PERILAKU NPC DI ACTION ADVENTURE PLATFORMER...
Transcript of PERILAKU NPC DI ACTION ADVENTURE PLATFORMER...
PERILAKU NPC DI ACTION ADVENTURE PLATFORMER
MENGGUNAKAN FSM DAN FUZZY
TUGAS AKHIR
Diajukan Untuk Memenuhi
Persyaratan Guna Meraih Gelar Sarjana Strata 1
Teknik Informatika Universitas Muhammadiyah Malang
Disusun Oleh:
RAKA RADITYO
NIM :201210370311197
JURUSAN TEKNIK INFORMATIKA
FAKULTAS TEKNIK
UNIVERSITAS MUHAMMADIYAH MALANG
2017
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KATA PENGANTAR
Assalamu’alaikum Wr. Wb.
Puji dan syukur kami panjatkan kehadirat Allah SWT atas segala limpahan
rahmat dan karunia-Nya sehingga penulis dapat menyelesaikan tugas akhir yang
berjudul “Perilaku NPC di Action Adventure Platformer Menggunakan FSM dan
Fuzzy”
Penulisan skripsi ini diajukan untuk memenuhi salah satu syarat kelulusan
dalam jenjang perkuliahan Strata I Universitas Muhammadiyah Malang. Dalam
penulisan skripsi ini penulis tidak lepas dari hambatan dan kesulitan, namun berkat
bimbingan dan bantuan dari berbagai pihak, akhirnya hambatan tersebut dapat
diatasi dengan baik. Selanjutnya penulis tulus mengucapkan terimakasih kepada
kedua orang tua saya, keluarga, dosen dan teman-teman serta berbagai pihak yang
telah memberikan bantuan dan dorongan pada proses penyusunan skripsi ini.
Walaupun demikian, penulis menyadari masih banyak terdapat kekurangan
dalam laporan ini. Oleh karena itu, penulis mengharapkan saran yang membangun
dari berbagai pihak agar tulisan ini dapat berguna untuk perkembangan ilmu
pengetahuan kedepannya.
Malang, 2017
Penulis
Raka Radityo
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DAFTAR ISI
HALAMAN JUDUL .............................................................................................................. i
ABSTACK .............................................................................................................................. ii
ABSTRACT ............................................................................................................................ iii
LEMBAR PERSETUJUAN ................................................................................................... iv
LEMBAR PENGESAHAN .....................................................................................................v
LEMBAR PERNYATAAN .................................................................................................... vi
KATA PENGANTAR ........................................................................................................... vii
DAFTAR ISI .......................................................................................................................... viii
DAFTAR GAMBAR ............................................................................................................. xii
DAFTAR TABEL ...................................................................................................................xv
BAB I PENDAHULUAN ........................................................................................................1
1.1 Latar Belakang .......................................................................................................1
1.2 Rumusan Masalah ..................................................................................................2
1.3 Tujuan ....................................................................................................................2
1.4 Batasan Masalah ....................................................................................................2
1.5 Metodologi .............................................................................................................3
1.6 Sistematika Penulisan ............................................................................................4
BAB II LANDASAN TEORI ..................................................................................................5
2.1 Genre Game ...........................................................................................................6
2.1.1 Game Action ....................................................................................................6
2.1.2 Game Role Playing Game (RPG) ....................................................................6
2.1.3 Game Adventure ..............................................................................................7
2.1.4 Game Strategy ..................................................................................................7
2.1.5 Game Sport ......................................................................................................8
2.1.6 Game Fighting .................................................................................................8
2.1.7 Game Sumulation.............................................................................................9
2.2 Non Player Character (NPC) .................................................................................9
2.3 Behavior .................................................................................................................9
2.4 Kecerdasan Buatan (Artificial Intelligence) .........................................................10
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2.5 Kecerdasan Buatan Dalam Game .........................................................................10
2.6 Finite State Machine (FSM)..................................................................................11
2.7 Fuzzy .....................................................................................................................13
2.7.1 Logika Fuzzy ..................................................................................................13
2.7.2 Sejarah Logika Fuzzy .....................................................................................14
2.7.3 Himpunan Fuzzy .............................................................................................14
2.7.4 Kekurangan dan Kelebihan Logika Fuzzy ......................................................14
2.7.5 Sistem Inferensi Fuzzy ....................................................................................15
2.7.5.1 Metode Tsukamoto ................................................................................16
2.7.5.2 Metode Mamdani ...................................................................................25
2.7.5.3 Metode Sugeno ......................................................................................26
2.8 Dynamic Game Balancing ...................................................................................26
BAB III ANALISA DAN PERANCANGAN ........................................................................27
3.1 Perancangan Karakter, Behavior dan Animasi Karakter ......................................27
3.1.1 ALA ................................................................................................................27
3.1.2 Hard – X ..........................................................................................................29
3.2 Perancangan Finite State Machine ........................................................................31
3.3 Rancang Parameter Kesehatan dan Perilaku Serangan Boss ................................33
3.3.1 Rancang Parameter Kesehatan dan Perilaku Serangan Boss ALA .................33
3.3.2 Rancang Parameter Kesehatan dan Perilaku Serangan Boss Hard – X ..........35
3.3.3 Rancang Parameter Kesehatan Player ............................................................37
3.4 Perancangan Skenario Pengujian ..........................................................................38
3.4.1 Perhitungan Manual Boss ALA .......................................................................39
3.4.1.1 Perhitungan manual Boss ALA dengan kondisi KUAT dengan
perhitungan Fuzzy Tsukamoto ................................................................39
3.4.1.2 Perhitungan manual Boss ALA dengan kondisi SEDANG dengan
perhitungan Fuzzy Tsukamoto ................................................................44
3.4.1.3 Perhitungan manual Boss ALA dengan kondisi LEMAH dengan
perhitungan Fuzzy Tsukamoto ................................................................48
3.4.2 Perhitungan Manual Boss Hard – X ................................................................53
3.4.2.1 Perhitungan manual Boss Hard - X dengan kondisi KUAT dengan
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perhitungan Fuzzy Tsukamoto ................................................................53
3.4.2.2 Perhitungan manual Boss Hard - X dengan kondisi SEDANG dengan
perhitungan Fuzzy Tsukamoto ................................................................58
3.4.2.3 Perhitungan manual Boss Hard - X dengan kondisi LEMAH dengan
perhitungan Fuzzy Tsukamoto ................................................................63
BAB IV IMPLEMENTASI DAN PENGUJIAN ....................................................................69
4.1 Model Karakter .....................................................................................................69
4.1.1 Karakter Boss ...................................................................................................69
4.2 Animasi Karakter ..................................................................................................69
4.2.1 ALA .................................................................................................................70
4.2.1.1 Animasi Idle .............................................................................................70
4.2.1.2 Animasi Dead...........................................................................................70
4.2.1.3 Animasi Normal Attack ...........................................................................70
4.2.1.4 Animasi Special Attack............................................................................71
4.2.1.5 Animasi Strong Attack .............................................................................71
4.2.2 Hard - X ...........................................................................................................71
4.2.2.1 Animasi Idle .............................................................................................72
4.2.2.2 Animasi Dead...........................................................................................72
4.2.2.3 Animasi Normal Attack ...........................................................................72
4.2.2.4 Animasi Strong Attack .............................................................................73
4.2.2.5 Animasi Special Attack............................................................................73
4.3 Tampilan Antarmuka Boss ...................................................................................73
4.3.1 Boss ALA.........................................................................................................73
4.3.2 Boss Hard – X ..................................................................................................76
4.4 Pengujian...............................................................................................................79
4.4.1 Pengujian Perilaku Serangan Dengan Metode Fuzzy Tsukamoto ...................79
4.4.1.1 Pengujian Boss ALA...............................................................................80
4.4.1.2 Pengujian Boss Hard – X ........................................................................84
4.4.2 Dynamic Game Balancing ...............................................................................88
BAB V KESIMPULAN DAN SARAN .................................................................................92
5.1 Kesimpulan ...........................................................................................................92
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5.2 Saran .....................................................................................................................92
DAFTAR PUSTAKA .............................................................................................................93
LAMPIRAN ............................................................................................................................95
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DAFTAR GAMBAR
Gambar 2.1 Game Action Prince of Persia dan Tom Raider ...................................................6
Gambar 2.2 Game RPG Final Fantasy dan Dark Souls ...........................................................7
Gamber 2.3 Game Adventure Bully dan Crash Bandicoot ......................................................7
Gambar 2.4 Game Strategy Age of Empire dan XCOM2 .......................................................8
Gambar 2.5 Game Sport FIFA dan NBA.................................................................................8
Gambar 2.6 Game Fighting Marvel vs Capcom dan Tekken ..................................................9
Gambar 2.7 Game Simulation ETS dan Flight Simulation......................................................9
Gambar 2.8 Contoh FSM Sederhana dan Penjelasan .............................................................12
Gambar 2.9 Logika Tegas dan Fuzzy .....................................................................................14
Gambar 2.10 Diagram Blok Sistem Inferensi Fuzzy ..............................................................16
Gambar 2.11 Inferensi Dengan Menggunakan Fuzzy Tsukamoto .........................................17
Gambar 2.12 Fungsi Keanggotaan Variabel Permintaan Pada Contoh Kasus 2.1 .................18
Gambar 2.13 Fungsi Keanggotaan Variabel Persediaan Pada Contoh Kasus 2.1 ..................19
Gambar 2.14 Fungsi Keanggotaan Variabel Produksi Pada Contoh Kasus 2.1 .....................20
Gambar 3.1 Sketsa Karakter ALA ..........................................................................................27
Gambar 3.2 Rancang Animasi Idle Boss ALA .......................................................................28
Gambar 3.3 Rancang Animasi Dead Boss ALA .....................................................................28
Gambar 3.4 Rancang Animasi Normal Attack Boss ALA .....................................................28
Gambar 3.5 Rancang Animasi Special Attack Boss ALA ......................................................29
Gambar 3.6 Rancang Animasi Strong Attack Boss ALA .......................................................29
Gambar 3.7 Sketsa Karakter Hard – X ...................................................................................30
Gambar 3.8 Rancang Animasi Idle Boss Hard - X .................................................................30
Gambar 3.9 Rancang Animasi Dead Boss Hard - X ...............................................................30
Gambar 3.10 Rancang Animasi Normal Attack Boss Hard - X .............................................31
Gambar 3.11 Rancang Animasi Special Attack Boss Hard - X ..............................................31
Gambar 3.12 Rancang Animasi Strong Attack Boss Hard - X ...............................................31
Gambar 3.13 Rancangan AI pada NPC Boss ALA dengan Metode Finite State Machine ....32
Gambar 3.14 Rancangan AI pada NPC Boss Hard - X dengan Metode Finite State
Machine ..................................................................................................................................33
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Gambar 3.15 Grafik Parameter Health Point Boss ALA ........................................................34
Gambar 3.16 Grafik Parameter Health Point Boss Hard – X .................................................36
Gambar 3.17 Grafik Parameter Health Point Player ...............................................................38
Gambar 3.18 Grafik Parameter Health Point Boss ALA ........................................................40
Gambar 3.19 Grafik Parameter Health Point Player ...............................................................41
Gambar 3.20 Grafik Parameter Perilaku Serangan ALA........................................................42
Gambar 3.21 Grafik Parameter Health Point Boss ALA ........................................................45
Gambar 3.22 Grafik Parameter Health Point Player ...............................................................46
Gambar 3.23 Grafik Parameter Perilaku Serangan ALA........................................................47
Gambar 3.24 Grafik Parameter Health Point Boss ALA ........................................................50
Gambar 3.25 Grafik Parameter Health Point Player ...............................................................51
Gambar 3.26 Grafik Parameter Perilaku Serangan ALA........................................................52
Gambar 3.27 Grafik Parameter Health Point Boss Hard - X ..................................................55
Gambar 3.28 Grafik Parameter Health Point Player ...............................................................56
Gambar 3.29 Grafik Parameter Perilaku Serangan Hard - X ..................................................57
Gambar 3.30 Grafik Parameter Health Point Boss Hard - X ..................................................60
Gambar 3.31 Grafik Parameter Health Point Player ...............................................................61
Gambar 3.32 Grafik Parameter Perilaku Serangan Hard - X ..................................................62
Gambar 3.33 Grafik Parameter Health Point Boss Hard - X ..................................................65
Gambar 3.34 Grafik Parameter Health Point Player ...............................................................66
Gambar 3.35 Grafik Parameter Perilaku Serangan Hard - X ..................................................67
Gambar 4.1 Karakter Boss ALA dan Hard – X ......................................................................69
Gambar 4.2 Animasi Idle ALA ...............................................................................................70
Gambar 4.3 Animasi Dead ALA ............................................................................................70
Gambar 4.4 Animasi Normal Attack ALA .............................................................................71
Gambar 4.5 Animasi Special Attack ALA .............................................................................71
Gambar 4.6 Animasi Strong Attack ALA...............................................................................71
Gambar 4.7 Animasi Idle Hard – X ........................................................................................72
Gambar 4.8 Animasi Dead Hard – X ......................................................................................72
Gambar 4.9 Animasi Normal Attack Hard – X ......................................................................72
Gambar 4.10 Animasi Strong Attack Hard – X ......................................................................73
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Gambar 4.11 Animasi Special Attack Hard – X .....................................................................73
Gambar 4.12 FSM Boss ALA .................................................................................................74
Gambar 4.13 Perilaku Idle Boss ALA ....................................................................................74
Gambar 4.14 Perilaku Normal Attack Boss ALA ..................................................................75
Gambar 4.15 Perilaku Special Attack Boss ALA ...................................................................75
Gambar 4.16 Perilaku Strong Attack Boss ALA ....................................................................76
Gambar 4.17 Perilaku Dead Boss ALA ..................................................................................76
Gambar 4.18 FSM Boss Hard – X ..........................................................................................77
Gambar 4.19 Perilaku Idle Boss Hard – X .............................................................................77
Gambar 4.20 Perilaku Normal Attack Boss Hard – X ............................................................78
Gambar 4.21 Perilaku Strong Attack Boss Hard – X .............................................................78
Gambar 4.22 Perilaku Special Attack Boss Hard – X ............................................................79
Gambar 4.23 Perilaku Dead Boss Hard – X ...........................................................................79
Gambar 4.24 Kondisi awal Boss ALA dan Player Dengan Health Point Kuat ......................80
Gambar 4.25 Hasil Perilaku Serangan Kategori Health Point Kuat…………………….. 81
Gambar 4.26 Kondisi awal Boss ALA dan Player Dengan Health Point Sedang ..................81
Gambar 4.27 Hasil Perilaku Serangan Kategori Health Point Sedang ...................................82
Gambar 4.28 Kondisi awal Boss ALA dan Player Dengan Health Point Lemah ...................82
Gambar 4.29 Hasil Perilaku Serangan Kategori Health Point Lemah ....................................83
Gambar 4.30 Kondisi awal Boss Hard - X dan Player Dengan Health Point Kuat............... 84
Gambar 4.31 Hasil Perilaku Serangan kategori Health Point Kuat....................................... 85
Gambar 4.32 Kondisi awal Boss Hard - X dan Player Dengan Health Point Sedang…....... 85
Gambar 4.33 Hasil Perilaku Serangan kategori Health Point Sedang................................... 86
Gambar 4.34 Kondisi awal Boss Hard - X dan Player Dengan Health Point Lemah............ 86
Gambar 4.35 Hasil Perilaku Serangan kategori Health Point Lemah.................................... 87
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DAFTAR TABEL
Tabel 2.1 Perhitungan Keanggotaan Variabel Permintaan Pada Contoh 2.1 .........................21
Tabel 2.2 Perhitungan Keanggotaan Variabel Persediaan Pada Contoh 2.1 ..........................22
Tabel 3.1 Aturan - Aturan Yang Terbentuk Pada Inferesni Fuzzy NPC ALA .......................34
Tabel 3.2 Aturan - Aturan Yang Terbentuk Pada Inferesni Fuzzy NPC Hard – X ................36
Tabel 3.3 Perhitungan Health Point Boss ALA ......................................................................41
Tabel 3.4 Perhitungan Health Point Player .............................................................................42
Tabel 3.5 Perhitungan Health Point Boss ALA ......................................................................45
Tabel 3.6 Perhitungan Health Point Player .............................................................................46
Tabel 3.7 Perhitungan Health Point Boss ALA ......................................................................50
Tabel 3.8 Perhitungan Health Point Player .............................................................................51
Tabel 3.9 Perhitungan Health Point Boss Hard - X ................................................................55
Tabel 3.10 Perhitungan Health Point Player ...........................................................................56
Tabel 3.11 Perhitungan Health Point Boss Hard - X ..............................................................60
Tabel 3.12 Perhitungan Health Point Player ...........................................................................61
Tabel 3.13 Perhitungan Health Point Boss Hard - X ..............................................................65
Tabel 3.14 Perhitungan Health Point Player ...........................................................................66
Tabel 4.1 Hasil Keseluruhan Pengujian Boss ALA ................................................................83
Tabel 4.2 Hasil Keseluruhan Pengujian Boss Hard - X ..........................................................87
Tabel 4.3 Hasil Keseluruhan Pengujian Evaluasi Tingkat Kesulitan Boss ALA ...................88
Tabel 4.4 Hasil Keseluruhan Pengujian Evaluasi Tingkat Kesulitan Boss Hard - X .............89
Tabel 4.5 Hasil Pengujian Karateristik Lawan Game .............................................................90
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