Puzzle game is a game that shifts numbers from a box consisting of nine boxes. Eight boxes must have values arranged in numerical order starting from numbers 1 to 8. Puzzle games can produce the correct sequence according to the initial state provided that they follow the rules established rules. Completion of this game using a heuristic method, using the Ascent hill Climbing algorithm. The working process of the Ascent hill Climbing method is a process of looking for several possible solutions in order to get the optimal value for solving the problem by arranging the values from the position of the smallest value to the position of the largest value. The problem that is often experienced in this case is a lack of user knowledge in the concept of puzzle game rules so that search results are difficult to find,with this method it can make it easier to solve puzzle game cases by following the game rules and done systematically so that Goals are quickly found. The Goal results obtained are in the form of steps in the process of finding a solution and calculating the time required in the search to find a solution.
Searching merupakan sebuah metode yang sering digunakan dalam penyelesaian kasus pencarian rute terpendek, salah satu metode yang sering digunakan yaitu metode Best First Search Dengan proses kerja menggunakan sistim fungsi heuristik. Permasalahan pada kasus ini adalah pencarian rute terpendek dengan menggunakan pencarian dengan sistim grap mengubah titik kota satu dengan kota yang lainnya untuk menyatakan jalur jarak antar kota. Tujuan Penelitian ini adalah menentukan jalur terpendek agar para wisatawan mudah mencari lokasi serta penghematan waktu dan biaya dalam mengunjungi Objek Wisata yang ada di Kota Bukittinggi. Kelebihan Algoritma Best First Search mudah menemukan solusi untuk mengukur jarak antar titik yang akan dikunjungi, Dengan menggunakan algoritma ini akan menemukan solusi yang Optimal. Penggunaan BFS pada Sistim Informasi geografis bisa dijadikan sebagai jalur untuk membantu dalam Pengambilan sistim keputusan. Hasil penelitian penentuak rute terpendek diperoleh nilai Jarak Tempuh sebanyak 12,3 km, waktu tempuh 70 km dan lama kunjungan 270 menit.
Alphabet learning educational game is a game that is very popular with children who are new to Alphabet letters. This game uses the process of exchanging the position of the alphabet according to the correct alphabetical order. The problem in this study is the lack of interest in children learning the alphabet quickly, with the game system children who know the alphabet are happier and quickly understand the order of the alphabet. The benefit of this research is to improve the thinking power and creative patterns of children who are new to the alphabet quickly to catch how to memorize the alphabet correctly. This study uses the Ascent Hill Climbing Algorithm. How the Ascent Hill Climbing Algorithm works, namely a. The basic rule that must be done is to move an empty square to the top of the puzzle where if x>1 then (x-1,y) b. The basic rule that must be done is to move the empty square down Puzzle if x<3 then (x+1,y c. The basic rule to be done is to move the empty square to the right Puzzle if x<3 then (x+1,y) d The basic rule that must be done is to move the empty square to the left of the Puzzle if x>1 then (x,y-1). The final result of this study is that it takes 8 iterations to obtain the correct position for compiling the Puzzle so that it matches the goal state order so that the results are finished and terminated.
<p class="Abstract">This study aims to design a Web-Based Online Registration Information System Supported by SMS (Short Message Service) Gateway at Alhira Middle School that is valid, practical, and effective. The process of registering new students, which has been taking place at Alhira Junior High School, has not yet run online; this can be seen from the data process, report generation that still uses Ms. Office Word, and use paper archives. It makes data security not guaranteed, allowing much data to be lost. On the other hand, for prospective registrants who want to know information related to schools, it is still difficult to do, because it requires prospective registrants to come or visit the hut directly. Another problem is that more prospective new students come from outside the Tanah Datar area, of course, it requires a lot of costs, especially transportation. This problem is the background of this research. The type of research used is Research and Development, with the 4-D model stands for Define, Design, Develop and Disseminate. While the system development model used adopts the SDLC cycle (System Development Life Cycle, namely the waterfall model. The results of this study are a new student registration information system that has been tested for products including validity, practicality and effectiveness tests. The results of the validity test were carried out on three people; the validator obtained a total score of 0.88 with very valid criteria, the practicality test was carried out on three validators obtaining a total value of 93.33 with very practical criteria, and the effective value for ten respondents obtained a total result of 0.79 with very effective criteria. After testing the product, this information system can be declared feasible and can be used in the process of accepting new students at Alhira Middle School.</p>
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