Institusion
Universitas Sriwijaya
Author
WAHYU HIDAYAT (STUDENT ID : 09021381320027)
Rusdi Efendi (LECTURER ID : 8826630017)
Anggina Primanita (LECTURER ID : 0206088901)
Subject
T58.5 General works Management information systems Cf. HD30.213 Industrial management Cf. HF5549.5.C6+ Communication in personnel management Cf. TS158.6 Automatic data collection systems (Production control)
Datestamp
2019-10-18 03:57:45
Abstract :
Role Playing Game (RPG) needs realistic Artificial Intelligence, pathfinding is one
of the requirements to achieve it. One of the popular algorithm for pathfinding is
A*, but A* still has problem about its memory usage. Iterative Deepening A*
(IDA*) is an algorithm like A* that uses Depth First Search to prevent the large
memory usage. This research develops a game that implements pathfinding method
to enemy character using A* and IDA* algorithms to compare their memory and
time usages for pathfinding. Heuristic function that used is Manhattan Distance.
This research uses 3 different types of map (without obstacle, simple obstacle, and
complex obstacle) with 3 different samples in each type of map as tool for
comparing the memory and time usage by A* and IDA*. The conclusion of this
research are memory and time usage for A* and IDA* is affected by the size of map
(node quantity), position of the obstacles on map, and the obstacle quantity. Then,
IDA* Algorithm is generally better than A* in case of memory and time usage
especially if the map doesn?t have any obstacle, but IDA* can be worse if the enemy
character and player are at the parallel position that covered by obstacle