Implementation of Pathfinding Algorithm in Sundanese Land History Educational Game

D. Kurniadi, Asri Mulvani, Rizky Safta Maolani
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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.
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巽他地史教育游戏中寻路算法的实现
巽他有很长的历史记录在古代手稿中,其中有Carita Parahyangan写的关于爪哇王国的故事。科技的发展,使得文化和历史价值的传递可以通过奥运会来传达。人工智能通过寻路算法使非可玩角色(NPC)在游戏应用程序中从一个位置移动到目标位置。人工智能的应用是为用户提供逼真的游戏体验。本研究旨在将寻径A *算法应用于Sundanese Land的游戏应用History。通过这款游戏的构建,希望它能成为人们进行巽他语历史教育的媒介。本游戏使用基于数字游戏的学习-教学设计方法构建,并使用黑盒测试和针对寻路A*算法的场景测试进行测试。A*寻径算法在敌方NPC上的应用成功,NPC可以通过最快的路径移动到玩家的角色位置。通过游戏体验问卷调查,所构建的游戏产生了9.08的积极影响。
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