IMPLEMENTASI ALGORITMA FISHER-YATES SHUFFLE PADA GAME PUZZLE WAYANG BERBASIS ANDROID

SULLIS, SULLIS (2018) IMPLEMENTASI ALGORITMA FISHER-YATES SHUFFLE PADA GAME PUZZLE WAYANG BERBASIS ANDROID. S1 thesis, Universitas Mercu Buana Jakarta.

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Abstract

Puppet is an Indonesian traditional art which is included in the category of performing arts which is Indonesia's cultural heritage. However, the wayang art is now being forgotten, this is due to the lack of an introductory media that is attractive to teenagers and children. Game Puzzle is one of the media that can be used to introduce puppets that can also train the intelligence and logical abilities of players because in the puzzle game players are asked to rearrange the puzzle that has been randomized into a series of good shapes. One algorithm that can be used in randomizing puzzle images is the Fisher-Yates Shuffle Algorithm. To produce an android-based puppet puzzle game application in this study using Luther's software development method. From the test results it can be concluded that the Fisher-Yates Shuffle randomization algorithm was successfully implemented because there was no loop recurrence when the application was reopened. Keywords : Game, Android, Fisher-Yates Shuffle Wayang merupakan kesenian tradisonal Indonesia yang termasuk dalam kategori seni pertunjukan yang merupakan warisan kebudayaan Indonesia. Akan tetapi kesenian wayang saat ini mulai dilupakan, hal ini dikarenakan kurangnya media pengenalan yang menarik bagi remaja dan anak-anak.. Game Puzzle merupakan salah satu media yang dapat digunakan untuk memperkenalkan wayang yang sekaligus dapat melatih kecerdasan dan kemampuan logika pemain karena dalam game puzzle pemain diminta untuk menyusun kembali puzzle yang sudah diacak menjadi suatu rangkaian bentuk yang baik. Salah satu algoritma yang dapat digunakan dalam pengacakan gambar puzzle adalah Algoritma Fisher-Yates Shuffle. Untuk menghasilkan aplikasi game puzzle wayang berbasis android dalam penelitian ini menggunakan metode pengembangan perangkat lunak Luther. Dari hasil pengujian dapat disimpulkan bahwa algoritma pengacakan Fisher-Yates Shuffle berhasil diimplementasikan karena tidak terjadi perulangan pengacakan puzzle ketika aplikasi dibuka kembali. Kata Kunci: Game Puzzle, Android, Fisher-Yates Shuffle

Item Type: Thesis (S1)
Call Number CD: FIK/INF. 19 025
Call Number: SIK/15/18/053
NIM: 41513120071
Uncontrolled Keywords: Game Puzzle, Android, Fisher-Yates Shuffle
Subjects: 500 Natural Science and Mathematics/Ilmu-ilmu Alam dan Matematika > 510 Mathematics/Matematika
500 Natural Science and Mathematics/Ilmu-ilmu Alam dan Matematika > 510 Mathematics/Matematika > 518 Numerical Analysis/Analisis Numerik, Analisa Numerik
500 Natural Science and Mathematics/Ilmu-ilmu Alam dan Matematika > 510 Mathematics/Matematika > 518 Numerical Analysis/Analisis Numerik, Analisa Numerik > 518.1 Algorithms/Algoritma
500 Natural Science and Mathematics/Ilmu-ilmu Alam dan Matematika > 510 Mathematics/Matematika > 519 Prbabilities n Applied mathematics/Matematika Terapan > 519.3 Game Theory Mathematics/Teori Permainan Matematika
Divisions: Fakultas Ilmu Komputer > Informatika
Depositing User: Dede Muksin Lubis
Date Deposited: 29 Nov 2018 02:08
Last Modified: 16 Oct 2019 01:55
URI: http://repository.mercubuana.ac.id/id/eprint/45756

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