ANALISIS PERBANDINGAN KINERJA ALGORITMA PATHFINDING PADA NON-PLAYABLE CHARACTER DALAM BENTUK MAZE SOLVING DENGAN MENGGUNAKAN UNITY

Bobby Rafael Sembiring, . (2025) ANALISIS PERBANDINGAN KINERJA ALGORITMA PATHFINDING PADA NON-PLAYABLE CHARACTER DALAM BENTUK MAZE SOLVING DENGAN MENGGUNAKAN UNITY. Skripsi thesis, Universitas Pembangunan Nasional Veteran Jakarta.

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Abstract

Pathfinding is an important element in Non-Playable Character (NPC) movement in video games. This research compares five pathfinding algorithms A*, Dijkstra, Greedy Best First Search, Backtracking, and Breadth First Search-in the context of maze solving using Unity. Tests were conducted on mazes of 20x20, 35x35, 50x50 nodes and 100x100 nodes, with analysis of execution time, memory and CPU consumption, path length, and number of nodes explored. The results show that A* and Greedy BFS are more efficient in terms of speed and resource usage, while Dijkstra, Backtrackingand BFS tend to be heavier in larsge maze scenarios. This research is expected to be a reference for developers in choosing an appropriate pathfinding algorithm, especially for resource-constrained platforms.

Item Type: Thesis (Skripsi)
Additional Information: [No.Panggil: 2110511031] [Pembimbing 1: Bayu Hananto] [Pembimbing 2: Muhammad Panji Muslim] [Penguji 1: Widya Cholil] [Penguji 2: Muhammad Adrezo]
Uncontrolled Keywords: Pathfinding, A* Algorithm, Dijkstra, Greedy Best First Search, Backtracking, Breadth First Search, Maze Solving, Unity, Non-Playable Character (NPC), Algorithm Performance.
Subjects: Q Science > QA Mathematics > QA75 Electronic computers. Computer science
Q Science > QA Mathematics > QA76 Computer software
Divisions: Fakultas Ilmu Komputer > Program Studi Informatika (S1)
Depositing User: BOBBY RAFAEL SEMBIRING
Date Deposited: 13 Aug 2025 14:16
Last Modified: 13 Aug 2025 14:16
URI: http://repository.upnvj.ac.id/id/eprint/37312

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