Artificial Intelligence Pada Game Four In Line Menggunakan Algoritma Alpha Beta Prunning, Minimax Dan Greedy

Artificial Intelligence Pada Game
Four In Line Menggunakan
Algoritma Alpha Beta Prunning, Minimax Dan Greedy

Fendy Putra Pratama#1, The Houw Liong*2, Victor L.B. Manu,S.T#3
#Faculty of Informatics Engineering, Institut Teknologi Harapan Bangsa
Bandung, Indonesia
1fendyputra7@gmail.com
3victor.manu.ithb@gmail.com
*Faculty of Mathematics and Natural Sciences, Institut Teknologi Bandung
Bandung, Indonesia
2thehl007@gmail.com
Abstrak — Permainan Four In Line merupakan permainan yang dimainkan oleh dua orang pemain dengan cara menjatuhkan disc berwarna merah dan kuning secara bergantian ke dalam papan yang berdiri secara vertikal. Untuk memenangkan permainan ini dengan cara menyusun 4 buah disc secara berdampingan baik itu vertikal, horizontal maupun diagonal. Pembuatan artificial intelligence pada permainan Four In Line akan menggunakan metode Alpha-Beta Pruning, Minimax dan juga Greedy. Hasil dari tugas akhir ini adalah aplikasi permainan Four In Line yang dapat dimainkan dalam mode player melawan player, player melawan computer, dan computer melawan computer dalam berbagai tingkat kesulitan. Kemudian mencoba membandingkan tingkat kemenangan antar metode yang satu dengan yang lain. Sehingga dapat mengetahui hasil kemenangan dan juga pengambilan keputusan dari metode – metode tersebut. Berdasarkan hasil pengujian, didapatkan bahwa perbandingan kecerdasan berdasarkan tingkat kemenangan metode Alpha-Beta Prunning melawan Minimax sebesar 40% untuk Alpha-Beta, dan 50% untuk Minimax. Alpha-Beta dengan Greedy sebesar 70% untuk Alpha-Beta dan 15% untuk Greedy sedangkan metode Minimax sebesar 70% untuk Minimax dan 20% untuk Greedy.

Kata kunci : Four In Line, Artificial Intelligence, Alpha-Beta Pruning, Minimax, Greedy.

Abstract — Four In Line game is a game played by two players by dropping disc red and yellow in turn into the boards which stand vertically. To win this game by arranging 4 pieces disc side by side either vertically, horizontally or diagonally. Making artificial intelligence in the game of Four In Line will use the Alpha-Beta Pruning methods, Minimax and Greedy. The results of this final project is a game of Four In Line application that can be played in a player against player mode, the player against the computer, and the computer against the computer in a variety of difficulty levels. Then try to compare the level of between method victories with each other. So it can determine winning result and also the decision making of methods. Based on the test results, it was found that the ratio of the level of intelligence based on methods victory against Alpha-Beta prunning Minimax by 40% for Alpha-Beta, and 50% for Minimax. Alpha-Beta to Greedy by 70% for Alpha-Beta and 15% for the Greedy while the Minimax method by 70% to 20% for the Minimax and Greedy.

Keywords — Four In Line, Artificial Intelligence, Alpha-Beta Pruning, Minimax, Greedy.

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