Pathfinding is a computational process in finding the best route between two points or nodes to find the shortest path. This method has many algorithms that can be applied in various fields. In carrying out the pathfinding, speed and distance are considered as important. Through the test diagram, this paper illustrates the execution steps related to the pathfinding algorithm which includes BFS, Dijkstra, Greedy BFS, and A * for comparison. From several studies, the authors identified that execution time and mileage can be used optimally in the comparison process. Input variables as well as media used are 2-dimensional grids and heuristic function calculations. The analogy is carried out on a unity platform with the C# programming language, producing A * as a more flexible pathfinding algorithm to be implemented in various domains.
Tujuan dari penilitian ini adalah untuk merancang suatu aplikasi yang berguna untuk perumusan situasi pengambilan keputusan menggunakan game-theory. Game-theory sendiri merupakan suatu metode yang berguna untuk melakukan analisis proses pengambiilan keputusan antara pemain yang saling bersaing satu sama lain. Setiap pemain memiliki suatu tujuan, yaitu untuk memperoleh keuntungan semaksimal mungkin dan kerugian seminimal mungkin. Untuk dapat mencapai tujuannya, setiap pemain harus cerdas dan memiliki suatu strategi. Strategi digunakan oleh setiap pemain sebagai aksi dan reaksi terhadap lawan mainnya. Karena itu, pengambilan keputusan strategi yang tepat bisa mempengaruhi hasil permainan tersebut. Strategi yang digunakan oleh setiap pemain direpresentasikan dengan menggunakan matriks pay-off yang mana memiliki nilai pada setiap baris dan kolomnya. Pengambilan keputusan ini didasarkan pada dua kriteria , yaitu minimax dan maximin. Nilai dari matriks pay-off sendiri nantinya akan diinputkan langsung oleh user. Aplikasi tersebut nantinya akan meng-generate inputan lalu melakukan perbandingan sehingga didapatkan nilai minimax dan maximin. Dengan aplikasi ini, pemain dapat lebih mudah dan cepat dalam pemiihan keputusan yang akan diambil. Penelitian ini bisa dibilang sukses karena menghasilkan nilai yang akurat. Akan tetapi, kekurangan dari aplikasi ini yaitu proses perhitungan hanya dapat dilakukan apabila matriks payoff memiliki ordo dengan jumlah kelipatan yang sama.
Abstract-String Matching translated as sequence of processes that must be passed to resolve the problems in finding a pattern arrangement of character strings with each other exactly in the same structure. Brute-Force Algorithm explain the concept of matching strings in a line theory and source code. Consider the advantages and disadvantages that exist, the expected application of existing theory on Brute-Force algorithm can simplify the process of checking the suitability of the user answers with the answer key for building applications on the Java script learning among students as the students have to pass on the existence of java script. This application need 0.003210462 second for lesson in level 1. And need 0.003294419 second for lesson in level 2, 0.003478261 second for lesson in level 3.
Improved management of reading houses in the Ar-Ridlo Mosque, Belung Village, Poncokusumo, Malang District. The application used is SLIMS 8. The Senayan Library Management System (SLiMS) is an open source library management system (library management system) licensed under GPL v3. The steps we have taken are making a cataloging module, making a tracking module, creating a circulation module, making a membership management module, making a collection inventory module, making a series of serial management modules and a workshop on reading house management based on Slims 8. A management workshop has been conducted with material install programs, carry out an inventory of books, register members, save and borrow activities, member card printing and book numbers
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