Jurnal Teknik Informatika dan Sistem Informasi e-ISSN : 2443-2229 Volume 2 Nomor 3 Desember 2016 Perbandingan Penerapan Algoritma A*, IDA*, Jump Point Search, dan PEA* Pada Permainan Pacman Rosa Delima#1, Gregorius Titis Indrajaya#2, Abednego Kristiawan Takaredase#3, Ignatia Dhian E.K.R. #4, Antonius Rachmat C. #5
[email protected] [email protected] [email protected] [email protected] [email protected] Fakultas Teknologi Informasi ,Universitas Kristen Duta Wacana Jalan Dr. Wahidin Sudirohusodo No. 5 - 25, Yogyakarta Abstract – Pathfinding is a way to find the shortest route Artikel ini secara khusus akan membahas mengenai between two points. There are several A* variant algorithms perbandingan performa algoritma A* beserta 3 varian dari such as Iterative Deepening A* (IDA*) algorithm, Partial A* yaitu Iterative Deepening A*, Jump Point Search, dan Expansion A* (PEA*), and Jump Point Search (JPS). In this Partial Expansion A*. research, the performance of A*, IDA* algorithm, JPS, and PEA* algorithm are being evaluated. The algorithms are implemented in pacman game and this research get the data A. Identifikasi Masalah by measuring number of open list node, visited nodes, and the length of path. Based on result analysis of the Kemampuan agen cerdas untuk mencari jalur yang algorithms in the Pacman game, it concluded that the optimal, agar dapat mencapai target akan membuat algorithms have the same path solution, but JPS permainan dalam sebuah game menjadi lebih menantang, algorithm has less visited nodes than A*, IDA*, and PEA*. sehingga membuat seorang pemain mendapatkan tekanan dan sekaligus kepuasan.