Meningkatkan Behaviour Npc Pada Game 3d Survival Menggunakan Metode Markov
Abstract
Full Text:
PDF (Bahasa Indonesia)References
Costikyan, G (2013). Uncertainty in Games. MIT Press,20
Craig, W. Reynolds. Steering Behaviors For Autonomous Characters. Sony Computer Entertainment America.1999
Miftachul, Kurniawan dan Nugroho. 2011. “Desain Perubahan Perilaku pada NPC Game Menggunakan Logika Fuzzyâ€. National Seminar on Electrical, Informatics, and Its Education. Online: http://elektro.um.ac.id/ceie/2011/assets/paper/National/I nformatics/A21820%20YUNIFA_MISTACHUL_AR IF%20%20DESAIN%20PERUBAHAN%20PERILAK U.pdf
Mardi, Miftahul, Hariadi, dan Mauridhi. 2011. Perilaku Taktis Untuk Non-Player Characters Di Game Peperangan Meniru Strategi Manusia Menggunakan Fuzzy Logic Dan Hierarchical Finite State Machine. Online: http://kursor.trunojoyo.ac.id/wpcontent/uploads/2012/03/vol6_no1_p7.pdf.
Nugroho, Fresy and Arif, Yunifa Miftachul. 2016. Desain Non Playble Character Sebagai Musuh Pada Game Sepeda Menggunakan Metode Markov State Machine. Online: http://etheses. uin.malang. ac.id/id/eprint/3451
Millington, Ian. Artifial Intelligence for Games. San Francisco, U.S.A.: Morgan Kaufmann Publishers. 2006
Kristanto, Andri, 2004, Kecerdasan Buatan, Yogyakarta: Graha Ilmu
Srivastava, Mani, 2001, Modeling Embedded Systems, Online:http://statistic.gunadarma.ac.id/pub/books/Embe dded/nesl.ucla.edu/lectures/L02_2pp.pdf.
Siagan. 2006. Pengertian Markov Chain. dari Online: https://sutrisnoadityo.wordpress.com/2013/10/12/rantai -markov-markov-chain/.
Chen, Jun., Suksompong, Prapun., Berger, Toby. Communication through a Finite State Machine with Markov Property. School of Electrical and Computer Engineering. Cornell University. Itacha, New York.
DOI: http://dx.doi.org/10.30811/.v2i1.477
Refbacks
- There are currently no refbacks.
Copyright (c) 2017 Jurnal Infomedia
