scholarly journals Application of the Finite State Machine Method to Non Player Character (NPC) Action Strategy Game 'Ouroboros'

2020 ◽  
Vol 4 (2) ◽  
pp. 292-297
Author(s):  
Wahyu Safitra ◽  
Ahmad Faisol ◽  
Suryo Adi Wibowo

                    Game with strategy genre is a type of game that is quite popular among children and adults. The strategy game itself has various indirect benefits that will be experienced by the players, where players must think and analyze what steps or actions must be taken before taking action.                     As one of the key characters for building challenges in the game, the Finite State Machine method will be applied to NPCs and objects that will trigger traps. By using the FSM method, each state can apply a variety of algorithms that allow NPCs to perform various actions when there is an interaction with a player.                     The results of this study are in the form of a game application that can be run on the windows desktop platform and it can be concluded that almost all functions both on objects, main functions, and enemies can run well, and 86% of 10 respondents gave good responses. Thus the use of the finite state machine method is suitable to be applied to NPC games with the action strategy genre.  

2021 ◽  
Vol 5 (1) ◽  
pp. 291-298
Author(s):  
Muhammad Khafidh Aulia ◽  
Ali Mahmudi ◽  
Sentot Achmadi

The Covid-19 pandemic has limited activities outside the home. One of the government's efforts to break the chain of spreading the Covid-19 virus is to urge people to stay at home and carry out all work and study activities online. To get rid of boredom during a pandemic, researchers took the initiative to make a game about teenage nightmares during a pandemic that can be played on Android devices. This research is the creation of an Android-based Pandemic Nightmare game. The method used is FSM (Finite State Machine) as the artificial intelligence of the NPC (Non Playable Character) character in the Pandemic Nightmare game. The need for the thesis product being developed includes Unity 3D as a game engine and Android as a test device. The results of this research are a product in the form of a game that can be run on devices with an Android operating system at least version 5.0 Lollipop. These products have features such as touch controls on the smartphone screen, NPCs that have artificial intelligence, items that can be collected at each level, sound settings, level selection, and fear features that can reduce player visibility. Based on the features contained in the Pandemic Nightmare game, all features can function properly and correctly. Based on user testing, it is known that the majority of users think the games developed are good. Based on the results of the study, it can be concluded that artificial intelligence with the FSM (Finite State Machine) method functions properly, the control buttons and menu buttons function properly. Based on user testing, the Pandemic Nightmare game is good and worth playing.


2012 ◽  
Vol 608-609 ◽  
pp. 553-559
Author(s):  
Yun Wang ◽  
Wen Ming Gong ◽  
Xun Bo Fu

Low Voltage Ride through (LVRT) technology of Doubly Fed Wind-Power Induction Generator (DFIG) is a very important issue for grid-connection of wind power system. The paper analyzed and simulated dynamic response of DFIG under balanced and unbalanced gird voltage dip. Then proposed a whole set of LVRT control strategies based on finite state machine method for DFIG and carried out a detailed experimental validation on a 22KW DFIG driving system test platform on balanced grid voltage dip, which was connected to a voltage-dip generator. The experimental waveforms indicated that the proposed control strategy could effectively met LVRT requirement under different dip depth and time.


2019 ◽  
Vol 1 (1) ◽  
pp. 10-15
Author(s):  
Wennedy Surya Pratama ◽  
Amak Yunus ◽  
Wasum

Game adalah alternatif sarana media hiburan yang banyak dipilih pada era globalisasi seperti saat ini. Di dalam sebuah game offline khususnya mode single player dimana pemain harus melawan musuh yang dikendalikan oleh komputer atau kecerdasan buatan. Salah satu kecerdasan buatan yang peneliti pilih untuk diteliti adalah finite state machine. Yang menjadi permasalahannya ialah bagaimana menerapkan kecerdasan buatan ini kepada karakter musuh dalam game ber-genre turn based strategy. Sebelum menerapkannya pengembangan game tersebut harus dilakukan, metode penelitian yang digunakan adalah metode pendekatan waterfall. Selama pengembangan game, peneliti mendapatkan hasil bahwa unit musuh mampu memeriksa kondisi yang sudah ditentukan dan mengambil keputusan sesuai dengan kondisi-kondisi tersebut.


2021 ◽  
Vol 5 (2) ◽  
pp. 669
Author(s):  
Nursobah Nursobah ◽  
Reza Andrea ◽  
Bambang Kurniawan

Development the edugame "Hangug Word", learning media of to Korean Hangul letters with game Agent Finite State Machine based on Android. The application used in making the game is Swish max4. In this game, a game agent character is given. In the game agent using the Finite State Machine (FSM) method, the Game Agent will notify the players if they answer incorrectly or correctly in the game. The Finite State Machine method of designing a control system that describes the working principle of the system using three things: state, event, action used in the game agent can provide action and reaction to players when the game is played. The results of making this edugame are .Apk and .Swf which can be run on an Android smartphone.


Jurnal INFORM ◽  
2020 ◽  
Vol 5 (1) ◽  
pp. 8-13
Author(s):  
Enggar Adji Laksono ◽  
Ajib Susanto

Rapid technological developments have changed the patterns and systems that existed before. One of them is a Gim that has collaborated with the world of Education, the Gim is called an educational Gim. There are advantages in building an educational Gim that is visualization of real problems and increasing interest in learning. Mathematics is one of the subjects that is considered difficult for students. This is due to a lack of understanding of students in mastering the material given. In grade 5 elementary school students, desperately need rapid understanding because the class students receive more material and lessons from the previous class. The Finite State Machine method that was applied to the Gim "The Story of Rino’s Life" with additional multimedia and storyline, the Gim became more interesting and fun to play. The results of this study indicate that this Gim has fulfilled the needs of players, namely as a learning medium that makes it easier for students in grade 5 to understand mathematical material and also provides motivation to always learn mathematics.


2018 ◽  
Vol 127 (1D) ◽  
pp. 55
Author(s):  
Nguyen Khanh Quang ◽  
Nguyen Ho Quang

<em>The implementation of complex control algorithms on an FPGA</em> (Field programmable gate arrays)<em> is still at a basic level. There is no fixed method to develop algorithms on these devices because of their general characteristics. Therefore, the design engineers are still on the way to find the good approaches to optimize the implementation of algorithms on FPGAs [1-7]. This paper presents and demonstrates a sequential finite state machine design method that can solve the issue of optimal usage of the limited resources on an FPGA.</em>


Author(s):  
N. V. Brovka ◽  
P. P. Dyachuk ◽  
M. V. Noskov ◽  
I. P. Peregudova

The problem and the goal.The urgency of the problem of mathematical description of dynamic adaptive testing is due to the need to diagnose the cognitive abilities of students for independent learning activities. The goal of the article is to develop a Markov mathematical model of the interaction of an active agent (AA) with the Liquidator state machine, canceling incorrect actions, which will allow mathematically describe dynamic adaptive testing with an estimated feedback.The research methodologyconsists of an analysis of the results of research by domestic and foreign scientists on dynamic adaptive testing in education, namely: an activity approach that implements AA developmental problem-solving training; organizational and technological approach to managing the actions of AA in terms of evaluative feedback; Markow’s theory of cement and reinforcement learning.Results.On the basis of the theory of Markov processes, a Markov mathematical model of the interaction of an active agent with a finite state machine, canceling incorrect actions, was developed. This allows you to develop a model for diagnosing the procedural characteristics of students ‘learning activities, including: building axiograms of total reward for students’ actions; probability distribution of states of the solution of the problem of identifying elements of the structure of a complex object calculate the number of AA actions required to achieve the target state depending on the number of elements that need to be identified; construct a scatter plot of active agents by target states in space (R, k), where R is the total reward AA, k is the number of actions performed.Conclusion.Markov’s mathematical model of the interaction of an active agent with a finite state machine, canceling wrong actions allows you to design dynamic adaptive tests and diagnostics of changes in the procedural characteristics of educational activities. The results and conclusions allow to formulate the principles of dynamic adaptive testing based on the estimated feedback.


2018 ◽  
Vol 3 (1) ◽  
pp. 1
Author(s):  
Mustofa Mustofa ◽  
Sidiq Sidiq ◽  
Eva Rahmawati

Perkembangan dunia yang dinamis mendorong percepatan perkembangan teknologi dan informasi. Dengan dorongan tersebut komputer yang dulunya dibuat hanya untuk membantu pekerjaan manusia sekarang berkembang menjadi sarana hiburan, permainan, komunikasi dan lain sebagainya. Dalam sektor hiburan salah satu industri yang sedang menjadi pusat perhatian adalah industri video game. Begitu banyaknya produk video game asing yang masuk ke dalam negeri ini memberikan tantangan kepada bangsa ini. Tentunya video game asing yang masuk ke negara ini membawa banyak unsur kebudayaan negara lain. Ini semakin membuat kebudayaan nusantara semakin tergeserkan dengan serangan kebudayaan asing melalui berbagai media. Maka dari itu peneliti mencoba untuk menerapkan Finite State Machine dalam merancang sebuah video game RPG (Role-Playing game) yang memperkenalkan kebudayaan. Dalam perancangan video game ini peneliti menggunakan metode GDLC(Game Development Life Cycle) agar penelitian ini berjalan secara sistematis. Dalam suatu perancangan video game tedapat banyak elemen, pada penelitian ini penulis lebih fokus pada pengendalian animasi karakter yang dimainkan pada video game ini. Dari perancangan yang dilakukan, disimpulkan bahwa Finite State Machine dapat digunakan untuk pengendalian animasi yang baik pada video game RPG. Diharapkan video game ini dapat menjadi salah satu media untuk mengenalkan kebudayaan nusantara


2013 ◽  
Vol 18 (2-3) ◽  
pp. 49-60 ◽  
Author(s):  
Damian Dudzńiski ◽  
Tomasz Kryjak ◽  
Zbigniew Mikrut

Abstract In this paper a human action recognition algorithm, which uses background generation with shadow elimination, silhouette description based on simple geometrical features and a finite state machine for recognizing particular actions is described. The performed tests indicate that this approach obtains a 81 % correct recognition rate allowing real-time image processing of a 360 X 288 video stream.


2013 ◽  
Vol 33 (1) ◽  
pp. 149-152
Author(s):  
Jianjun LI ◽  
Yixiang JIANG ◽  
Jie QIAN ◽  
Wei LI ◽  
Yu LI

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