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Abstract
FSM (Finite State Machine) is a method of implementing artificial intelligence that is applied to make a decision on NPC (Non Player Character). The application of FSM that is often encountered is to form an NPC with intelligence, so that the NPC can respond to the player's character so that the NPC seems to be able to think. Games have various types (genres) and are increasingly varied in line with the development of hardware and software technology. Writing will focus on games with the Role Playing Game genre or often called RPG. Games in general use Artifical Intelligence in their systems to make the game more interesting to play. Artifical Intelligence is usually applied to NPC (Non Player Character) / Enemy in the game or opponents who must be defeated, one of the applications of Artifical Intelligence in the game to be used in this research is the Finite State Machine (FSM) method.
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References
- Astari, 2011. Automatic Leveling in Sliding Puzzle Game based on Finite State Machine.
- Baani, AHKM, 2019. Implementation of the Finite State Machine Method in the Game "Pride Of Battle".
- Binanto, I., 2010. Digital Multimedia-Basic Theory and Its Development. Yogyakarta: Andi.
- Funge. M., 2010. Artificial Intelligence for games. CRC Press.
- Fanani, Z., 2012. "The History of Adobe Photoshop". Jakarta: PT. Gramedia General Library.
- Henry, S., 2010. Smart with Games. Jakarta: Gramedia.
- Herlambang, M., 2019. Implementation of the Finite State Machine Method in the Game "Dread man"
- Muhammad, 2011. Learning Module: Software Engineering (Structured and Object Oriented).
- Nugroho, A., 2010. Object-Based Software Engineering using the USDP Method. Yogyakarta: Andi.
- Pranata, AKM, 2015. Easy to Make Games and Its Financial Potential with Unity 3D. Books.google.com
- Pressman, RS, 2010. Software Engineering: a practitioner's approach. New York: McGraw-Hill.
- Qamal, M., and Marzian. F., 2017. Desktop-based RPG "The Royal Sword" Using Finite State Machine (FSM) Method
- Russel and Norvig, S., 2010. Artificial Intelligence: A Modern Approach. New Jersey: Alan Apt.
- Wijaya, 2013. "SIMULATION GAME FINITE STATE MACHINE FOR AGRICULTURE AND LIVESTOCK", National Seminar on Applied Information & Communication Technology 2013 (SEMANTIK 2013).
References
Astari, 2011. Automatic Leveling in Sliding Puzzle Game based on Finite State Machine.
Baani, AHKM, 2019. Implementation of the Finite State Machine Method in the Game "Pride Of Battle".
Binanto, I., 2010. Digital Multimedia-Basic Theory and Its Development. Yogyakarta: Andi.
Funge. M., 2010. Artificial Intelligence for games. CRC Press.
Fanani, Z., 2012. "The History of Adobe Photoshop". Jakarta: PT. Gramedia General Library.
Henry, S., 2010. Smart with Games. Jakarta: Gramedia.
Herlambang, M., 2019. Implementation of the Finite State Machine Method in the Game "Dread man"
Muhammad, 2011. Learning Module: Software Engineering (Structured and Object Oriented).
Nugroho, A., 2010. Object-Based Software Engineering using the USDP Method. Yogyakarta: Andi.
Pranata, AKM, 2015. Easy to Make Games and Its Financial Potential with Unity 3D. Books.google.com
Pressman, RS, 2010. Software Engineering: a practitioner's approach. New York: McGraw-Hill.
Qamal, M., and Marzian. F., 2017. Desktop-based RPG "The Royal Sword" Using Finite State Machine (FSM) Method
Russel and Norvig, S., 2010. Artificial Intelligence: A Modern Approach. New Jersey: Alan Apt.
Wijaya, 2013. "SIMULATION GAME FINITE STATE MACHINE FOR AGRICULTURE AND LIVESTOCK", National Seminar on Applied Information & Communication Technology 2013 (SEMANTIK 2013).