Implementasi Penyelesaian Permasalahan Algoritma Ascent Hill Climbing Pada Puzzle-8

Yopy Mardiansyah(1*), Sestri Novia Rizki(2),


(1) Institut Teknologi Batam, Indonesia
(2) Akademi Manajemen Informatika dan Komputer (KOSGORO), Indonesia
(*) Corresponding Author

Abstract


A puzzle is an arrangement of numbers consisting of nine squares that are neatly arranged in a sequence of numbers 1 to number 8. Puzzle games are interesting, fun games and improve cognitive abilities, how to think quickly and are able to develop children's brains to increase their grasping power in solving a problem. . The problem that occurs in this study is the lack of children's ability to solve the logic of compiling puzzles, so make rules and steps to quickly complete this game. The main purpose of this research is to help children improve their thinking patterns so they can arrange numbers 1 to 8 with fast time and solutions. The method used is the Best First Search algorithm in finding the Final Goal quickly and easily. The final result of this research, after several stages of eating, the final result is that the puzzle sequence has fulfilled the final goal according to the initial data. The basic concept of solving the Best First Search Algorithm must follow the rules that have been set by running the process in accordance with existing procedures. If in the search process an unsuitable arrangement is found, then proceed with the next search until it finds the correct position in the form of a sequence of numbers 1 to 8. If it is found, the search algorithm is stopped

Full Text:

PDF

References


Muhammad Aqil Arviansyah, dkk. 2019. “Aplikasi Game Battle Puzzle Dengan.” Aplikasi Game Battle Puzzle Dengan Metode Best First Search 3 (April): 60–65.

Hermawan, Deny Prasetia, Darlis Herumurti, dan Imam Kuswardayan. 2017. “Efektivitas Penggunaan Game Edukasi Berjenis Puzzle, RPG dan Puzzle RPG Sebagai Sarana Belajar Matematika.” JUTI: Jurnal Ilmiah Teknologi Informasi 15 (2): 195. https://doi.org/10.12962/j24068535.v15i2.a663.

Nari, Nola, Yulia Akmay, dan Dewi Sasmita. 2020. “Penerapan permainan puzzle untuk meningkatkan kemampuan membilang.” Jurnal Pembangunan Pendidikan: Fondasi dan Aplikasi 7 (1): 44–52. https://doi.org/10.21831/jppfa.v7i1.26499.

Engel. 2014. “Permainan Edukatif Dengan Media Puzzle Mengembangkan Kemampuan Kognitif Anak Usia 4 - 5 Tahun Tk Islamiyah Mahardikha,.” Paper Knowledge . Toward a Media History of Documents.

Auditya, Luthfie, Condro Kartiko, dan Citra Wiguna. 2020. “Jurnal Edik Informatika Jurnal Edik Informatika.” Penelitian Bidang Komputer Sains dan Pendidikan Informatika 7 (1): 9–18.

Febri, Mike, dan Mayang Sari. 2021. “Penerapan Algoritma Ascent Hill Climbing Pada Game Edukasi Penyusunan Deretan Angka Puzzle-8.” Jurnal Sistem Komputer dan Informatika (JSON) 3 (2): 141–46. https://doi.org/10.30865/json.v3i2.3612.

Afero, Yosdarso. 2021. “Artificial Intelegence Penerapan Kasus Algoritma Ascent Hill Climbing Dalam Permainan Puzzle 8.” Elkom : Jurnal Elektronika dan Komputer 14 (2): 325–31. https://doi.org/10.51903/elkom.v14i2.508.

Abraham, David, dan Indra W Permana. 2016. “Penyelesaian Masalah 8-Puzzle dengan Algoritma Steepest-Ascent Hill Climbing.” Setrum : Sistem Kendali-Tenaga-elektronika-telekomunikasi-komputer 4 (1): 40. https://doi.org/10.36055/setrum.v4i1.465.

Adharani, Yana, Emi Susilowati, dan Eko Purwanto. 2017. “Penerapan Metode Simple Hill Climbing Search Untuk Pencarian Lokasi Terdekat Sekolah Menengah Atas Muhammdiyah.” Sistem Informasi, Teknologi Informatika dan Komputer 7 (2): 15.

Anam, Hairul, Feby Sabilhul Hanafi, dan Ahmad Fauzal Adifia. 2018. “Penerapan Metode Steepest Ascent Hill Climb pada Permainan Puzzle” 3 (2): 36–40.




DOI: http://dx.doi.org/10.30645/j-sakti.v6i1.471

Refbacks

  • There are currently no refbacks.



J-SAKTI (Jurnal Sains Komputer & Informatika)
Published Papers Indexed/Abstracted By:


Jumlah Kunjungan :

View My Stats