proven effective in balancing difficulty levels in action or MOBA genres, its application in educational waste management games remains underexplored. This study aims to develop an educational game titled "Resik" and implement a DDA mechanism using the Proximal Policy Optimization (PPO) RL algorithm, enabling the game's difficulty to adjust to player proficiency adaptively and in real-time. This research employs a Research and Development (R&D) and experimental approach. The adaptation parameters include the waste spawn rate, mission timer, sorting error rate, and NPC speed. The RL model was developed and integrated into the Unity Engine for the Android platform. Evaluation was conducted through bot simulations (15 iterations) and field trials involving 50 students from SMKS Bina Bangsa Pertiwi. The integration of the PPO RL algorithm into the game engine was successfully implemented, allowing the game to respond to player performance and dynamically adjust the difficulty. The application of RL-based DDA proved effective in maintaining the gameplay experience within the adolescent players' flow zone. These findings contribute to the development of adaptive educational games while simultaneously supporting the improvement of waste management literacy.