{"title":"Implementation of Pathfinding Algorithm in Sundanese Land History Educational Game","authors":"D. Kurniadi, Asri Mulvani, Rizky Safta Maolani","doi":"10.1109/ICITech50181.2021.9590181","DOIUrl":null,"url":null,"abstract":"Sunda has a long history recorded in ancient manuscripts containing Carita Parahyangan written about the kingdom's story in java. Development of technology, made delivery of cultural and historical values can be conveyed through Games. Artificial Intelligence makes Non- Playable Character (NPC) move from one position to the target position in the Games application by applying the Pathfinding Algorithm. The application of Artificial Intelligence is to provide a realistic playing experience for users. This study aims to Apply the Pathfinding A * algorithm to games application History of Sundanese Land. With the construction of this game, it is hoped that it can become a medium for Sundanese history education for people. This game was built using the Digital Games Based Learning - Instructional Design methodology and tested using Black Box Testing and scenario testing against the Pathfinding A* Algorithm applied. The application of the A* pathfinding algorithm was successfully carried out on enemy NPCs indicated by the NPC can move to the player's character position through the fastest path. The game that was built gave a positive effect with a value of 9.08 through Game Experience Questionnaire.","PeriodicalId":429669,"journal":{"name":"2021 2nd International Conference on Innovative and Creative Information Technology (ICITech)","volume":"24 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-09-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2021 2nd International Conference on Innovative and Creative Information Technology (ICITech)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICITech50181.2021.9590181","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 3
Abstract
Sunda has a long history recorded in ancient manuscripts containing Carita Parahyangan written about the kingdom's story in java. Development of technology, made delivery of cultural and historical values can be conveyed through Games. Artificial Intelligence makes Non- Playable Character (NPC) move from one position to the target position in the Games application by applying the Pathfinding Algorithm. The application of Artificial Intelligence is to provide a realistic playing experience for users. This study aims to Apply the Pathfinding A * algorithm to games application History of Sundanese Land. With the construction of this game, it is hoped that it can become a medium for Sundanese history education for people. This game was built using the Digital Games Based Learning - Instructional Design methodology and tested using Black Box Testing and scenario testing against the Pathfinding A* Algorithm applied. The application of the A* pathfinding algorithm was successfully carried out on enemy NPCs indicated by the NPC can move to the player's character position through the fastest path. The game that was built gave a positive effect with a value of 9.08 through Game Experience Questionnaire.