PENERAPAN ARTIFICIAL INTELLIGENCE “ACTION BATTLE SYSTEM” PADA GAME BATTLE OF KONOHA TUGAS AKHIR
Sebagai Persyaratan Guna Meraih Gelar Sarjana Strata 1 Teknik Informatika Universitas Muhammadiyah Malang
Choirul Umam 08560089
JURUSAN TEKNIK INFORMATIKA FAKULTAS TEKNIK UNIVERSITAS MUHAMMADIYAH MALANG 2013
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LEMBAR PERSETUJUAN
PENERAPAN ARTIFICIAL INTELLIGENCE “ACTION BATTLE SYSTEM” PADA GAME BATTLE OF KONOHA
TUGAS AKHIR Disusun Oleh : CHOIRUL UMAM 08560089
Sebagai Persyaratan GunaMeraih Gelar Sarjana Strata 1 Teknik Informatika Universitas Muhammadiyah Malang
Menyetujui,
Pembimbing I
Pembimbing II
Yudha Munarko, S.Kom, M.Sc.
Nur Hayatin, S.ST.
NIP : 108.0611.044
NIP : 108.0907.0476 ii
LEMBAR PENGESAHAN PENERAPAN ARTIFICIAL INTELLIGENCE “ACTION BATTLE SYSTEM” PADA GAME BATTLE OF KONOHA TUGAS AKHIR Sebagai Persyaratan Guna Meraih Gelar Sarjana Strata 1 Teknik Informatika Universitas Muhammadiyah Malang
DisusunOleh : Choirul Umam 08560089 Tugas Akhir ini telah diuji dan dinyatakan lulus melalui sidang majelis penguji pada tanggal 25 Juli 2013
Menyetujui,
Penguji I
Penguji II
Agus Eko Minarno, S.Kom
Yushintia Pramitarini, S.ST, MT
Mengetahui, Ketua Jurusan Teknik Informatika
Eko Budi Cahyono, S.Kom,MT NIP : 108.9504.0330
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LEMBAR PERNYATAAN
Yang bertanda tangan dibawah ini : Nama
: Choirul Umam
NIM
: 08560350
Fak / Jurusan. : Teknik / Teknik Informatika Dengan ini saya menyatakan bahwa Tugas Akhir dengan judul “Penerapan Artificial Intelligence “Action Battle System” Pada Game Battle Of Konoha” beserta seluruh isinya adalah karya saya sendiri dan bukan merupakan karya tulis orang lain, baik sebagian maupun seluruhnya, kecuali dalam kutipan yang telah disebutkan sumbernya. Demikian surat pernyataan ini saya buat dengan sebenar-benarnya. Apabila kemudian ditemukan adanya pelanggaran terhadap etika keilmuan dalam karya saya ini, atau ada klaim dari pihak lain terhadap keaslian karya saya ini maka saya siap menanggung segala bentuk resiko / sanksi yang berlaku.
Malang, 20 Juli 2013 Yang Membuat Pernyataan
Choirul Umam
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KATA PENGANTAR
Segala puji hanya bagi Allah SWT, dengan limpahan rahmat-Nya, sehingga penulis dapat menyelesaikan skripsi berjudul “PENERAPAN RTIFICIAL INTELLIGENCE
“ACTION BATTLE SISTEM” PADA GAME BATTLE OF KONOHA ” ini sebagai salah satu syarat untuk mencapai gelar sarjana Komputer di Universitas Muhammadiyah Malang. Dalam menyusun skripsi ini, penulis memperoleh bantuan dan pengarahan dari berbagai pihak, oleh karena itu dengan rendah hati, penulis mengucapkan terima kasih kepada: 1. Allah SWT yang memberikan kemudahan dan kelancaran dalam segala hal. 2. Rosul Muhammad SAW, yang telah mengantarkan umat manusia dari jaman kebodohon menujuke jaman dengan umat yang berakhlak dan berilmu. 3. Kedua orang tua yang telah memberikan dukungan moril maupun materil serta do’a yang tiada hentinya. 4. Bapak Yuda Munarko, S.Kom, M.Sc sebagai pembimbing I, yang telah memberikan bimbingan dan pengarahan kepada penulis. 5. Ibu Nur Hayatin, S.ST sebagai pembimbing II, yang juga telah memberikan bimbingan dan pengarahan kepada penulis. 6. Teman – teman dan saudara – saudara semua, terima kasih atas do’a dan dukungannya selama ini. 7. Parttimer di Lab Informatika UMM, yang telah membantu menyediakan alat dan tempat sebagai eksperimen tugas akhir penulis. Seperti dalam pepatah “tak ada gading yang tak retak”. Oleh karena itu, kritik dan saran dari pembaca sangat penulis harapkan.
Malang, 20 Juli 2013 Penulis
Choirul Umam
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DAFTAR ISI
HALAMAN JUDUL........................................................................................................................ i LEMBAR PERSETUJUAN ............................................................................................................. ii LEMBAR PENGESAHAN.............................................................................................................. iii LEMBAR PERNYATAAN ............................................................................................................. iv KATA PENGANTAR ..................................................................................................................... v ABSTRAK ....................................................................................................................................... vi ABSTRACT ..................................................................................................................................... vii DAFTAR ISI.................................................................................................................................... viii DAFTAR GAMBAR ....................................................................................................................... ix DAFTAR GAMBAR ....................................................................................................................... x
BAB I PENDAHULUAN ................................................................................................................ 1 1.1 Latar Belakang ..................................................................................................................... 1 1.2 Rumusan Masalah ................................................................................................................. 2 1.3 Batasan Masalah ................................................................................................................... 2 1.4 Tujuan ................................................................................................................................... 2 1.5 Metodologi ............................................................................................................................ 3 1.5.1Studi Literatur dan Pengumpulan Data ........................................................................ 3 1.5.2 Membuat Desain dan Rancang Sistem ........................................................................ 3 1.5.3 Implementasi .............................................................................................................. 3 1.5.4 Uji Coba ..................................................................................................................... 3 1.6 Sistematika Penulisan............................................................................................................ 4
BAB II LANDASAN TEORI .......................................................................................................... 5 2.1 Definisi Game ....................................................................................................................... 5 2.2 Kategori Game ...................................................................................................................... 7 2.3 Klasifikasi Game ................................................................................................................... 7 2.3.1 Berdasarkan Platform Yang Digunakan...................................................................... 7 2.3.2 Berdasarkan Game Engine Yang Digunakan .............................................................. 8 2.3.3 Berdasarkan Umur ...................................................................................................... 9 2.3.4 Berdasarkan Genre Game ........................................................................................... 9 2.4 Algoritma Rule-Based (Sistem Berbasis Aturan) .................................................................. 10 2.4.1 Arsitektur Sistem Berbasis Aturan.............................................................................. 11 2.4.2 Keuntungan Dan Kerugian Sistem Berbasis Aturan ................................................... 11 2.4.3 Tahap Rule Base Sistem Dalam Beberapa Tahap ....................................................... 12 vi
2.5 Metode Reasoning (penalaran) Pada Rule Based .................................................................. 13 2.5.1 Rule Based Expert System .......................................................................................... 13 2.5.2 Rule Based Forward Chaining .................................................................................... 14 2.6 Engine Game ......................................................................................................................... 15 2.7 RPG Maker Vx ..................................................................................................................... 16 2.8 ABS (Action Battle System) ................................................................................................. 18
BAB III ANALISA PERANCANGAN SISTEM ............................................................................ 21 3.1 Analisa Sistem ...................................................................................................................... 21 3.1.1 Analisa Kebutuhan ..................................................................................................... 21 3.1.2 Spesifikasi Kebutuhan ................................................................................................ 21 3.1.2.1 Kebutuhan Hardware ........................................................................................ 21 3.1.2.2 Kebutuhan Software .......................................................................................... 22 3.1.2.3 Kebutuhan Brainware ....................................................................................... 22 3.1.2.4 Kebutuhan Fungsional ...................................................................................... 22 3.1.2.5 Kebutuhan Non Fungsional ............................................................................... 22 3.1.3 Analisa Karakter ......................................................................................................... 23 3.1.4 Skenario Game ........................................................................................................... 23 3.1.5 Aturan Main Game ..................................................................................................... 25 3.1.6 Level Enemy .............................................................................................................. 26 3.2 Perancangan Sistem .............................................................................................................. 27 3.2.1 Navigation Map .......................................................................................................... 27 3.2.2 Use Case Diagram ...................................................................................................... 28 3.2.2.1 Use Case Diagram Menu Utama ....................................................................... 28 3.2.2.2 Use Case Diagram Game .................................................................................. 29 3.2.3 Activity Diagram ………………………………………. ........................................... 31 3.2.3.1 Activity Diagram Menu Utama ......................................................................... 31 3.2.3.1.1 Activity Diagram New Game .................................................................. 31 3.2.3.1.2 Activity Diagram Continue ...................................................................... 32 3.2.3.1.3 Activity Diagram Exit Game ................................................................... 33 3.2.3.2 Activity Diagram Akademi ............................................................................... 33 3.2.3.4 Activity Diagram Melawan Enemy Level 1 ...................................................... 34 3.2.3.2.3 Activity Diagram Melawan Enemy Level 2 ................................................... 34 3.2.3.2.4 Activity Diagram Melawan Enemy Level 3 ................................................... 35 3.2.3.2.5 Activity Diagram Melawan Boss ................................................................... 36 3.2.3.2.6 Activity Diagram Game Over ........................................................................ 36 3.2.4 Resource Game……………………………………. ................................................... 37 vii
3.2.4.1 Image Atau Gambar .......................................................................................... 37 3.2.4.2 Suara Atau Music .............................................................................................. 41 3.3 Perancangan Desain Interface .............................................................................................. 41 3.3.1 Perancangan Desain Menu Utama .............................................................................. 41 3.3.2 Perancangan Desain Continue .................................................................................... 41 3.3.3 Perancangan Desain Battle ......................................................................................... 42 3.3.4 Perancangan Desain Game Over ................................................................................ 42
BAB IV IMPLEMENTASI DAN PENGUJIAN ............................................................................. 44 4.1 Implementasi ........................................................................................................................ 44 4.1.1 Implementasi Antar Muka .......................................................................................... 44 4.1.2 Cara Mengompres dan Extract Game BOK ................................................................ 72 4.2 Pengujian Perangkat Lunak .................................................................................................. 72 4.2.1 Pengujian Fungsional Game ....................................................................................... 73 4.2.2 Pengujian Rule Based Dalam Game BOK .................................................................. 74 4.2.3 Pengujian Aplikasi Game ........................................................................................... 75
BAB V KESIMPULAN DAN SARAN ........................................................................................... 81 5.1 Kesimpulan ........................................................................................................................... 81 5.2 Saran ..................................................................................................................................... 81 DAFTAR PUSTAKA ...................................................................................................................... 82
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DAFTAR GAMBAR
2.1 EC(EarlyChildhood………………………………………...…………………………….………..…12 2.2
E (Everyone)…………………………………………………………………………………...12
2.8
Rule Based Expert System ...................................................................................................... 15
2.9
Alur Rule Based Forward Chaining ....................................................................................... 16
2.11 User Interface RPG Maker Vx ............................................................................................... 18 2.12 Database RPG Maker Vx....................................................................................................... 19 2.19 Action Battle System Rpg Maker Vx ....................................................................................... 20 3.1
Navigation Map...................................................................................................................... 35
3.2
Use Case Diagram Menu Utama............................................................................................ 36
3.3
Use Case Diagram Game ....................................................................................................... 37
3.4
Activity Diagram New Game ................................................................................................. 38
3.5
Activity Diagram Continue .................................................................................................... 39
3.6 Activity Diagram Shutdown ..................................................................................................... 40 3.7
Activity Diagram Shutdown ................................................................................................... 40
3.7
Activity Diagram Shutdown ................................................................................................... 40
3.8
Activity Diagram Bertarung Melawan Enemy Level 1 ........................................................... 41
3.9
Activity Diagram Bertarung Melawan Enemy Level 2 ........................................................... 41
3.10 Activity Diagram Bertarung Melawan Enemy Level 3 ........................................................... 42 3.11 Activity Diagram Bertarung Melawan Boss ........................................................................... 43 3.12 Activity Diagram Game Over................................................................................................. 43 3.13 Gambar Menu Utama .............................................................................................................. 45 3.14 Gambar Karakter Uzumaki .................................................................................................... 45 3.15 Gambar Karakter Hatake Kakashi .......................................................................................... 45 3.16 Gambar Karakter Rock Lee ................................................................................................... 46 3.17 Gambar Karakter Enemy Level 1 ........................................................................................... 46 3.18 Gambar Karakter Enemy Level 2 ........................................................................................... 46 3.19 Gambar Karakter Enemy Level 3 ........................................................................................... 45 3.20 Gambar Karakter Boss ........................................................................................................... 48 3.21 Gambar Desain Menu Utama ................................................................................................. 49 3.22 Gambar Desain Menu Continue ............................................................................................. 49 3.23 Gambar Desain Battle ............................................................................................................ 50 3.24 Gambar Desain Menang Dan Game Over .............................................................................. 40 4.1
Gambar Menu Utama ............................................................................................................. 53
4.2
Gambar Intro 1 ....................................................................................................................... 54
4.3
Gambar Intro 2 ....................................................................................................................... 54 ix
4.4
Implementasi Intro ................................................................................................................. 55
4.5
Gambar Intro 3 ....................................................................................................................... 55
4.6
Gambar Tampilan Awal Game .............................................................................................. 56
4.7
Gambar Quest Game .............................................................................................................. 56
4.8
Gambar Menerima Tugas Quest ............................................................................................ 57
4.9
Gambar Setelah Melakukan Quest ......................................................................................... 57
4.10 Gambar Event Selesai Quest .................................................................................................. 58 4.11 Gambar Mendapatkan Scroll Mision ..................................................................................... 58 4.12 Gambar Berlatih Di Tempat Latihan1 .................................................................................... 59 4.13 Gambar Berlatih Di Tempat Latihan2 .................................................................................... 59 4.14 Gambar Status Battle Game ................................................................................................... 60 4.15 Gambar Mendapatkan Uang Dari Kotak ................................................................................ 60 4.16 Gambar Event Mendapatkan Uang ........................................................................................ 61 4.17 Gambar Jalan Ke Desa Dan Toko .......................................................................................... 61 4.18 Gambar Toko ......................................................................................................................... 62 4.19 Gambar Toko Rahasia ............................................................................................................ 62 4.20 Gambar Command Shop ........................................................................................................ 63 4.21 Gambar Gerbang Desa ........................................................................................................... 65 4.22 Gambar Ujian Chunin Konohagakure .................................................................................... 65 4.23 Gambar Battle 1 ..................................................................................................................... 66 4.24 Gambar Battle 2 ..................................................................................................................... 67 4.25 Gambar Battle 3 ..................................................................................................................... 67 4.26 Gambar Battle Boss ............................................................................................................... 68 4.27 Gambar Implementasi Rule Based ......................................................................................... 68 4.28 Gambar Action Rule Based .................................................................................................... 69 4.29 Gambar Rule Based Karakter Hp min 50%............................................................................ 69 4.30 Gambar Musuh Mengeluarkan Poison ................................................................................... 70 4.31 Gambar Musuh Mengeluarkan Skill Heal .............................................................................. 70 4.32 Gambar Tampilan Menang Level 1........................................................................................ 71 4.33 Gambar Melawan Kagutshu Sasori ........................................................................................ 71 4.34 Gambar Kagutshu Sasori Mengeluarkan Skill Racun ............................................................ 72 4.35 Gambar Tampilan Menang Level 2........................................................................................ 72 4.36 Gambar Musuh Orochimaru Level 3 ...................................................................................... 73 4.37 Gambar Menang Battle Level 3 ............................................................................................. 74 4.38 Gambar Implementasi Weapon Dan Armor ........................................................................... 75 4.39 Gambar Boss Mengeluarkan Skill Mirror .............................................................................. 75 4.40 Gambar Tampilan Setelah Mengalahkan Boss ....................................................................... 76 x
4.41 Gambar Tampilan Menu Game .............................................................................................. 76 4.42 Gambar Ending Game ............................................................................................................ 77 4.43 Gambar Ending Game 2 ......................................................................................................... 78 4.44 Gambar Ending Game 3 ......................................................................................................... 78 4.45 Gambar Tampilan Save Game ............................................................................................... 79 4.46 Gambar Tampilan Menang .................................................................................................... 79 4.47 Gambar Tampilan Kalah ........................................................................................................ 80 4.48 Gambar Tampilan Game Over ............................................................................................... 80 4.49 Gambar Kompres Game......................................................................................................... 81 4.14 Gambar Extract Game ............................................................................................................ 81 4.14 Gambar Status Battle Event ................................................................................................... 60
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DAFTAR PUSTAKA
[1]. Anton Prasetia, (2011). "The Miracle Of the Stone Peter In Avatica", Sekolah Tinggi Manajemen Informatika Dan Komputer AMIKOM Yogyakarta. [2]. Dede Rohidin, Ferdian, Tika Yuniawati, (2011). "Aplikasi Game Berbasis Flash Untuk Pembelajaran Al-Qur'an Bagi Anak-Anak". Program Studi Manajemen Informatika Politeknik Telkom Bandung. [3]. Dewi Soyusiawaty, (2008). "E-Translator With Rule Based Indonesia - Minang dan Minang Indonesia", Fakultas Teknologi Industri Universitas Ahmad Dahlan Yogyakarta. [4]. I Gede Santi Astawa, (2012). "Penggunaan Metode Kecerdasan Buatan Runut Maju Dalam Memecahkan Permasalahan Game Labirin". Jurusan Ilmu Komputer Universitas Udayana. [5]. Lutfi Asrori, Slamet Birodin (2011). "Pembuatan Game Petualangan Kapitan Pattimura Merebut Benteng Zeelandia Dengan Software RPG Maker XP", Sekolah Tinggi Manajemen Informatika Dan Komputer AMIKOM Yogyakarta. [6]. Salem. Apa Itu Rpg. http://w11.zetaboards.com/salems/topic/7437229/1/ diakses pada tanggal pada tanggal 10 Juli 2012 [7]. Shakina Pulatova, (2007). "Covering (Rules-Based) Algorithm", AI LAB UEC Jepang. [8]. http://www.id.wikipedia.org/wiki/kecerdasan_buatan kecerdasan buatan - Wikipedia bahasa Indonesia, ensiklopedia bebas, di akses tanggal : 05 Januari 2013. [9].
http://www.rpgrevolution.com/engine/rpg-maker-vx.html RPG Maker Vx Engine Intro, di akses tanggal: 01 April 2013.
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