Gansala, Fauzadin (2016) Perilaku non playable character (NPC) musuh pada game sepeda dengan menggunakan fuzzy state machine (FuSM). Undergraduate thesis, Universitas Islam Negeri Maulana Malik Ibrahim.
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Abstract
INDONESIA:
Perkembangan dunia game dari masa ke masa terus mengalami perkembangan, hingga kini bermunculan beberapa Genre game dari text based hingga yang memiliki animasi 3D. Sebuah game tidak hanya berkembang pada Interface saja, kemampuan game untuk menjadi agen learning menjadikan sebuah game itu lebih hidup. Agen learning dalam game dikenal sebagai Artifical intelegent (AI). AI tersebut di kembangkan untuk merancang perilaku otonom agen atau Non Playable Character (NPC) dari game atau simulasi yang seakan-akan NPC tersebut mempunyai kecerdasan dan pergerakan sealami mungkin.
Penelitian ini membahas perubahan perilaku menyerang NPC Musuh pada game sepeda yang di atur oleh Fuzzy State Machine (FuSM), sehingga ada interaksi antara karakter pemain dan NPC musuh. Game 3D yang dibuat ini bertujuan sebagai media simulasi. Game dibuat menggunakan game engine Unity 3D, dan desain FuSM perilaku NPC Musuh dibuat menggunakan software MATLAB. Hasil uji coba implementasi FuSM pada perilaku menyerang NPC Musuh d sesuai dengan desain output perilaku yang didesain sebelumnya, yaitu patrol, mengejar dan menyerang untuk NPC Musuh.
ENGLISH:
The development of the game from time to time continue to experience growth, up to now emerge some of the text based game genre to which has a 3D animation. A game is not only growing in the Interface only, the game's ability to be an agent of learning that makes a game more alive. Agent learning in the game known as Artifical intelligent (AI). The AI was developed to design autonomous behavior agent or Non Playable Character (NPC) from the game or simulation as if the NPC has the intelligence and movement as natural as possible.
This study discusses the change in behavior in the game attacking enemy NPC bikes set by Fuzzy State Machine (FuSM), so there is an interaction between the player character and enemy NPCs. 3D games are created is intended as a media simulation. Games created using the Unity 3D game engine and design FuSM Enemy NPC behavior created using MATLAB software. The trial results on the implementation FuSM NPC Enemies attack behavior d in accordance with the design output behavior designed previously, namely patrol, chasing and attacking the enemy's NPC.
Item Type: | Thesis (Undergraduate) | |||||||||
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Supervisor: | Nugroho, Fresy and Kurniawan, Fachrul | |||||||||
Contributors: |
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Keywords: | Game Sepeda; Simulasi; AI; NPC Musuh; Fuzzy State Machine; Perilaku Menyerang; Bike Games; Simulation; NPC Enemy; Attack Behavior | |||||||||
Departement: | Fakultas Sains dan Teknologi > Jurusan Teknik Informatika | |||||||||
Depositing User: | Dian Anesti | |||||||||
Date Deposited: | 21 Jul 2016 12:15 | |||||||||
Last Modified: | 21 Jul 2016 12:15 | |||||||||
URI: | http://etheses.uin-malang.ac.id/id/eprint/3454 |
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