scholarly journals Penerapan Pathfinding Menggunakan Algoritma A* Pada Non Player Character (NPC) Di Game

2019 ◽  
Vol 17 (2) ◽  
pp. 39
Author(s):  
Paulus Harsadi ◽  
Sri Siswanti

In this Game , we implement a character designer at the enemy by applying the algorithm A * pathfinding Algorithm. Furthermore, A * is as the algorithm for searching solutions with the use of additional information (heuristics) in which it is an optimal solution. The purpose of developing this Adventure Game  is A * Algorithm implementation for Pathfinding using Unity 3D. Pathfinding is the fastest path of searching process from point of origin to point of destination by avoiding the various barriers along the path traveled without crashing the existing barrier along the way. Its design and development applies Unity 3D. The test result of algorithm in the Game  shows that the total of passed node result is 50 nodes. It is similar with the previous manual count result. Furthermore, the Game  route shows that its passed path is similar with manual count. 

2018 ◽  
Vol 3 (1) ◽  
pp. 27-36
Author(s):  
Nila Hotiana ◽  
Febriansyah Febriansyah

This research was aimed for knowing the influence between motivation and work stress against the employees’ performance of staffing and Organization General Bureau, staffing and Organization the Ministry of Tourism. This research used a quantitative approach through survey to 40 employees. All population is used as sample. Hypothesis test (t test) result that shows that the variable compensation affect significantly to these performance proved by t value about 2.693  which is more than t table. But the variable of work stress do not affect significantly with t value about 1.994 which is less than t table.  The conclusion of this research is motivation is the most dominant variable over the performance of the employees. This means that increasing performance of the emplooyees can be seen from the way the institutions provide motivation to employees.   Keywords: motivation, work stress, employee’s performance


2020 ◽  
Vol 202 ◽  
pp. 07022
Author(s):  
Oktiva Herry Chandra ◽  
Catur Kepirianto

Traditional food displayed and sold in the traditional market Gang Baru Semarang does not mean as the way to meet the basic need for people living nearby the location. These foods may also function to fulfill spiritual manifestation of people that buy and use the food for celebrating festival, feast and ritual tradition. This article aims to explain the naming system, function and the symbol behind the various kinds of food in this market. The data were collected by observing the activity conducted the buyer and the seller . The writer also interviewd some of them to get additional information related to values and norms that make people serve tese foods. The results show that the naming system applied is based on the ingredient, shape and also the way they peoduce the food. Besides, these foods and cakes are also servede as media for performing a ritual traditionon for Chinese ethnic. Behind the name, there are some symbolic meaning which is believed as the manifestation of their belief to the values inhertited from their anchestors. The symbol is represented through the shape, the color and the number. Each of them pictures how this community see food and snack sold in traditional market located in Gang Baru Semarang..


Author(s):  
Moh. Zikky

Shortest pathfinding problem has become a populer issue in Game’s Artificial Intelligent (AI). This paper discussed the effective way to optimize the shortest pathfinding problem, namely Navigation Mesh (NavMesh). This method is very interesting because it has a large area of implementation, especially in games world. In this paper, NavMesh was implemented by using A* (A star) algorithm and examined in Unity 3D game engine. A* was an effective algorithm in shortest pathfinding problem because its optimization was made with effective tracing using segmentation line. Pac-Man game was chosen as the example of the shortest pathfinding by using NavMesh in Unity 3D. A* algorithm was implemented on the enemies of Pac-Man (three ghosts),  which path was designed by using NavMesh concept. Thus, the movement of ghosts in catching Pac-Man was the result of this review of the effectiveness of this concept. In further research, this method could be implemented on several optimization programmes, such as Geographic Information System (GIS), robotics, and statistics.


2002 ◽  
Vol 17 (4) ◽  
pp. 419-429 ◽  
Author(s):  
Jimmy W. Martin

Zar, Inc., a high-tech company, has recently experienced turnover in its CEO and CFO positions. Zar, like other firms in its industry, is undergoing a down year due to the declining economy. Thomas Brown, who has recently been hired as the CFO, quickly realizes that there is little he can do to avoid the firm's first loss in many years. However, Thomas also understands that there are things that he can do to pave the way toward greater profits in the future. You are invited to listen in on three separate conversations that the CFO has with the CEO, the firm's audit committee, and finally with Zar's independent auditor. After hearing each conversation, you will be asked to evaluate the CFO's ideas as well as those of other parties to the dialogue. Some of the questions are rather straightforward and can be answered by recalling or researching specific accounting standards. Other questions are more open-ended and will require your best judgment based on the facts given in the case. Some questions may require you to provide additional information before making a definite decision. All of the scenarios focus on earnings quality and should enhance your understanding of this critical and controversial issue that pervades financial reporting today.


2019 ◽  
Vol 91 (3) ◽  
pp. 538-546 ◽  
Author(s):  
Witold Artur Klimczyk ◽  
Zdobyslaw Jan Goraj

PurposeThe purpose of this paper is to present a method for analysis and optimization of morphing wing. Moreover, a numerical advantage of morphing airfoil wing, typically assessed in simplified two-dimensional analysis is found using higher fidelity methods.Design/methodology/approachBecause of multi-point nature of morphing wing optimization, an approach for optimization by analysis is presented. Starting from naïve parametrization, multi-fidelity aerodynamic data are used to construct response surface model. From the model, many significant information are extracted related to parameters effect on objective; hence, design sensitivity and, ultimately, optimal solution can be found.FindingsThe method was tested on benchmark problem, with some easy-to-predict results. All of them were confirmed, along with additional information on morphing trailing edge wings. It was found that wing with morphing trailing edge has around 10 per cent lower drag for the same lift requirement when compared to conventional design.Practical implicationsIt is demonstrated that providing a smooth surface on wing gives substantial improvement in multi-purpose aircrafts. Details on how this is achieved are described. The metodology and results presented in current paper can be used in further development of morphing wing.Originality/valueMost of literature describing morphing airfoil design, optimization or calculations, performs only 2D analysis. Furthermore, the comparison is often based on low-fidelity aerodynamic models. This paper uses 3D, multi-fidelity aerodynamic models. The results confirm that this approach reveals information unavailable with simplified models.


2013 ◽  
Vol 274 ◽  
pp. 161-164 ◽  
Author(s):  
Wei Pan ◽  
Pei Jun Ma ◽  
Xiao Hong Su

Feature selection is an preprocessing step in pattern analysis and machine learning. In this paper, we design a algorithm for feature subset. We present L1-norm regularization technique for sparse feature weight. Margin loss are introduced to evaluate features, and we employs gradient descent to search the optimal solution to maximize margin. The proposed technique is tested on UCI data sets. Compared with four margin based loss functions for SVM, the proposed technique is effective and efficient.


2007 ◽  
Vol 28 ◽  
pp. 267-297 ◽  
Author(s):  
E. A. Hansen ◽  
R. Zhou

We describe how to convert the heuristic search algorithm A* into an anytime algorithm that finds a sequence of improved solutions and eventually converges to an optimal solution. The approach we adopt uses weighted heuristic search to find an approximate solution quickly, and then continues the weighted search to find improved solutions as well as to improve a bound on the suboptimality of the current solution. When the time available to solve a search problem is limited or uncertain, this creates an anytime heuristic search algorithm that allows a flexible tradeoff between search time and solution quality. We analyze the properties of the resulting Anytime A* algorithm, and consider its performance in three domains; sliding-tile puzzles, STRIPS planning, and multiple sequence alignment. To illustrate the generality of this approach, we also describe how to transform the memory-efficient search algorithm Recursive Best-First Search (RBFS) into an anytime algorithm.


Author(s):  
Muhammad Farooq-i-Azam ◽  
Muhammad Naeem Ayyaz

Not long ago, it was thought that only software applications and general purpose digital systems i.e. computers were prone to various types of attacks against their security. The underlying hardware, hardware implementations of these software applications, embedded systems, and hardware devices were considered to be secure and out of reach of these attacks. However, during the previous few years, it has been demonstrated that novel attacks against the hardware and embedded systems can also be mounted. Not only viruses, but worms and Trojan horses have been developed for them, and they have also been demonstrated to be effective. Whereas a lot of research has already been done in the area of security of general purpose computers and software applications, hardware and embedded systems security is a relatively new and emerging area of research. This chapter provides details of various types of existing attacks against hardware devices and embedded systems, analyzes existing design methodologies for their vulnerability to new types of attacks, and along the way describes solutions and countermeasures against them for the design and development of secure systems.


2011 ◽  
Vol 3 (2) ◽  
pp. 38-52
Author(s):  
Jaspreet Singh

Java based Portals have come a long way. The inception of open portlet standards, like JSR168 and the more open JSR286, has led to their wider adoption across verticals and horizontals. Now, Java EE and non-standard MVC frameworks are becoming available for Portlet programming and part of portal applications. The design and development of portal applications is increasingly being done in the light of openness, connectivity, context sharing, and joint presentation. Thus, portals are now finding themselves in a tighter coupling with not just the rest of Java EE but also web 2.0 actors. With this, the challenges faced in portal application development have gone several notches up. A modern day portal tooling has the important tasks of bridging the gap and reducing the learning curve of the Java EE and core java converts, as well as making sure that the MVC frameworks work smoothly and seamlessly on modern day portals. This article examines one such MVC framework JSF and its applicability to portal development over the course of its versions 1.2 and 2.0. The author examines how a popular MVC framework like JSF is changing the way portal applications are being thought of, architected, designed, and implemented. In the same context, a modern day portal tooling in the IBM Rational Application Developer is examined.


Author(s):  
Guihong Wan ◽  
Haim Schweitzer

We study the approximation of a target matrix in terms of several selected columns of another matrix, sometimes called "a dictionary". This approximation problem arises in various domains, such as signal processing, computer vision, and machine learning. An optimal column selection algorithm for the special case where the target matrix has only one column is known since the 1970's, but most previously proposed column selection algorithms for the general case are greedy. We propose the first nontrivial optimal algorithm for the general case, using a heuristic search setting similar to the classical A* algorithm. We also propose practical sub-optimal algorithms in a setting similar to the classical Weighted A* algorithm. Experimental results show that our sub-optimal algorithms compare favorably with the current state-of-the-art greedy algorithms. They also provide bounds on how close their solutions are to the optimal solution.


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