Penerapan Algoritma Genetika dan Algoritma Ghost Framework pada Game Ms. Pacman

Yongky Budi Setiawanda, Muhammad Khulqi Rasyid, Muhammad Jauharul Ramadhan, Anggit Dwi Hartanto

Abstract


Pacman merupakan salah satu game klasik yang terkenal pada dekade 80-an dan masih sampai sekarang menarik untuk menjadi objek penelitian tentang penerapan berbagai konsep Artificial Intellegent (AI). Tujuan utama dari game ini adalah, mendapatkan poin sebanyak-banyaknya sambil menghidar dari kejaran ghost dan mendapatkan poin tambahan saat memakan ghost setelah mendapatkan pil super. Pergerakan masing-masing ghost ditentukan oleh algoritma DFS dan BFS yang diterapkan pada Ghost Framework. Algoritma tersebut sering digunakan untuk membandingkan algoritma lain dalam hal efektifitas. Penulis memanfaatkan Algoritma DFS dan BFS pada ghost digame Pacman untuk membandingkan keefektifan Algoritma Genetika (GA). Penulis menerapkan Algoritma Genetika pada player Pacman sebagai pengganti control. Terminal akan bertugas untuk mengambil nilai semua kemungkinan arah gerakan di setiap waktu selama permainan. Berdasarkan nilai-nilai ini pengontrol dapat mengontrol MS. Pacman melawan Ghost framework. Dengan desain ini, Penulis mengurangi kompleksitas solusi GA dengan menghapus semua control tindakan tugas manajemen dari system. Setelah melakukan beberapa pengujian, Penulis mendapatkan hasil dimana GA menghasilkan rerata score 8,330 yang lebih tinggi dibandingkan dengan player amatir dan kontroler lain. Dari hasil yang tersedia, Penulis menyimpulkan bahwa kinerja GA sebagai controller MS. Pacman dapat dikatakan baik.
Kata Kunci — Algoritma Genetika, Pacman, Ghost Framework


Pacman is one of the famous classic games in the 80s and is still interesting to be the object of research on Artificial Intelligence (AI). The main goal of this game is to get as many points as possible while avoiding ghost chases and get extra points when eating ghost after getting super pills. The movement of each ghost is determined by the DFS and BFS algorithms that are applied to Ghost Framework. The algorithm is often used to compare other algorithms in terms of effectiveness. Writer use the DFS and BFS Algorithm on ghost in the Pacman game to compare the effectiveness of the Genetic (GA) Algorithm. The terminal will take the value of all possible direction of movement during the game. Based on these values the controller can control MS. Pacman against Ghost framework. With this design, Writer reduce the complexity of the GA solution by removing all management actions from the control system. After doing some testing, Writer get results where GA produces a higher score compared to other amateur players and controllers. From available results, Writer conclude that the performance of GA as a MS. Pacman controller is good.
Keywords — Genetic Algorithm, Pacman, Ghost Framework


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References


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DOI: https://doi.org/10.24076/citec.2018v5i3.206

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