Implementasi Kombinasi Jaringan Syaraf Tiruan Metode Self-Organized Map (SOM) dan Bidirectional Associative Memory (BAM) Pada AI Game Action Adventure

Kevin Leonard Tjung(1*), Gregorius Satia Budhi(2), Kristo Radion Purba(3),


(1) Program Studi Teknik Informatika
(2) Program Studi Teknik Informatika
(3) Program Studi Teknik Informatika
(*) Corresponding Author

Abstract


Game is a multi media application that need some main parts such as, goal, challenge and game play or usually has been know as rules in a game.

Action adventure game will apply real time system in its game play. Real time game usually needs fast decision making method for artificial intelligence, so it can’t interrupt any system in the game.


Self-Organized Map (SOM) and Bidirectional Associative Memory (BAM) is one of the fastest method that can be used to process data for decision making and for adaptation. SOM method can be used as decision making part for AI while BAM can be use to store player last move that being used to kill the AI.


Based on testing result, SOM and BAM can be applied in real time game system as AI and successfully adapt to player attacks although not perfect.


Keywords


Neural Network;Self-Organized Map (SOM);Bidirectional Associative Memory (BAM);AI;Action Adventure Game

Full Text:

PDF

References


Bacao, F., Lobo, V. n.d. Introduction to Kohonen’s Self-Organizing Maps. Retrieved October 20, 2015, from http://edugi.uji.es/Bacao/SOM%20Tutorial.pdf.

Bhatia, S., Golman, R. 2014. A Recurrent Neural Network for Game Theoretic Decision Making. Retrieved October 20, 2015, from https://mindmodeling.org/cogsci2014/papers/337/paper337.pdf.

Bullinaria, J.A. 2004. Self Organizing Maps : Fundamentals. Retrieved October 20, 2015, from www.cs.bham.ac.uk/~jxb/NN/l16.pdf.

Lee, J.H., Karlova, N., Clarke, I.R., Thornton, K., & Perti, A. 2014. Facet Analysis of Video Game Genres. Retrieved October 20, 2015, from https://www.ideals.illinois.edu/bitstream/handle/2142/47323/057_ready.pdf?sequence=2. [5] Mänttäri, J., Larsson, J. 2011. Applications of Artificial Neural Networks in Games; An Overview. Retrieved October 20, 2015, from http://www.idt.mdh.se/kurser/ct3340/ht11/MINICONFERENCE/FinalPapers/ircse11_submission_5.pdf.

Negnevitsky, M. 2005. Articial intelligence: a guide to intelligent systems (2nd Ed.). England: Pearson Education Limited.

Widagda, I. 2012. Jaringan Syaraf Tiruan. Retrieved October 20, 2015, from https://igawidagda.files.wordpress.com/2012/02/diktat-jst.pdf.

Wuryandari, M.D., Afrianto, I. (2012, March). Perbandingan Metode Jaringan Syaraf Tiruan Backpropagation Dan Learning Vector Quantization Pada Pengenalan Wajah. Jurnal Komputer dan Informatika (KOMPUTA), 1(1), 46.


Refbacks

  • There are currently no refbacks.


Jurnal telah terindeks oleh :