Aplikasi Game "Petualangan Artemat" Menggunakan Logika Fuzzy Sugeno

YUDHA MALADI GUSTIAR, . (2020) Aplikasi Game "Petualangan Artemat" Menggunakan Logika Fuzzy Sugeno. Sarjana thesis, STMIK AUB SURAKARTA.

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Abstract

Adventure game is game that enable the player to control a character to explore, interacting with various objects and characters in game. There are such characters that can only be controlled by the computer. And because of that, the character’s behaviour will tend to be rigid, predictable, and boring. This research will explain about the design and development of an adventure game, which there is an enemy in game that will have the intellegence of behaviour. This research will be applied Fuzzy Sugeno Logic to control the enemy behavior. Fuzzy Sugeno is one of the many algorithm that used to apply an artificial intelligence in a game. The implementation of Fuzzy Sugeno logic for the enemy behavior control will give the enemy a capability to read the situation about when to attack, when to steady, and when to flee. By then, the game will be more challenging with the smart enemy behavior.

Item Type: Thesis (Sarjana)
Additional Information: 1) Robby Rachmatullah, S.Kom., M.Kom 2) Kristono, S.Kom., M.Kom.
Uncontrolled Keywords: Game, adventure, fuzzy sugeno logic
Subjects: Q Science > QA Mathematics > QA76 Computer software
Divisions: S1 Sistem Informasi
Depositing User: Yudha Maladi Gustiar .
Date Deposited: 14 Mar 2020 06:23
Last Modified: 14 Mar 2020 06:23
URI: http://eprints.stmik-aub.ac.id/id/eprint/31

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