Implementasi Algoritma Dijkstra Pada Game Pacman

Main Authors: Hartanto, Anggit Dwi, Mandala, Aji Surya, P.L., Dimas Rio, Aminudin, Sidiq, Yudirianto, Andika
Format: Article info application/pdf Journal
Bahasa: eng
Terbitan: Universitas Raharja , 2019
Online Access: http://ejournal.raharja.ac.id/index.php/ccit/article/view/687
http://ejournal.raharja.ac.id/index.php/ccit/article/view/687/610
Daftar Isi:
  • Pacman is one of the labyrinth-shaped games where this game has used artificial intelligence, artificial intelligence is composed of several algorithms that are inserted in the program and Implementation of the dijkstra algorithm as a method of solving problems that is a minimum route problem on ghost pacman, where ghost plays a role chase player. The dijkstra algorithm uses a principle similar to the greedy algorithm where it starts from the first point and the next point is connected to get to the destination, how to compare numbers starting from the starting point and then see the next node if connected then matches one path with the path). From the results of the testing phase, it was found that the dijkstra algorithm is quite good at solving the minimum route solution to pursue the player, namely by getting a value of 13 according to manual calculations