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PERILAKU TAKTIS UNTUK NON - PLAYER CHARACTERS DI GAME PEPERANGAN MENIRU STRATEGI MANUSIA MENGGUNAKAN FUZZY LOGIC DAN HIERARCHICAL FINITE STATE MACHINE

Authors :
Supeno Mardi Susiki Nugroho
Yunifa Miftachul Arif
Mochamad Hariadi
Mauridhi H Purnomo
Source :
Jurnal Ilmiah Kursor: Menuju Solusi Teknologi Informasi, Vol 6, Iss 1 (2011)
Publication Year :
2011
Publisher :
Informatics Department, Engineering Faculty, 2011.

Abstract

Nowadays, the proliferation of game technology especially in intelligent human-like NPCs (Non-Player Characters) leads to more adaptive behavior of NPCs maneuvers. Providing smoother behaviors require comprehensive rules base which can respond to players behaviors. Addressing this requirement we propose NPCs which had tactical behaviors based on fuzzy logic. The fuzzy logic defines four type behaviors for the NPCs, which depend on NPC health, ammo, and distance of the enemy.Those behaviors implemented on two intelligent agents employed Hierarchical Finite State Machine to express the maneuver actions of NPC during combat scenes. Using First Person Game Engine, the performance of NPCs with fuzzy behavior compared with NPC without fuzzy behavior. The results of experiment showed the performance of the NPC with Fuzzy behavior outperform 80% better than the NPC without fuzzy behavior.

Details

Language :
English
ISSN :
02160544 and 23016914
Volume :
6
Issue :
1
Database :
Directory of Open Access Journals
Journal :
Jurnal Ilmiah Kursor: Menuju Solusi Teknologi Informasi
Publication Type :
Academic Journal
Accession number :
edsdoj.72884936b88547a18e38c587bfd0f3a5
Document Type :
article