IMPLEMENTASI ALGORITMA DIRECTED ACYCLIC WORD GRAPH DALAM PERANCANGAN GAME SCRABBLE


Penulis Arie Lasaprima, Agung Toto Wibowo, ZK Abdurahman Baizal
Abstract “Applying Artificial Intelligence (AI) on a computer that can perform the calculations faster than humans can make a game becomes more challenging and not boring. One of the great platform to test is scrabble game.
Scrabble AI who always chose the word with the highest score of the possible words that can be arranged in each turn will very easily be defeated by a human player who is an expert in scrabble. This game is designed so that people can fight AI which is not easily defeated so the game become more interesting and challenging. Therefore designed a strategy game so people can not easily beat the AI ​​system. AI system will evaluate the words choice to be played on each turn. Each choice will affect both the board game and the choice possibility on the next turn. In this study, dictionary will store all valid words used algorithm DAWG. DAWG algorithm can reduce storage space and helps in getting the word to be played. It also conducted an analysis of the third strategy game set up, to see the performance of each strategy.
From the implementation and testing result, the word choosing strategy having the highest score winning percentage is only 40%.”
Nama Konferensi Seminar Nasional Aplikasi Teknologi Informasi (SNATI), 2012
Penyelenggara Universitas Islam Indonesia
Tanggal Yogyakarta, 15-16 Juni 2012
Link Konferensi
ISSN / ISBN ISSN : 1907-5022
Link Paper / Download http://journal.uii.ac.id/index.php/Snati/article/viewFile/2965/2737
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