Random Obstacle Advoidance oleh Non Player Character Menggunakan Algoritma A*
DOI:
https://doi.org/10.26623/transformatika.v14i2.438Keywords:
Algoritma A*, Pathfinding, Obstacle Advoidance, Kecerdasan Buatan, AIAbstract
Belum ditemukannya solusi yang optimal untuk menyelesaikan masalah pathfinding. Biasanya solusinya tergantung pada spesifik dari ketentuan untuk dapat menemukan jalan keluar untuk setiap permainan yang diberikan. Pathfinding yang optimal merupakan suatu hal yang sulit untuk ditemukan, dimana terdapat perbedaan antara istilah path dan shortest path. Sehingga pathfinding yang ada bertujuan untuk menemukan jalur terpendek yang optimal. Salah satu algoritma yang digunakan pada pathfinding adalah A* digunakan dalam melakukan pencarian jalur yang optimal yang menghubungkan dua titik pada peta (grafik) dari permainan yang ada. Algoritma A* dapat membantu NPC untuk menemukan rute dalam mencari keberadaan target dengan berbagai halangan yang disediakan secara acak dalam satu waktu. Sehingga algoritma ini dapat digunakan untuk mencari rute walaupun ada banyak obstacle yang bermunculan secara acak.References
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