Maulana, Hafidz (2016) Pemetaan perilaku pemain dalam game petualangan 3D budaya wayang menggunakan metode self organizing map (SOM). Undergraduate thesis, Universitas Islam Negeri Maulana Malik Ibrahim.
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Abstract
INDONESIA:
Pemetaan perilaku pemain pada suatu permainan sangatlah diperlukan untuk mengetahui seberapa kuat lawan atau musuh yang kita hadapi apabila game tersebut ber-genre� adventure ataupun First Person Shutter (FPS). Untuk pemetaan perilaku pemain pada game diperlukan sebuah report untuk dapat memetakan selama perjalanan pemain dalam bermain game sudah sampai tahap mana dia menyelesaikan misi tersebut. Report inilah yang nantinya dijadikan feedback oleh si pengembang untuk mengevaluasi seberapa mudah atau sulitkah game ini dimainkan oleh para pengguna. Penelitian ini berhasil menganalisa dengan tepat pemetaan perilaku pemain dengan tools dari software “Statistica”. Penggunaan metode self organizing map (SOM) dapat memetakan perilaku pemain dalam game petualangan 3d budaya wayang. Diperlukan parameter learning rate 0.5 sampai 0.02 dan dimensi 6x6 untuk 100 data pemain penelitian ini dengan hasil 36 cluster yang optimal. Game dapat dikategorikan dengan tingkat kesulitan sedang dengan kesimpulan dari skor maksimal yang berhasil diperoleh 3700 dan minimal 1000.
ENGLISH:
Mapping of players’ behavior at a game is needed to determine how strong the opponent or enemy we face when the genre of the game is adventure games or First Person Shutter (FPS). For mapping the behavior of players in the game required a report in mapping for players in playing the game in which how far they had reached the stage when he completed the mission. This report is used as a feedback by the developers to evaluate how easy or difficult the game is played by the users. This study has analyzed the behavior of the players with the right mapping tools of the software "Statistica". The use of Self Organizing Maps (SOM) methods can map the behavior of the players in this 3d adventure game of puppet culture. It is required parameter learning rate 0.5 to 0.02 and 6x6 dimensions to 100 player data with the results of this study 36 clusters were optimal. Games can be categorized by the level of difficulty with the conclusion of the maximum score, successfully obtained 3700 and at least 1000.
Item Type: | Thesis (Undergraduate) | |||||||||
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Supervisor: | Nugroho, Fresy and Faisal, Muhammad | |||||||||
Contributors: |
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Keywords: | Pemetaan Perilaku Pemain; Self Organizing Map (SOM); Game Petualangan 3D; Budaya Wayang; Players Mapping Behavior; The 3D Adventure Game; Puppet Culture | |||||||||
Departement: | Fakultas Sains dan Teknologi > Jurusan Teknik Informatika | |||||||||
Depositing User: | Dian Anesti | |||||||||
Date Deposited: | 25 Jul 2016 16:12 | |||||||||
Last Modified: | 25 Jul 2016 16:12 | |||||||||
URI: | http://etheses.uin-malang.ac.id/id/eprint/3712 |
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