Jurnal Publikasi STMIK Pontianak

Problem Solving Permainan Puzzle 8 Menggunakan Algoritma A*


Abstrak

The purpose of this research is to make the game Puzzle 8 software available that Visual Basic 6 , and to implement the A* algorithm that can help in solving the puzzle solution in 8 games in the structure of the tree space . Thus making games puzzle 8 this figure is expected to be useful education game for its users. Form of research by the author is the study of literature with data collection techniques such as literature studies, documentation and observation. Software design method that is used is a RAD (Rapid Application Development). The device used is the analysis algorithm, flowchart, UML (Unified Modeling Language), and pseudocode. Testing technique used is blackbox testing. Based on the analysis, implementation, discussion of which has been done in the A* algorithm Implemantation on 8 puzzle games can help in finding a solution or goal of the game puzzle game with numbers 8 to be arranged in a sequence randomized .

Keywords: games, artifical intelligence, A* algorithm, Puzzle 8


Jurnal Publikasi STMIK Pontianak By BENY HAKIM HALIMSAH, EGGY MARGISO
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