Penerapan Logika Fuzzy Logic pada Enemy AI Game Horor 3D The Gate Of Nightmare Menggunakan Aplikasi Unity3d

  • Faisal Hafizh STMIK KAPUTAMA
  • Yani Maulita STMIK KAPUTAMA
  • Husnul Khair STMIK KAPUTAMA
Keywords: Fuzzy Logic, Unity3D, Artificial Intelligence

Abstract

Artificial Intelligence is a part of computer science that is made so that machines (computers) can do work as well as what humans do. The Unity 3D application is a game engine which is a software for processing images, graphics, sound, input, etc. which is intended to create a game, although not always for games. Nowadays, games have developed a lot according to traditions and times. Therefore, there are a lot of unattractive game designs because the AI is not responsive and feels stiff, and requires the Fuzzy Logic Method. Fuzzy Logic is a problemsolving control system methodology that is suitable for implementation in systems, ranging from simple systems, small systems, embedded systems, PC networks, multi-channel or workstation based data acquisition, and control systems.

Downloads

Download data is not yet available.

Author Biographies

Yani Maulita, STMIK KAPUTAMA

Program Studi Teknik Informatika

Husnul Khair, STMIK KAPUTAMA

Program Studi Teknik Informatika

References

[1]. Lourent Stefano Mongi. 2018. Rancang Bangun Game Adventure of Unsrat Menggunakan Game Engine Unity. Teknik Informatika Universitas Sam Ratulangi Manado, Indonesia.
[2]. Muchammad Rizal Rizqyawan, 2017. Pengembangan Game Adventure “Satria Garuda” Dengan Menggunakan Metode Fsm (Finite State Machine) & Fuzzy Logic, Teknik Informatika, Institut Teknologi Nasional Malang.
[3]. Sri Kusumadewi, 2003. Artificial Intelligence. Graha Ilmu, Yogyakarta
[4]. Taufan, dkk, 2017. Perancangan Animasi 3D Objek Wisata Museum Budaya Watu Pinawatengan. Teknik Informatika, Universitas Sam Ratulangi Manado.
[5]. Tarmuji, A., & Rejeki, M. S. (2017). Membangunaplikasi Autogenerate Script Ke Flowchart Untuk Mendukung Business Process. Jurnal Sarjana Teknik Informatika, Volume 1(Nomor 2), 449–460.
[6]. Tjolleng, A. (2017). Pengantar pemrograman MATLAB: Panduan praktis belajar MATLAB. PT. Elex Media Komputindo.
[7]. T. Sutojo, Edy, Dr. 20011. Kecerdasan Buatan. Andi Offset, Yogyakarta
[8]. Rinaldi, R. (2019). Penerapan Unified Modelling Language (UML) Dalam Analisis Dan Perancangan Aplikasi E-learning. Jurnal SIMTIKA, Volume 2(Nomor 1), 43–53.
[9]. Yatini B, 2010. Flowchart Algoritma Dan PemrogramanMenggunakan Bahasa C++ Builder, Graha Ilmu, Yogyakarta.
Published
2021-04-16
Section
Articles