Pemodelan dan implementasi permainan 9tka dengan algoritma maxn = Modelling and implementation of 9tka game with maxn algorithm

Judianto, Frederikus (2017) Pemodelan dan implementasi permainan 9tka dengan algoritma maxn = Modelling and implementation of 9tka game with maxn algorithm. Bachelor thesis, Universitas Pelita Harapan.

[img] Text (Title)
Title.pdf
Restricted to Registered users only
Available under License Creative Commons Attribution Non-commercial Share Alike.

Download (1MB)
[img]
Preview
Text (Abstract)
Abstract.pdf
Available under License Creative Commons Attribution Non-commercial Share Alike.

Download (480kB) | Preview
[img]
Preview
Text (ToC)
ToC.pdf
Available under License Creative Commons Attribution Non-commercial Share Alike.

Download (754kB) | Preview
[img]
Preview
Text (Chapter1)
Chapter1.pdf
Available under License Creative Commons Attribution Non-commercial Share Alike.

Download (783kB) | Preview
[img] Text (Chapter2)
Chapter2.pdf
Restricted to Registered users only
Available under License Creative Commons Attribution Non-commercial Share Alike.

Download (952kB)
[img] Text (Chapter3)
Chapter3.pdf
Restricted to Registered users only
Available under License Creative Commons Attribution Non-commercial Share Alike.

Download (1MB)
[img] Text (Chapter4)
Chapter4.pdf
Restricted to Registered users only
Available under License Creative Commons Attribution Non-commercial Share Alike.

Download (1MB)
[img] Text (Chapter5)
Chapter5.pdf
Restricted to Registered users only
Available under License Creative Commons Attribution Non-commercial Share Alike.

Download (475kB)
[img]
Preview
Text (Bibliography)
Bibliography.pdf
Available under License Creative Commons Attribution Non-commercial Share Alike.

Download (472kB) | Preview
[img] Text (Appendices)
Appendices.pdf
Restricted to Repository staff only
Available under License Creative Commons Attribution Non-commercial Share Alike.

Download (1MB)

Abstract

9tka adalah sebuah permainan papan ciptaan Adam Kaluza yang dapat dimainkan oleh dua hingga empat pemain sekaligus. Tujuan utama dari setiap pemain adalah untuk menguasai sebanyak mungkin area yang terdapat di dalam papan permainan, dengan cara meletakkan dan menggerakkan pion sepanjang permainan berlangsung. Permainan papan ini tidak banyak dikenal oleh kalangan umum, dan membutuhkan papan permainan dan pion sendiri, sehingga tidak banyak orang yang dapat memainkannya. Untuk mempermudah akses publik memainkan 9tka, solusi yang diajukan adalah dengan memodelkan dan mengimplementasikan permainan 9tka ke dalam bentuk digital, yang bisa dengan mudah dimainkan di PC, lengkap dengan kecerdasan buatan sehingga permainan 9tka dapat dimainkan oleh 1 orang saja. Aturan dan cara bermain permainan 9tka dimodelkan, kemudian diimplementasikan dengan menggunakan bahasa pemrograman Java. Kecerdasan buatan pada pemain komputer diimplementasikan menggunakan algoritma MaxN, yang merupakan perpanjangan dari algoritma Minimax untuk lebih dari 2 pemain. Algoritma MaxN hanya akan diterapkan untuk menentukan gerakan yang diambil dalam fase movement, sedangkan dalam fase placement komputer akan mengambil gerakan secara acak, mengikuti beberapa aturan umum yang telah ditetapkan sebelumnya. Sejumlah pengujian dilakukan untuk mengukur efektifitas kecerdasan buatan yang telah dibuat, secara objektif dan subjektif. Berdasarkan pengujian waktu secara objektif, kecerdasan buatan memerlukan waktu yang relatif cukup singkat untuk membuat keputusan gerakan pada fase movement. Lebih tepatnya, jenis permainan dua player, tiga player, dan empat player membutuhkan waktu rata-rata sekitar 207 milidetik, 321 milidetik, dan 595 milidetik secara berturut-turut untuk membuat gerakan. Sedangkan menurut pengujian secara subjektif dari survey oleh 8 responden, rata-rata jumlah kemenangan untuk jenis permainan dua player, tiga player, dan empat player adalah 2,25, 2,125 dan 1,125 secara berturut turut, masing masing dari 5 kali permainan untuk tiap responden. / 9tka is a board game created by Adam Kaluza that can be played with two players up to four players. The main goal of each player is to conquer as many sections in the board as possible, by placing and moving counters as the game proceeds. This board game is not known by many in the public, and requires its own board and counters, and thus not many people are able to play it. To make public access to the 9tka game easier, a solution is proposed that is to model and implement 9tka game into a digital format, that is easily played with a PC, complete with Artificial Intelligence so that it can be played with only one person. The rules and gameplay of 9tka is modelled, and then implemented using the Java programming language. The computer player’s Artificial Intelligence is implemented using the MaxN algorithm, which is an extension to the Minimax algorithm for more than 2 players. The MaxN algorithm will only be used to decide a move to take in the movement phase, whereas in the placement phase the computer will randomly pick a move, following a set of general rules that have been decided before. Several tests were done to gauge the effectivity of the implemented Artificial Intelligence, both objectively and subjectively. According to the objective tests of time, the A.I. needs a relatively short time to decide upon a move in the movement phase. Specifically, for two-player, three-player and four-player types of game, approximately 207 milliseconds, 321 milliseconds and 595 milliseconds is required, on average, respectively. Whereas according to the subjective test from a survey of 8 respondents, the average amount of wins for 2-player, 3-player and 4-player types of game, are 2.25, 2.125, and 1.125 respectively, each from a total of 5 games for each respondent.

Item Type: Thesis (Bachelor)
Creators:
CreatorsNIMEmail
Judianto, FrederikusNIM00000006471ERIKKEREN@GMAIL.COM
Contributors:
ContributionContributorsNIDN/NIDKEmail
Thesis advisorLukas, SamuelNIDN0331076001UNSPECIFIED
Thesis advisorLazarusli, Irene AstutiNIDN0317097501UNSPECIFIED
Additional Information: SK 35-14 JUD p
Subjects: Q Science > QA Mathematics > QA75 Electronic computers. Computer science
Divisions: University Subject > Current > Faculty/School - UPH Karawaci > School of Information Science and Technology > Informatics
Current > Faculty/School - UPH Karawaci > School of Information Science and Technology > Informatics
Depositing User: Mr Samuel Noya
Date Deposited: 29 Jun 2020 04:26
Last Modified: 16 Sep 2021 07:40
URI: http://repository.uph.edu/id/eprint/8967

Actions (login required)

View Item View Item