基于ANDROID人工智能的益智游戏应用程序

Markani Kania
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引用次数: 2

摘要

本研究的目的是设计和实现一个基于人工智能的益智教育游戏应用程序,该应用程序使用有限状态机(FSM)和基于android的随机洗牌。数据研究方法是通过浏览互联网,学习书籍,期刊,论文和SWOT系统分析。随机化谜题和游戏代理的shuffle随机算法使用有限状态机(FSM)作为AI(人工智能)的控制系统。UML方法(集成建模语言)。本研究结果将水果、动物、交通工具的名字识别游戏以。apk的形式应用在android智能手机上,基于android的教育类游戏“益智游戏”可以在幼儿阶段玩,通过对12名被调查者的5道问卷的测试结果证明是非常可行的,百分比指数为96%。
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APLIKASI GAME EDUKASI PUZZLE DENGAN KECERDASAN BUATAN BERBASIS ANDROID
ABSTRACT This study aims to see the designer and implementation of a puzzle educational game application with artificial intelligence using a finite state machine (FSM) and android-based random shuffle based on android. The data research method is by browsing the internet, studyng books, journals, theses, and SWOT system analysis. The shuffle random algorithm for randomizing puzzles and game agents uses a control system (finite state machine) FSM as AI (artificial intelligence). UML method (integrated modeling language). The results of this research application of fruit, animal, and transportation name recognition games in the form of .APK and run on an android smartphone, educational games "puzzle games" based on android can be played for early childhood with the results of testing a questionnaire of 5 questions with 12 respondents proved to be very feasible with a percentage index of 96%.
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KLASIFIKASI PENYAKIT PERNAPASAN BERBASIS VISUALISASI SUARA MENGGUNAKAN METODE SUPPORT VECTOR MACHINE KLASIFIKASI MAHASISWA BERPOTENSI DROP OUT MENGGUNAKAN ALGORITMA NAIVE BAYES DAN DECISION TREE RANCANG BANGUN APLIKASI GAMIFIKASI UNTUK MENINGKATKAN KESADARAN KEAMANAN SIBER Literature Review: Analisis Metode Perancangan Sistem Informasi Akademik Berbasis Web Alat Pengusir Burung Pada Tanaman Padi Berbasis IoT
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