Untuk menjadikan Game dapat menarik maka perlu dikembangkan Non Player Character (NPC) yang mempunyai kemampuan seperti manusia, AI (artificial intelligent) yaitu kecerdasan buatan yang dibuat untuk dapat memberikan kesan pada npc yang terlihat lebih alami dan berprilaku mirip manusia, baik npc tersebut adalah tokoh sampingan yang membantu pemain dalam progres cerita atau sebagai musuh yang harus di kalahkan pemain. Behavior tree adalah sebuah cara yang terstruktur dalam pengalihan tugas pada autonom agent atau AIseperti robot atau virtual entity dalam game komputer (npc). Behavior Tree adalah cara yang sangat efisien dalam membangun sistem kompleks yang modular dan reaktif. Hasil dari penelitian ini adalah dibuatnya game side scrolling yang memnpunyai grapik 3 dimensi. Dalam game terdapat non-playable character (NPC) yang menggunakan behavior tree yang mengontrol prilaku npc tersebut. Perilaku npc tersebut akan bereaksi terhadap aksi yang dilakukan oleh pemain dalam game.
Technological advancement comes with both positive and negative impacts to the society, including the cybercrime. The main problems discussed in this study is regulation of criminal acts of scams committed through electronic media, particularly SMS, as well as the efforts to handle such crime in accordance with applicable legal provisions, both based on the Criminal Code and based on Law Number 11 of 2008 on Electronic Information and Transactions that has been amended by Law no. 19 of 2016. This study applies the Normative Legal Research method. The results showed that the criminal act of scams committed online was in principle similar to that of conventional fraud, the only difference being the means of action, namely using an electronic system, namely computers, the internet, or cellular telecommunication devices. Based on the prevailing legal provisions, online fraud can be treated similar to that conventional offenses stipulated in the Criminal Code (KUHP), so that the case handling process is also based both on the Criminal Code and Electronic Information and Transactions law
Social Assistance (BanSos) is a government program intended for lower-middle families. Social assistance is assistance given to the community, especially the lower middle class, which is not continuous and selective. Many types of social assistance are provided by the government with the aim of prospering and helping the community's economy. However, the problem that occurs is that there are still many people who receive social assistance that are not people who deserve to receive social assistance, while the lower middle class who should receive social assistance are neglected and do not receive the social assistance. It should be for the distributor or the kelurahan to form groups for residents who are entitled to receive social assistance. The process of grouping the recipients of social assistance can be done by processing the data of residents who have the right to receive the social assistance. The data processing can be done by using data mining. One of the algorithms that can be used to solve problems in data mining is the K-Nearest Neighbor algorithm. After carrying out the overall process with a value of K = 5, it was found that the new data from residents was declared eligible to receive social assistance
This research makes how to build a 2 dimensional game with the theme of a young man named Arjun who is on the battlefield and is attacked by "Buto Ijo's troops and must go through attacks from Buto Ijo's troops to protect the “Banakeling” kingdom. The background in taking the theme Arjuna game with side scrolling game to make this game easy to play. In game research that was built using the stages of multimedia development and also using the collision detection method. The Arjuna’s Adventure Game is built based on Android. The design system in this study uses a flowchart. Testing is done with the White Box and Black Box.
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