Similarity assessment of UML class diagrams using a greedy algorithm

Author(s):  
Mojeeb Al-Rhman Al-Khiaty ◽  
Moataz Ahmed

CCIT Journal ◽  
2019 ◽  
Vol 12 (2) ◽  
pp. 170-176
Author(s):  
Anggit Dwi Hartanto ◽  
Aji Surya Mandala ◽  
Dimas Rio P.L. ◽  
Sidiq Aminudin ◽  
Andika Yudirianto

Pacman is one of the labyrinth-shaped games where this game has used artificial intelligence, artificial intelligence is composed of several algorithms that are inserted in the program and Implementation of the dijkstra algorithm as a method of solving problems that is a minimum route problem on ghost pacman, where ghost plays a role chase player. The dijkstra algorithm uses a principle similar to the greedy algorithm where it starts from the first point and the next point is connected to get to the destination, how to compare numbers starting from the starting point and then see the next node if connected then matches one path with the path). From the results of the testing phase, it was found that the dijkstra algorithm is quite good at solving the minimum route solution to pursue the player, namely by getting a value of 13 according to manual calculations





2010 ◽  
Vol 5 (1) ◽  
pp. 7-12
Author(s):  
Sarath B. Siyambalapitiya ◽  
M. Sandirigama


2009 ◽  
Vol 20 (6) ◽  
pp. 1457-1469 ◽  
Author(s):  
Yan ZHANG ◽  
Hong MEI


2011 ◽  
Vol 21 (11) ◽  
pp. 2701-2710
Author(s):  
Hui LIU ◽  
Wei-Zhong SHAO ◽  
Zhi-Yi MA


2013 ◽  
Vol 33 (12) ◽  
pp. 3321-3325
Author(s):  
Jin MA ◽  
Jiang XIE ◽  
Dongbo DAI ◽  
Jun TAN ◽  
Wu ZHANG




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