PERBANDINGAN ALGORITMA MINIMAX DAN NEGASCOUT PADA PERMAINAN CATUR SEDERHANA

David David

Abstract


Simple Chess is a board game played by two players using boards sized in 3 rows and 3 columns and each player has pawns with different colors (normally black and white). The player wins if he/she can arrange the pawns in one line (diagonal, vertical or horizontal). The writer makes the comparisons of negascout algorithm and minimax algorithm in the application of Simple Chess to maximize the more suitable algorithm and implement them on the pawn placements in the shortest time. This research applies experimental method in form of literature study. The aspects of this research cover required features such as interface, input validation and output design. The result of this design is the application of Simple Chess embedded in negasc out algorithm and minimax algorithm. The tests used by White Box are Input, Output, program functions, and the speed of negascout algorithm and minimax algorithm in the pawn placements in Simple Chess. After being tested, the result shows that each algorithm has its own advantages and disadvantages, in which tests are done through pawn placements with the fastest time. After the comparison tests are finished, the writer concludes that in this research, minimax algorithm has a better pawn movement time in placements, whereas negascout algorithm has a better step decision.


Keywords


Negascout; Minimax; Searching; Game Playing;

Full Text:

PDF

References


Russell, Stuart J.; Norvig, Peter, 2003. Artificial Intelligence: A Modern Approach (2nd ed.), Upper Saddle River, New Jersey: Prentice Hall, pp. 163–171, ISBN 0-13-790395-2

Mandziuk, 2010. Knowledge-Free and Learning-Based Methods in Intelligent

Game Playing. Computational Intelligence 276 : Springer, (diakses 19 Mei 2012).

Effendi, Aditya Kurniawan., Delima, Rosa., Antonius R. C., 2012. Implementasi Algoritma Negascout Untuk Permainan Checkers, Informatika Jurnal Tekhnologi Komputer dan Informatika, Vol.8, No. 1, April 2012

Kusumadewi, Sri, 2003. Artificial Intelligence, Graha Ilmu, Yogyakarta.

Gilbert, E. N., 1985. An optimal minimax algorithm, Annals of Operations Research, Volume 4, Issue 1, pp 103-121

Sommerville, Ian., 2012. Software Engineering.9th edition, Pearson, United

State.

Perry, William E., 2006. Effective Methods For Software Testing, Edisi Ketiga, Wiley, Canada.

Plaat, Aske., Schaeffer, Jonathan., Pijls, Wim., Bruin, Arie de., 1995. An Algorithm Faster than NegaScout and SSS* in Practice, Computer Strategy Game Programming Workshop.

Gunawan, Kristian, Andika, Game playing untuk Othello dengan menggunakan

algoritma negascout dan MTDF (SNATI 2009), http://journal.uii.ac.id/index.php/Snati/article/viewFile/1278/1088, (diakses 19 Mei 2012).

Hasibuan, Zainal A. 2007. Metodologi Penelitian Pada Bidang Ilmu Komputer

Dan Teknologi Informasi, Konsep: Metode Teknik dan Aplikasi, Depok.




DOI: http://dx.doi.org/10.30872/jim.v8i2.193

Refbacks

  • There are currently no refbacks.


Copyright (c) 2013 Jurnal Informatika Mulawarman (JIM)

Editor Informatika Mulawarman Address:
ISSN 1858-4853 (Print) | ISSN 2597-4963 (Online)

Published by: Mulawarman University
Managed by : Informatika Department
Jalan Sambaliung No.9 Sempaja Selatan Samarinda Utara,
Kalimantan Timur 75117
 - Indonesia
E-mail: jim.unmul@gmail.com
OJS: http://e-journals.unmul.ac.id/index.php/JIM
Contact Person: Gubtha Mahendra Putra

 Creative Commons License

Informatika Mulawarman by http://e-journals.unmul.ac.id/index.php/JIM/index is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

Under the CC BY-SA license, authors and other users are able to reprint, distribute or use the material for commercial purposes so long as they give attribution to the journal Informatika Mulawarman and license the republished material under the same license.