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Image of PENGGUNAAN METODE FUZZY SUGENO PADA PERMAINAN 2 DIMENSI SEBAGAI PENENTU REWARD PERMAINAN

Skripsi

PENGGUNAAN METODE FUZZY SUGENO PADA PERMAINAN 2 DIMENSI SEBAGAI PENENTU REWARD PERMAINAN

Wahyu, Mohd - Personal Name;

Penilaian

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Penilaian anda saat ini :  

The 2-dimensional game has many shortcomings, one of which is the gameplay that seems boring and the lack of innovation so that the game is less desirable to play in the long term. Usually the goal of a 2-dimensional game of Endless-runner type is just to get the highest score possible so that it is less interesting and reduces the attractiveness of the game. The addition of rewards to the game can provide a positive experience and motivate players to complete the game as best as possible according to the player's achievements until the end of the game as a form of appreciation to the player. In this study, the application of the Fuzzy Sugeno algorithm was designed to determine the reward at the end of the game called Space Hit. In this game the player aims to avoid obstacles and enemies indefinitely in order to survive as long as possible to get the best rewards. Determination of this reward is based on 3 aspects, namely survival time, number of defeated enemies and score. These three aspects are used so that the reward is determined as fairly as possible not only depending on the final score. The reward output (Stars) in the game using the calculation of the minimum value from the inference function as well as the calculation using the average defuzzification formula in Matlab shows results that match the percentage of discrepancies in the reward output at the end of the game of 0% (0 out of 50 trials).


Availability
Inventory Code Barcode Call Number Location Status
2107002213T53969T539692021Central Library (Referens)Available but not for loan - Not for Loan
Detail Information
Series Title
-
Call Number
T539692021
Publisher
Inderalaya : Fakultas Ilmu Komputer, Prodi Teknik Informatika., 2021
Collation
xv, 65 hlm,: ilus.; 29 cm
Language
Indonesia
ISBN/ISSN
-
Classification
004.07
Content Type
-
Media Type
-
Carrier Type
-
Edition
-
Subject(s)
Pemrosesan Data, Teknik Informatika
Prodi Teknik Informatika
Specific Detail Info
-
Statement of Responsibility
MURZ
Other version/related

No other version available

File Attachment
  • PENGGUNAAN METODE FUZZY SUGENO PADA PERMAINAN 2 DIMENSI SEBAGAI PENENTU REWARD PERMAINAN
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