Sofyan, Isthofi Aslim (2018) Implementasi Dynamic Difficulty Adjustment Pada Racing Game Menggunakan Metode Behaviour Tree. Sarjana thesis, Universitas Brawijaya.
Abstract
Video games merupakan hiburan dan tantangan. Tanpa tantangan video games akan mudah diselesaikan dan membosankan. Namun apabila tantangan terlalu sulit dapat membuat pemain frustasi dan menyerah. Hal ini berhubungan dengan flow-state yaitu ketika kemampuan pemain dan tantangan dari game setara. Pada umumnya setiap game menyediakan pengaturan tingkat kesulitan. Tingkat kesulitan yang disediakan biasanya disediakan dalam bentuk pilihan dari tingkat kesulitan mudah (Easy), sedang (Medium), dan sulit (Hard). Sayangnya model pengaturan seperti ini bersifat statis sehingga menimbulkan ketidaksetaraan antara pemain dan tantangan dari game. Untuk menyelesaikan masalah tersebut dynamic difficulty adjustment (DDA) diterapkan dalam penelitian ini. DDA adalah alternatif dari pengatur tingkat kesulitan statis yang harus ditentukan oleh pemain sebelum memulai permainan, dengan adanya DDA pemain tidak perlu repot mengatur tingkat kesulitan sebelum bermain. DDA berfungsi sebagai pengatur tingkat kesulitan yang bekerja secara otomatis berdasarkan kemampuan pemain. Untuk mendukung penerapan DDA, behaviour tree digunakan untuk membantu proses adaptasi AI terhapadap kemampuan pemain. Pengujian dilakukan dengan uji coba balap sebanyak 3 lap dan dicatat nilai jarak tempuh dari setiap checkpoint yang dilewati. Nilai jarak dari masing – masing uji akan dijumlahkan dan dihitung rata-rata selisih jarak. Dari pengujian yang dilakukan didapatkan hasil penerapan behaviour tree dan DDA menghasilkan permaninan yang tidak membosankan dan tidak terlalu sulit untuk pemain. Behaviour tree dan DDA menghasilkan kemampuan AI lawan yang dinamis dan mampu menyesuaikan kemampuan dari pengguna.
English Abstract
Video games is an entertainment with challenge. Video games would be too easy and boring without challenge. But if the challenge is too hard that would frustrate many people and made them gave it up completely. This related to flow-state where the goal is to find balance between player skills and game challenge. In general every video games provide difficulty settings. Difficulty settings that was provided usually in choice form such as easy, medium, and hard. However difficulty settings such as this usually make the game feels too flat, which make imbalance gameplay between player abilty to game challange. Dynamic Difficulty Adjustment (DDA) hopefully can solve the inconsistency gameplay from this problem. Dynamic Difficulty Adjustment is an alternative to a difficulty settings that needed to be set before playing a game, with DDA player do not need to set the difficulty manually before playing. DDA in this case will work as a substitute to the old difficulty settings system, because DDA work as a dynamic difficulty settings that will adjust automaticly to player ability. To support DDA system, Behaviour Tree will be used as method to make the algorithm. Testing is used by test play race between AI with DDA against static AI for 3 laps and distance difference will be recorded with every checkpoint passed. From this testing we know that Behaviour Tree will help DDA to make the game more fun and challenging. Behaviour Tree and DDA produce AI that have dyniamic difficulty so it can adapt to opponent abbilities.
Item Type: | Thesis (Sarjana) |
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Identification Number: | SKR/FTIK/2018/763/051809153 |
Uncontrolled Keywords: | tingkat kesulitan dinamis, DDA, behaviour tree, racing game. dynamic difficulty adjustment, DDA, behaviour tree, racing game. |
Subjects: | 700 The Arts > 794 Indoor games of skill > 794.8 Electronic games |
Divisions: | Fakultas Ilmu Komputer > Teknik Informatika |
Depositing User: | Budi Wahyono Wahyono |
Date Deposited: | 15 Mar 2019 01:09 |
Last Modified: | 22 Oct 2021 04:02 |
URI: | http://repository.ub.ac.id/id/eprint/13702 |
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