Application Of Artificial Intelligence In Indonesian Debate Education Game

Hanif Kukuh Raharjo, A. f, Nurya Fahru Rosyidin, T. Purboyo, Ratna Astuti Nugrahaeni
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引用次数: 1

Abstract

Over time, educational games that exist is increasing. It is very unfortunate that there are some educational games that are too focused on the educational aspect so that they forget their identity as games that aim to relieve fatigue. This research was conducted to avoid this problem. To provide an interesting experience from the game being played, the artificial intelligence system is implemented, the first one is Bezier Curve Algorithm. An algorithm that forms a curve trajectory that will become a cross motion of obstacles. Finite State Machine for the Non-Player Character (NPC) behavior. The last one is Fuzzy Mamdani algorithm, it is an algorithm that will be used in calculating the score in the game. By applying all the algorithm to some aspects of the game, there will be an interesting experience in every game play, because one gameplay will not be similar to the previous one. This game was developed on the Android platform. The test was conducted on 33 high school/vocational high school students with the age range (15-20 years). The results obtained, 97% of respondents agree that the game is interesting for them and 90.9% feel interested in Indonesian debate after playing the game.
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人工智能在印尼辩论教育游戏中的应用
随着时间的推移,教育类游戏的数量也在不断增加。不幸的是,有些教育类游戏过于关注教育方面,以至于忘记了自己作为缓解疲劳的游戏的身份。这项研究就是为了避免这个问题。为了从游戏中提供有趣的体验,我们实现了人工智能系统,首先是贝塞尔曲线算法。一种形成曲线轨迹的算法,它将成为障碍物的交叉运动。非玩家角色(NPC)行为的有限状态机。最后一个是Fuzzy Mamdani算法,这是一个将用于计算游戏分数的算法。通过将所有算法应用于游戏的某些方面,每个游戏玩法都会有有趣的体验,因为一个游戏玩法不会与前一个相似。这款游戏是在Android平台上开发的。测试对象为33名年龄在15-20岁的高中/职业高中学生。结果显示,97%的受访者认为游戏对他们来说很有趣,90.9%的受访者在玩完游戏后对印尼的辩论感兴趣。
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