Penerapan Algoritma A* Dan Behaviour Trees Untuk Perilaku Non-Player Character(NPC) Pada Game “The Last Hope” Berbasis Android Menggunakan Unity 2D

  • Muhammad Luthfi Setiawan Tidak Ada
  • Arbansyah Arbansyah Universitas Muhammadiyah Kalimantan Timur
  • Sayekhti Harits Suryawan Universitas Muhammadiyah Kalimantan Timur
Keywords: A* Algorithm, Behavior tree, Artificial intelligence, Gem Rouge-like

Abstract

Game is an entertainment that has certain rules, challenges and aims to provide an interactive experience to players. In this research, a rouge like game was designed where the player will surround the map and on each side of the map there are several NPCs (Non-Player Characters) that must be defeated. Later the player will be assigned to eliminate all NPCs, but the NPCs have implemented an artificial intelligence, namely the A* algorithm which functions to target players by choosing the shortest route on the game map. NPC also has a behavior structure that will be applied so that behavior is more structured. C# is a platform from .NET and is often used for developing desktop applications, games, web applications, and cloud-based applications that will be used for games and designed using Unity 2D. The findings of this study will be tested using unity 2D as applying the A* algorithm to NPCs so that they choose the closest route without having to crash into objects in the game map and behavior trees as a structure for the behavior of NPCs.

Downloads

Download data is not yet available.

References

[1] A. Arban, “Implementasi Finite State Machine (FSM) pada Agent Permainan Game Lost Animal at Borneo berbasis Android,” J. CoSciTech (Computer Sci. Inf. Technol., vol. 3, no. 2, pp. 144–151, 2022, doi: 10.37859/coscitech.v3i2.3921.
[2] M. Fikriansyah et al., “NON-PLAYER CHARACTER IN FIRE FIGHTER GAMES USING GENETIC,” vol. 6, no. 1, pp. 11–19, 2023.
[3] S. Purnama, D. A. Megawaty, and Y. Fernando, “Penerapan Algoritma A Star Untuk Penentuan Jarak Terdekat Wisata Kuliner di Kota Bandarlampung,” J. Teknoinfo, vol. 12, no. 1, p. 28, 2018, doi: 10.33365/jti.v12i1.37.
[4] B. A. Qowy, F. Hanafi, M. A. Riandi, and A. Nuraminah, “Jurnal Teknik Informatika dan Elektro Penerapan Pemilihan Model Dinamis Algoritma Behaviour Tree Decision dalam Third Person Game pada Musuh Non-Playable Charater,” vol. 3, no. 1, pp. 32–37, 2021.
[5] E. Heriyanto, E. Kumalasarinurnawati, and D. Andayati, “Skripsi Implementasi Kecerdasan Buatan Pada Game Menggunakan Metode Pathfinding Dengan Game Engine Unity3D,” J. Scr., vol. 5, no. 2, pp. 56–62, 2018, [Online]. Available: https://ejournal.akprind.ac.id/index.php/script/article/view/641
[6] K. C. Lamia, A. S. M. Lumenta, and B. A. Sugiarso, “Implementasi Algoritma A* (A Star) Pada Game 3D Kebudayaan Suku Minahasa,” J. Tek. Elektro dan Komput., vol. 11, no. 2, p. 55, 2022, doi: 10.35793/jtek.11.2.2022.40153.
[7] M. Hutabalian, S. Sunanto, and Januar Al Amien, “Sistem Informasi Geografis Pemetaan Tempat Pembungan Sampah Sementara di Kota Pekanbaru Dengan Mencari Rute Terdekat Menggunakan Algoritma A Star (A*),” J. CoSciTech (Computer Sci. Inf. Technol., vol. 2, no. 2, pp. 33–42, 2022, doi: 10.37859/coscitech.v2i2.2936.
[8] F. Wibi, Indonesia. Mencari Jalur Terpendek (Pathfinding) Menggunakan Algoritma A* (A Star) Pada Game Engine Unity 3D, (2020). [Online]. Available: https://www.youtube.com/watch?v=hRMNqTmS3J0
[9] A. R. Kristian, T. Informatika, I. Sains, and T. Surabaya, “162-Article Text-866-1-10-20211223,” pp. 63–68.
[10] A. Junaidi, A. Yunus, A. S. Wiguna, B. Sukun, and M. Jawa, “IMPLEMENTASI BEHAVIOR TREE PADA,” vol. 4, pp. 92–103, 2021.
Published
2023-09-05
How to Cite
Setiawan, M. L., Arbansyah, A., & Suryawan, S. H. (2023). Penerapan Algoritma A* Dan Behaviour Trees Untuk Perilaku Non-Player Character(NPC) Pada Game “The Last Hope” Berbasis Android Menggunakan Unity 2D. Jurnal CoSciTech (Computer Science and Information Technology), 4(2), 451-460. https://doi.org/10.37859/coscitech.v4i2.5418
Abstract views: 176 , PDF downloads: 147