MENGENAL GAME CERDAS

Penulis

Adri Gabriel Sooai

Kata Kunci:

GAME CERDAS, AI, Game

Sinopsis

Buku Mengenal Game Cerdas membahas konsep, strategi, dan teknologi di balik permainan yang dirancang untuk meningkatkan kecerdasan pemain. Mulai dari teori dasar tentang kecerdasan buatan (AI) dalam game hingga penerapannya dalam berbagai genre permainan, buku ini menguraikan bagaimana game dapat menjadi alat pembelajaran yang efektif sekaligus tantangan strategis yang menarik. Dalam buku ini, pembaca akan diajak untuk memahami bagaimana AI bekerja dalam game, bagaimana algoritma dan machine learning diterapkan untuk menciptakan pengalaman bermain yang lebih dinamis, serta bagaimana desain game dapat merangsang pemikiran kritis dan pemecahan masalah. Berbagai contoh game populer yang menggunakan AI juga dibahas, termasuk bagaimana AI dalam game dapat menyesuaikan diri dengan gaya bermain pemain.  Buku ini memberikan wawasan mendalam tentang bagaimana game cerdas dapat mengubah cara kita bermain dan belajar.

Bab

  • KATA PENGANTAR
  • DAFTAR ISI
  • DAFTAR GAMBAR
  • BAB 1 - PENDAHULUAN DAN DASAR-DASAR GAME CERDAS
  • BAB 2 - KONSEP KECERDASAN BUATAN DALAM GAME
  • BAB 3 - IMPLEMENTASI AI DALAM GAMEPLAY
  • BAB 4 - SIMULASI DAN INTERAKSI GAME CERDAS
  • BAB 5 - PENGUJIAN DAN PENGEMBANGAN GAME CERDAS
  • BAB 6 - TREN MASA DEPAN
  • INDEX
  • GLOSARIUM
  • DAFTAR PUSTAKA
  • PROFIL PENULIS

Downloads

Download data is not yet available.

Biografi Penulis

Adri Gabriel Sooai

Adri Gabriel Sooai, menyelesaikan Pendidikan Doktor Teknik Elektro Institut Teknologi Sepuluh Nopember (ITS) 2020 dan di bidang Virtual dan Augmented Reality sebagai special research student di Osaka City University 2017. Berkesem- patan membuat dua buah aplikasi game berbasis android dengan judul Virtual Statue yang ditempatkan pada portal google play di tahun 2017. Menyelesaikan Master Penginderaan Jauh 2006 dari ITS. Menyelesaikan Pendidikan Sarjana Teknik dari Sekolah Tinggi Teknologi Indonesia Bandung 2001 dan Diploma Manajemen dari AMIK Bandung 1996. Penelitian lainnya yang telah diterbitkan di IEEE dan menunjang keilmuannya adalah pembelajaran mesin, virtual dan augmented reality, bahasa natural, penginderaan jauh, robotika, LoRA dan IoT.

Referensi

A, M.Adnan., J, P.I., S, R.M., 2023. Forecasting Consumer Price Index (CPI) Using Deep Learning and Hybrid Ensemble Technique, in: 2023 International Conference on Advances in Computing, Communication and Applied Informatics (ACCAI). Presented at the 2023 International Conference on Advances in Computing, Communication and Applied Informatics (ACCAI), pp. 1–8. https://doi.org/10.1109/ACCAI58221.2023.10200153

Agra, R., Resende, B.G., Wermelinger, C.C., Dias, P.C.O., Ladeira, M., 2023. A tree-organized chatbot proposal to provide a single digital channel to access specific chatbots in a real Brazilian digital government environment, in: 2023 18th Iberian Conference on Information Systems and Technologies (CISTI). Presented at the 2023 18th Iberian Conference on Information Systems and Technologies (CISTI), pp. 1–6. https://doi.org/10.23919/ CISTI58278.2023.10211721

Albaghajati, A., Ahmed, M., 2023. Video Game Automated Testing Approaches: An Assessment Framework. IEEE Trans. Games 15, 81–94. https://doi.org/10.1109/TG.2020.3032796

Allan, S., Beedie, S., McLeod, H.J., Farhall, J., Gleeson, J., Bradstreet, S., Morton, E., Bell, I., Wilson-Kay, A., Whitehill, H., Matrunola, C., Thomson, D., Clark, A., Gumley, A., 2023. Using EMPOWER in daily life: a qualitative investigation of implementation experiences. BMC Psychiatry 23, 597. https://doi.org/ 10.1186/s12888-023-05096-x

Alvarez, A., Font, J., Togelius, J., 2022. Toward Designer Modeling Through Design Style Clustering. IEEE Trans. Games 14, 676–686. https://doi.org/10.1109/TG.2022.3143800

Amin, F., Wahyudin, A.Y., 2022. The Impact of Video Game: “Age of Empires Ii” Toward Students’ Reading Comprehension on Narrative Text. J. Engl. Lang. Teach. Learn. 3, 74–80. https://doi.org/10.33365/jeltl.v3i1.1818

Anderson, K.A., 2022. Moral distress in The Last of Us: Moral agency, character realism, and navigating fixed gaming narratives. Comput. Hum. Behav. Rep. 5, 100163. https://doi.org/10.1016/ j.chbr.2021.100163

Baek, I.-C., Park, T.-H., Noh, J.-H., Bae, C.-M., Kim, K.-J., 2024. ChatPCG: Large Language Model-Driven Reward Design for Procedural Content Generation, in: 2024 IEEE Conference on Games (CoG). Presented at the 2024 IEEE Conference on Games (CoG), pp. 1–4. https://doi.org/10.1109/CoG60054.2024.10645619

Bakkes, S., Spronck, P., van den Herik, J., 2009. Rapid and Reliable Adaptation of Video Game AI. IEEE Trans. Comput. Intell. AI Games 1, 93–104. https://doi.org/10.1109/TCIAIG.2009.2029084

Bastian, H.Y., Hoch, B., Obiako, I.V., Buchanan, R.K., Richards, J., Rinaudo, C., 2024. Framework for Numerical Weather Predictions for Smart Military Installations, in: 2024 IEEE International Systems Conference (SysCon). Presented at the 2024 IEEE International Systems Conference (SysCon), pp. 1–3. https://doi.org/10.1109/SysCon61195.2024.10553433

Bazargani, J.S., Sadeghi-Niaraki, A., Choi, S.-M., 2025. A Survey and Framework for Education in the Metaverse. IEEE Access 1–1. https://doi.org/10.1109/ACCESS.2025.3543496

Bengesi, S., El-Sayed, H., Sarker, M.K., Houkpati, Y., Irungu, J., Oladunni, T., 2024. Advancements in Generative AI: A Comprehensive Review of GANs, GPT, Autoencoders, Diffusion Model, and Transformers. IEEE Access 12, 69812–69837. https://doi.org/10.1109/ACCESS.2024.3397775

Bengesi, S., Oladunni, T., Olusegun, R., Audu, H., 2023. A Machine Learning-Sentiment Analysis on Monkeypox Outbreak: An Extensive Dataset to Show the Polarity of Public Opinion From Twitter Tweets. IEEE Access 11, 11811–11826. https://doi.org/10.1109/ACCESS.2023.3242290

Białecki, A., Jakubowska, N., Dobrowolski, P., Białecki, P., Krupiński, L., Szczap, A., Białecki, R., Gajewski, J., 2023. SC2EGSet: StarCraft II Esport Replay and Game-state Dataset. Sci. Data 10, 600. https://doi.org/10.1038/s41597-023-02510-7

Bile, A., 2022. Development of intellectual and scientific abilities through game-programming in Minecraft. Educ. Inf. Technol. 27, 7241–7256. https://doi.org/10.1007/s10639-022-10894-z

Bontrager, P., Togelius, J., 2021. Learning to Generate Levels From Nothing, in: 2021 IEEE Conference on Games (CoG). Presented at the 2021 IEEE Conference on Games (CoG), pp. 1–8. https://doi.org/10.1109/CoG52621.2021.9619131

Bucchiarone, A., Cicchetti, A., Marconi, A., 2019. GDF: A Gamification Design Framework Powered by Model-Driven Engineering, in: 2019 ACM/IEEE 22nd International Conference on Model Driven Engineering Languages and Systems Companion (MODELS-C). Presented at the 2019 ACM/IEEE 22nd International Conference on Model Driven Engineering Languages and Systems Companion (MODELS-C), pp. 753–758. https://doi.org/10.1109/ MODELS-C.2019.00117

Cambeiro, J., Deantoni, J., Amaral, V., 2021. Supporting the Engineering of Multi-Fidelity Simulation Units With Simulation Goals, in: 2021 ACM/IEEE International Conference on Model Driven Engineering Languages and Systems Companion (MODELS-C). Presented at the 2021 ACM/IEEE International Conference on Model Driven Engineering Languages and Systems Companion (MODELS-C), pp. 317–321. https://doi.org/10.1109/MODELS-C53483. 2021.00053

Carvalho, D.V., Pereira, E.M., Cardoso, J.S., 2019. Machine Learning Interpretability: A Survey on Methods and Metrics. Electronics 8, 832. https://doi.org/10.3390/electronics8080832

Chen, C.-H., Law, V., 2025. The role of help-seeking from ChatGPT in digital game-based learning. Educ. Technol. Res. Dev. https://doi.org/10.1007/s11423-025-10464-3

Chen, Y.-H., Huang, H.-C., Cai, H.-Y., Chen, P.-F., 2019. A Genetic Algorithm Approach for the Multiple Length Cutting Stock Problem, in: 2019 IEEE 1st Global Conference on Life Sciences and Technologies (LifeTech). Presented at the 2019 IEEE 1st Global Conference on Life Sciences and Technologies (LifeTech), pp. 162–165. https://doi.org/10.1109/LifeTech.2019.8884020

Choudhary, T., 2025. Political Bias in Large Language Models: A Comparative Analysis of ChatGPT-4, Perplexity, Google Gemini, and Claude. IEEE Access 13, 11341–11379. https://doi.org/1 0.1109/ACCESS.2024.3523764

Ciocca, G., Napoletano, P., Locatelli, S.G., 2021. Multi-task Learning for Supervised and Unsupervised Classification of Grocery Images, in: Del Bimbo, A., Cucchiara, R., Sclaroff, S., Farinella, G.M., Mei, T., Bertini, M., Escalante, H.J., Vezzani, R. (Eds.), Pattern Recognition. ICPR International Workshops and Challenges, Lecture Notes in Computer Science. Springer International Publishing, Cham, pp. 325–338. https://doi.org/10.1007/978-3-030-68790-8_26

Colledanchise, M., Ögren, P., 2017. How Behavior Trees Modularize Hybrid Control Systems and Generalize Sequential Behavior Compositions, the Subsumption Architecture, and Decision Trees. IEEE Trans. Robot. 33, 372–389. https://doi.org/10.1109/ TRO.2016.2633567

Coyne, S.M., Stockdale, L., 2021. Growing Up with Grand Theft Auto: A 10-Year Study of Longitudinal Growth of Violent Video Game Play in Adolescents. Cyberpsychology Behav. Soc. Netw. 24, 11–16. https://doi.org/10.1089/cyber.2020.0049

Crowley, E.J., Silk, M.J., Crowley, S.L., 2021. The educational value of virtual ecologies in Red Dead Redemption 2. People Nat. 3, 1229–1243. https://doi.org/10.1002/pan3.10242

da Silva Soares, R., Oku, A.Y.A., Barreto, C.S.F., Sato, J.R., 2025. Exploring neural efficiency in spatial cognition: A comparative study of 3D visual stimuli in virtual reality across STEM and non-STEM fields. Behav. Brain Res. 477, 115288. https://doi.org/10.1016/j.bbr.2024.115288

David, I., Galasso, J., Syriani, E., 2021. Inference of Simulation Models in Digital Twins by Reinforcement Learning, in: 2021 ACM/IEEE International Conference on Model Driven Engineering Languages and Systems Companion (MODELS-C). Presented at the 2021 ACM/IEEE International Conference on Model Driven Engineering Languages and Systems Companion (MODELS-C), pp. 221–224. https://doi.org/10.1109/MODELS-C53483.2021. 00038

Dharmayasa, I.G.A., Sumpeno, S., Purnama, I.K.E., Sooai, A.G., 2017. Exploration of prayer tools in 3D virtual museum using leap motion for hand motion sensor, in: 2017 TRON Symposium (TRONSHOW). Presented at the 2017 TRON Symposium (TRONSHOW), pp. 1–8. https://doi.org/10.23919/T RONSHOW.2017.8275079

Elshazly, H.I., Ali, A.F., Mahmoud, H., Elkorany, A.M., Hassanien, A.E., 2016. Weighted reduct selection metaheuristic based approach for rules reduction and visualization, in: 2016 International Conference on Computing, Communication and Automation (ICCCA). Presented at the 2016 International Conference on Computing, Communication and Automation (ICCCA), pp. 274–280. https://doi.org/10.1109/ CCAA.2016.7813729

Es-Sabery, F., Es-Sabery, I., Hair, A., Sainz-De-Abajo, B., Garcia-Zapirain, B., 2022. Emotion Processing by Applying a Fuzzy-Based Vader Lexicon and a Parallel Deep Belief Network Over Massive Data. IEEE Access 10, 87870–87899. https://doi.org/10.1109/ACCESS.2022.3200389

Fachada, N., Barreiros, F.F., Lopes, P., Fonseca, M., 2023. Active Learning Prototypes for Teaching Game AI, in: 2023 IEEE Conference on Games (CoG). Presented at the 2023 IEEE Conference on Games (CoG), pp. 1–4. https://doi.org/10.1109/ CoG57401.2023.10333229

Fanani, N.Z., Sooai, A.G., Khamid, Rahmanawati, F.Y., Tormasi, A., Koczy, L.T., Sumpeno, S., Purnomo, M.H., 2021. Two Stages Outlier Removal as Pre-processing Digitizer Data on Fine Motor Skills (FMS) Classification Using Covariance Estimator and Isolation Forest. Int. J. Intell. Eng. Syst. 14, 571–582. https://doi.org/10.22266/ijies2021.0831.50

Fukui, M., Okuno, K., Sano, Y., Kuroda, M., Ohdachi, H., Meng, C.C., 2024. Exploratory Study on Differences in Digital Game Genre Preferences Focusing on Differences in Usual Duration of Game Playing, in: 2024 IEEE 12th International Conference on Serious Games and Applications for Health (SeGAH). Presented at the 2024 IEEE 12th International Conference on Serious Games and Applications for Health (SeGAH), pp. 1–6. https://doi.org/ 10.1109/SeGAH61285.2024.10639606

Fuse, Y., Ashida, B., Ayedoun, E., Tokumaru, M., 2023. Unleashing Fairness: How a Group Norm-Aware Agent Shakes Up the Ultimatum Game. IEEE Access 11, 36727–36740. https://doi.org/10.1109/ACCESS.2023.3266397

Goodman, J., Wallat, A., Perez-Liebana, D., Lucas, S., 2023. A case study in AI-assisted board game design, in: 2023 IEEE Conference on Games (CoG). Presented at the 2023 IEEE Conference on Games (CoG), pp. 1–4. https://doi.org/10.1109/CoG57401.2023.10333138

Guckelsberger, C., Salge, C., Colton, S., 2016. Intrinsically motivated general companion NPCs via Coupled Empowerment Maximisation, in: 2016 IEEE Conference on Computational Intelligence and Games (CIG). Presented at the 2016 IEEE Conference on Computational Intelligence and Games (CIG), pp. 1–8. https://doi.org/10.1109/CIG.2016.7860406

Gumelar, A.B., Kurniawan, A., Sooai, A.G., Purnomo, M.H., Yuniarno, E.M., Sugiarto, I., Widodo, A., Kristanto, A.A., Fahrudin, T.M., 2019. Human Voice Emotion Identification Using Prosodic and Spectral Feature Extraction Based on Deep Neural Networks, in: 2019 IEEE 7th International Conference on Serious Games and Applications for Health (SeGAH). Presented at the 2019 IEEE 7th International Conference on Serious Games and Applications for Health (SeGAH), pp. 1–8. https://doi.org/10.1109/ SeGAH.2019.8882461

Halt, L., Ganter, L., 2023. Virtual AI training and observation environment based on multiplayer game design, in: ISR Europe 2023; 56th International Symposium on Robotics. Presented at the ISR Europe 2023; 56th International Symposium on Robotics, pp. 376–381.

Hawco, V., 2023. The Ludic Impact of Horror Games on the Body: Until Dawn, Amnesia: The Dark Descent, and Alien: Isolation. Hung. J. Engl. Am. Stud. HJEAS 29, 381–400.

Hazra, T., Anjaria, K., 2022. Applications of game theory in deep learning: a survey. Multimed. Tools Appl. 81, 8963–8994. https://doi.org/10.1007/s11042-022-12153-2

Hilliard, B., 2024. EA Sports FIFA: Feeling the Game. J. Sport Hist. 51, 125–127. https://doi.org/10.5406/21558450.51.1.11

Huang, C., Zhang, L., Jing, Y., Zhou, D., 2020. Efficient Imitation Learning for Game AI, in: 2020 IEEE Conference on Games (CoG). Presented at the 2020 IEEE Conference on Games (CoG), pp. 128–135. https://doi.org/10.1109/CoG47356.2020.9231613

Hugaas, K.H., 2024. Bleed and Identity: A Conceptual Model of Bleed and How Bleed-out from Role-playing Games Can Affect a Player’s Sense of Self. Int. J. Role-Play. 9–35. https://doi.org/10.33063/ijrp.vi15.323

Iacopetti, F., Fanucci, L., Roncella, R., Giusti, D., Scebba, A., 2008. Game Console Controller Interface for People with Disability, in: 2008 International Conference on Complex, Intelligent and Software Intensive Systems. Presented at the 2008 International Conference on Complex, Intelligent and Software Intensive Systems, pp. 757–762. https://doi.org/10.1109/CISIS.2008.77

Jiacheng, L., Lei, L., 2020. A Hybrid Genetic Algorithm Based on Information Entropy and Game Theory. IEEE Access 8, 36602–36611. https://doi.org/10.1109/ACCESS.2020.2971060

Jiang, Y., Yu, J., Li, Q., Ren, Z., Dong, X., Hua, Y., 2022. A novel guidance law based on proximal policy optimization, in: 2022 41st Chinese Control Conference (CCC). Presented at the 2022 41st Chinese Control Conference (CCC), pp. 3364–3369. https://doi.org/10.23919/ CCC55666.2022.9901791

Juvrud, J., Ansgariusson, G., Selleby, P., Johansson, M., 2022. Game or Watch: The Effect of Interactivity on Arousal and Engagement in Video Game Media. IEEE Trans. Games 14, 308–317. https://doi.org/10.1109/TG.2021.3073084

Kanervisto, A., Bignell, D., Wen, L.Y., Grayson, M., Georgescu, R., Valcarcel Macua, S., Tan, S.Z., Rashid, T., Pearce, T., Cao, Y., Lemkhenter, A., Jiang, C., Costello, G., Gupta, G., Tot, M., Ishida, S., Gupta, T., Arora, U., White, R.W., Devlin, S., Morrison, C., Hofmann, K., 2025. World and Human Action Models towards gameplay ideation. Nature 638, 656–663. https://doi.org/ 10.1038/s41586-025-08600-3

Kaur, A., Behki, P., 2024. The Evolution and Impact of Game Development in the Digital Era, in: 2024 International Conference on Emerging Technologies in Computer Science for Interdisciplinary Applications (ICETCS). Presented at the 2024 International Conference on Emerging Technologies in Computer Science for Interdisciplinary Applications (ICETCS), pp. 1–6. https://doi.org/10.1109/ICETCS61022.2024.10544212

Kim, T.-S., John Ignacio, M., Yu, S., Jin, H., Kim, Y.-G., 2024. UI/UX for Generative AI: Taxonomy, Trend, and Challenge. IEEE Access 12, 179891–179911. https://doi.org/10.1109/ACCESS.2024.3502628

Lado, A.J., Sooai, A.G., Mamulak, N.M.R., Nani, P.A., Bria, Y.P., Batarius, P., Aliandu, P., Ngaga, E., SinlaE, A.A.J., Mau, S.D.B., Tedy, F., Meolbatak, E.M., Siki, Y.C.H., Gumelar, A.B., Fanani, N.Z., Yuhana, U.L., 2021. Comparison of Neural Network and Random Forest Classifier Performance on Dragon Fruit Disease, in: 2021 International Electronics Symposium (IES). Presented at the 2021 International Electronics Symposium (IES), pp. 287–291. https://doi.org/10.1109/IES53407.2021.9593992

Lai, C.-J., 2024. The effects of hands-on content-language integrated learning on fourth graders’ acquisition of target vocabulary and procedural knowledge in Taiwan. Humanit. Soc. Sci. Commun. 11, 1397. https://doi.org/10.1057/s41599-024-03960-z

Lankes, M., Stöckl, A., 2023. Game Reviews Reviewed: A Game Designer’s Perspective on AI-generated Game Review Analyses, in: 2023 IEEE Conference on Games (CoG). Presented at the 2023 IEEE Conference on Games (CoG), pp. 1–8. https://doi.org/10.1109/CoG57401.2023.10333238

Leitner, M., Greenwald, E., Wang, N., Montgomery, R., Merchant, C., 2023. Designing Game-Based Learning for High School Artificial Intelligence Education. Int. J. Artif. Intell. Educ. 33, 384–398. https://doi.org/10.1007/s40593-022-00327-w

Lewandowska, P., Jakubowska, N., Hryniewicz, N., Prusinowski, R., Kossowski, B., Brzezicka, A., Kowalczyk-Grębska, N., 2022. Association between real-time strategy video game learning outcomes and pre-training brain white matter structure: preliminary study. Sci. Rep. 12, 20741. https://doi.org/10.1038/ s41598-022-25099-0

Li, G., de Carvalho, R.M., 2019. Process Mining in Social Media: Applying Object-Centric Behavioral Constraint Models. IEEE Access 7, 84360–84373. https://doi.org/10.1109/ACCESS.2019. 2925105

Li, J., Chen, Z., Lin, W., Zou, L., Xie, X., Hu, Y., Li, D., 2024. Mystery Game Script Compose Based on a Large Language Model, in: 2024 IEEE World AI IoT Congress (AIIoT). Presented at the 2024 IEEE World AI IoT Congress (AIIoT), pp. 451–455. https://doi.org/10.1109/AIIoT61789.2024.10579034

Liu, J., Fang, Y., Yu, Z., Wu, T., 2022. Design and Construction of a Knowledge Database for Learning Japanese Grammar Using Natural Language Processing and Machine Learning Techniques, in: 2022 4th International Conference on Natural Language Processing (ICNLP). Presented at the 2022 4th International Conference on Natural Language Processing (ICNLP), pp. 371–375. https://doi.org/10.1109/ICNLP55136. 2022.00068

Madhu, M., Manoj Kumar, K., Pratyaksha, B., Sushmita, S., Javed, G.S., 2023. Striking Ethical Balance in AI-TAI: Promoting Academic Integrity through AI-Powered Tools, in: 2023 IEEE Technology & Engineering Management Conference - Asia Pacific (TEMSCON-ASPAC). Presented at the 2023 IEEE Technology & Engineering Management Conference - Asia Pacific (TEMSCON-ASPAC), pp. 1–5. https://doi.org/10.1109/TEMSCON-ASPAC59527.2023.10 531521

Maleki, M.F., Zhao, R., 2024. Procedural Content Generation in Games: A Survey with Insights on Emerging LLM Integration. Proc. AAAI Conf. Artif. Intell. Interact. Digit. Entertain. 20, 167–178. https://doi.org/10.1609/aiide.v20i1.31877

Mamulak, N.M.R., Nani, P.A., Sooai, A.G., 2021. Deteksi Anomali dan Pembelajaran Mesin, 1st ed. Karya Bakti Makmur, Sleman.

Mayano, B.D., Yan-mol, L.L., Masakuna, J.F., 2025. Intelligent Match Counter in a Video Game Arena. IEEE Access 1–1. https://doi.org/10.1109/ACCESS.2025.3542425

Mehrabi Hashjin, N., Amiri, M.H., Mohammadzadeh, A., Mirjalili, S., Khodadadi, N., 2024. Novel hybrid classifier based on fuzzy type-III decision maker and ensemble deep learning model and improved chaos game optimization. Clust. Comput. 27, 10197–10234. https://doi.org/10.1007/s10586-024-04475-7

Menzner, T., Otte, A., Gesslein, T., Grubert, J., Gagel, P., Schneider, D., 2019. A Capacitive-sensing Physical Keyboard for VR Text Entry, in: 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). Presented at the 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), pp. 1080–1081. https://doi.org/10.1109/VR.2019.8797754

Mitsea, E., Drigas, A., Skianis, C., 2025. A Systematic Review of Serious Games in the Era of Artificial Intelligence, Immersive Technologies, the Metaverse, and Neurotechnologies: Transformation Through Meta-Skills Training. Electronics 14, 649. https://doi.org/10.3390/electronics14040649

Montazeri, M., Kiani, R., Rastkhadiv, S.S., 2017. A new approach to the Restart Genetic Algorithm to solve zero-one knapsack problem, in: 2017 IEEE 4th International Conference on Knowledge-Based Engineering and Innovation (KBEI). Presented at the 2017 IEEE 4th International Conference on Knowledge-Based Engineering and Innovation (KBEI), pp. 0050–0053. https://doi.org/ 10.1109/KBEI.2017.8324863

Mortazavi, F., Moradi, H., Vahabie, A.-H., 2024. Dynamic difficulty adjustment approaches in video games: a systematic literature review. Multimed. Tools Appl. 83, 83227–83274. https://doi.org/10.1007/s11042-024-18768-x

Mototaka, K., Hasuike, T., 2024. A Study on Customer Utility Based on Differences in Stage Configuration and Ticket Sales Methods, in: 2024 IEEE International Conference on Industrial Engineering and Engineering Management (IEEM). Presented at the 2024 IEEE International Conference on Industrial Engineering and Engineering Management (IEEM), pp. 653–657. https://doi.org/10.1109/ IEEM62345.2024.10857206

Muhtar, E.A., Abdillah, A., Widianingsih, I., Adikancana, Q.M., 2023. Smart villages, rural development and community vulnerability in Indonesia: A bibliometric analysis. Cogent Soc. Sci. 9, 2219118. https://doi.org/10.1080/23311886.2023.2219118

Nayebi, H., 2020. Multiple Regression Analysis, in: Nayebi, H. (Ed.), Advanced Statistics for Testing Assumed Causal Relationships: Multiple Regression Analysis Path Analysis Logistic Regression Analysis. Springer International Publishing, Cham, pp. 1–46. https://doi.org/10.1007/978-3-030-54754-7_1

Nguyen, L.K.N., Howick, S., Megiddo, I., 2024. A framework for conceptualising hybrid system dynamics and agent-based simulation models. Eur. J. Oper. Res. 315, 1153–1166. https://doi.org/10.1016/j.ejor.2024.01.027

Nugroho, A., Ambarwati, A., Al-Azam, M.N., Faza, A.R., Febriani, S., Sooai, A.G., 2022. Political Campaign Strategy on Social Media Using Finite State Machine, in: 2022 IEEE 8th Information Technology International Seminar (ITIS). Presented at the 2022 IEEE 8th Information Technology International Seminar (ITIS), pp. 318–323. https://doi.org/10.1109/ITIS57155.2022.10010240

Palanisamy, V., Vijayanathan, S., 2020. A Novel Agent Based Depth First Search Algorithm, in: 2020 IEEE 5th International Conference on Computing Communication and Automation (ICCCA). Presented at the 2020 IEEE 5th International Conference on Computing Communication and Automation (ICCCA), pp. 443–448. https://doi.org/10.1109/ICCCA49541. 2020.9250826

Park, D., An, G., Kamyod, C., Kim, C.G., 2023. A Study on Performance Improvement of Prompt Engineering for Generative AI with a Large Language Model. J. Web Eng. 22, 1187–1206. https://doi.org/10.13052/jwe1540-9589.2285

Parvin, F., 2021. Abundance, characteristics and variation of microplastics in different freshwater fish species from Bangladesh. Sci. Total Environ. https://doi.org/10.1016/ j.scitotenv.2021.147137

Perez-Liebana, D., Liu, J., Khalifa, A., Gaina, R.D., Togelius, J., Lucas, S.M., 2019. General Video Game AI: A Multitrack Framework for Evaluating Agents, Games, and Content Generation Algorithms. IEEE Trans. Games 11, 195–214. https://doi.org/10.1109 /TG.2019.2901021

Perez-Liebana, D., Sajid Alam, M., Gaina, R.D., 2020. Rolling Horizon NEAT for General Video Game Playing, in: 2020 IEEE Conference on Games (CoG). Presented at the 2020 IEEE Conference on Games (CoG), pp. 375–382. https://doi.org/10.1109/ CoG47356.2020.9231606

Politowski, C., Petrillo, F., ElBoussaidi, G., Ullmann, G.C., Guéhéneuc, Y.-G., 2023. Assessing Video Game Balance using Autonomous Agents, in: 2023 IEEE/ACM 7th International Workshop on Games and Software Engineering (GAS). Presented at the 2023 IEEE/ACM 7th International Workshop on Games and Software Engineering (GAS), pp. 25–32. https://doi.org/10.1109/ GAS59301.2023.00011

Raith, L., Bignill, J., Stavropoulos, V., Millear, P., Allen, A., Stallman, H.M., Mason, J., De Regt, T., Wood, A., Kannis-Dymand, L., 2021. Massively Multiplayer Online Games and Well-Being: A Systematic Literature Review. Front. Psychol. 12, 698799. https://doi.org/10.3389/fpsyg.2021.698799

Rohlfshagen, P., Liu, J., Perez-Liebana, D., Lucas, S.M., 2018. Pac-Man Conquers Academia: Two Decades of Research Using a Classic Arcade Game. IEEE Trans. Games 10, 233–256. https://doi.org/10.1109/TG.2017.2737145

Rosiani, U.D., Ririd, A.R.T.H., Choirina, P., Sooai, A.G., Sumpeno, S., Purnomo, M.H., 2018. Micro Expression: Comparison of Speed and Marking Accuracy in Facial Component Detection, in: 2018 International Conference on Computer Engineering, Network and Intelligent Multimedia (CENIM). Presented at the 2018 International Conference on Computer Engineering, Network and Intelligent Multimedia (CENIM), pp. 221–226. https://doi.org/10.1109/CENIM.2018.8711313

Roxas, K.M.V., Regala, V.B., San Roque, M.E.I., Dela Cruz, K.B., Guadaña, R.R.H., 2023. Ecotopia: A Parallax Enabled Website for Climate Change Awareness with Interactive Mini Arcade Game, in: 2023 IEEE 15th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment, and Management (HNICEM). Presented at the 2023 IEEE 15th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment, and Management (HNICEM), pp. 1–6. https://doi.org/10.1109/HNICEM60674.2023.10589019

Rumaksari, A., Sooai, A.G., Abimanyu, G.S., Dewantoro, G., Wardana, H.K., Murtianta, B., Setyawan, L.B., 2023. Real world design and implementation of pathfinding sewer inspection robot using a-star algorithm. J. Mantik 7, 202–215. https://doi.org/10.35335/ mantik.v7i1.3702

Sánchez-Adame, L.M., Mendoza, S., Urquiza, J., Rodríguez, J., Meneses-Viveros, A., 2021. Towards a Set of Heuristics for Evaluating Chatbots. IEEE Lat. Am. Trans. 19, 2037–2045. https://doi.org/10.1109/TLA.2021.9480145

Schatten, M., Tomičić, I., Ðurić, B.O., 2015. Multi-agent modeling methods for massivley Multi-Player On-Line Role-Playing Games, in: 2015 38th International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO). Presented at the 2015 38th International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO), pp. 1256–1261. https://doi.org/10.1109/MIPRO.2015.7160468

Shiwei, Z., Yangyang, Z., Feilong, H., 2024. Simulation of AGV Airport Path Planning Based on Improved Breadth-First Search Algorithm, in: 2024 IEEE 2nd International Conference on Sensors, Electronics and Computer Engineering (ICSECE). Presented at the 2024 IEEE 2nd International Conference on Sensors, Electronics and Computer Engineering (ICSECE), pp. 330–334. https://doi.org/10.1109/ICSECE61636.2024.10729370

Singh, A., Chiu, W.-Y., Manoharan, S.H., Romanov, A.M., 2022. Energy-Efficient Gait Optimization of Snake-Like Modular Robots by Using Multiobjective Reinforcement Learning and a Fuzzy Inference System. IEEE Access 10, 86624–86635. https://doi.org/10.1109/ACCESS.2022.3195928

Singh, A., Tholia, S., 2024. The future of intelligent images: from simulation to stimulation. AI Soc. 39, 2141–2143. https://doi.org/10.1007/s00146-023-01664-7

Sooai, A.G., 2023. Ekstraksi dan seleksi fitur dalam pembelajaran mesin, 1st ed. Karya Bakti Makmur, Sleman.

Sooai, A.G., 2020. Seleksi Fitur untuk Pengenalan Gestur Tangan 3D secara Dinamis pada Interaksi Benda Virtual Menggunakan Hybrid GMM (doctoral). Institut Teknologi Sepuluh Nopember, Surabaya.

Sooai, A.G., Nugroho, A., Azam, M.N.A., Sumpeno, S., Purnomo, M.H., 2017. Virtual artifact: Enhancing museum exhibit using 3D virtual reality, in: 2017 TRON Symposium (TRONSHOW). Presented at the 2017 TRON Symposium (TRONSHOW), pp. 1–5. https://doi.org/10.23919/TRONSHOW.2017.8275078

Sooai, A.G., Rumaksari, A.N., Khamid, K., Fanani, N.Z., Sumpeno, S., Purnomo, M.H., 2018. Deteksi Gestur Lengan Dinamis pada Lingkungan Virtual Tiga Dimensi Koleksi Warisan Budaya. J. Nas. Tek. Elektro Dan Teknol. Inf. 7, 397–403.

Sooai, A.G., Sumpeno, S., Purnomo, M.H., 2016. User perception on 3D stereoscopic cultural heritage ancient collection, in: Proceedings of the 2nd International Conference in HCI and UX Indonesia 2016, CHIuXiD ’16. Association for Computing Machinery, New York, NY, USA, pp. 112–119. https://doi.org/10.1145/ 2898459.2898476

Talahaturuson, E., Gumelar, A.B., Gabriel Sooai, A., Sueb, S., Suprihatien, S., Altway, H.A., Septi Ngudi Lestari, C., Darmajanti, P., Fanani, U.Z., Hariyanti, T., Nilowardono, S., Sulistiyani, S., 2022. Exploring Indonesian Netizen’s Emotional Behavior Through Investment Sentiment Analysis Using TextBlob-NLTK (Natural Language Toolkit), in: 2022 International Seminar on Application for Technology of Information and Communication (iSemantic). Presented at the 2022 International Seminar on Application for Technology of Information and Communication (iSemantic), pp. 244–248. https://doi.org/10.1109/iSemantic55962.2022.9920431

Tomičić, I., Grd, P., Schatten, M., 2019. Reverse Engineering of the MMORPG Client Protocol, in: 2019 42nd International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO). Presented at the 2019 42nd International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO), pp. 1099–1104. https://doi.org/10.23919/MIPRO. 2019.8756873

Uludağlı, M.Ç., Oğuz, K., 2024. A Social Network Generator for Games Evaluated Against a Real NPC Network with GPT-Generated Node Attributes, in: 2024 Innovations in Intelligent Systems and Applications Conference (ASYU). Presented at the 2024 Innovations in Intelligent Systems and Applications Conference (ASYU), pp. 1–5. https://doi.org/10.1109/ASYU62119.20 24.10757171

Vannala, R., Swathi, S.B., Puranam, Y., 2022. AI Chatbot For Answering FAQ’s, in: 2022 IEEE 2nd International Conference on Sustainable Energy and Future Electric Transportation (SeFeT). Presented at the 2022 IEEE 2nd International Conference on Sustainable Energy and Future Electric Transportation (SeFeT), pp. 1–5. https://doi.org/10.1109/SeFeT55524.2022.9908774

Wang, H., 2023. Simulation of Multi-objective Resource Allocation Dynamic Model based on Deep Reinforcement Learning, in: 2023 International Conference on Internet of Things, Robotics and Distributed Computing (ICIRDC). Presented at the 2023 International Conference on Internet of Things, Robotics and Distributed Computing (ICIRDC), pp. 660–665. https://doi.org/10.1109/ICIRDC62824.2023.00126

Wu, Z., Liu, N., Li, G., Liu, X., Wang, Y., Zhang, L., 2023. Learning Adaptive Probabilistic Models for Uncertainty-Aware Air Pollution Prediction. IEEE Access 11, 24971–24985. https://doi.org/10.1109/ACCESS.2023.3247956

Yaguchi, T., Iima, H., 2020. Design of an Artificial Game Entertainer by Reinforcement Learning, in: 2020 IEEE Conference on Games (CoG). Presented at the 2020 IEEE Conference on Games (CoG), pp. 588–591. https://doi.org/10.1109/CoG47356.2020.9231551

Yang, D.-D., Park, C.-S., Yook, J.-G., 2018. A New Fitness Function in Binary Particle Swarm Optimization for Efficient Design of Frequency Selective Surfaces, in: 2018 Asia-Pacific Microwave Conference (APMC). Presented at the 2018 Asia-Pacific Microwave Conference (APMC), pp. 1283–1285. https://doi.org/ 10.23919/APMC.2018.8617617

Yang, Y.-J., Wang, J.-L., 2023. Non-Fungible Token (NFT) Games: A Literature Review, in: 2023 International Conference On Cyber Management And Engineering (CyMaEn). Presented at the 2023 International Conference On Cyber Management And Engineering (CyMaEn), pp. 251–254. https://doi.org/10.1109/ CyMaEn57228 .2023.10050961

Yasani, R.R., Prasad, P.M., Srinivas, P., Reddy, N.V.R.S., Jawarkar, P., Raghunath, V., 2024. AI-Driven Solutions for Cloud Security Implementing Intelligent Threat Detection and Mitigation Strategies, in: 2024 International Conference on Intelligent Computing and Emerging Communication Technologies (ICEC). Presented at the 2024 International Conference on Intelligent Computing and Emerging Communication Technologies (ICEC), pp. 1–6. https://doi.org/10.1109/ICEC59683.2024.10837032

Yu, L., Duan, Y., 2023. AI-empowered game architecture and application for resource provision and scheduling in multi-clouds. J. Cloud Comput. 12, 129. https://doi.org/10.1186/s13677-023-00505-8

Yue, X., Qin, F., Xia, A., 2024. Evolution of Cooperation: Combining Kin Selection and Active Linking into Matrix Games with Social Dilemma, in: 2024 IEEE International Conference on Unmanned Systems (ICUS). Presented at the 2024 IEEE International Conference on Unmanned Systems (ICUS), pp. 97–100. https://doi.org/10.1109/ICUS61736.2024.10839920

Zaidan, A.N., Radzi, M.A.M., Shafie, S., Azis, N., Mohd, M.A.A., 2022. Multilevel PV-Grid NPC Inverter Based Artificial Neural Network Maximum Power Point Tracking Technique, in: 2022 IEEE Industrial Electronics and Applications Conference (IEACon). Presented at the 2022 IEEE Industrial Electronics and Applications Conference (IEACon), pp. 152–156. https://doi.org/10.1109/IEACon55029.2022.9951857

Zhang, B.-Y., Ma, M.-Y., Chang, X.-Q., 2022. Discuss Charm Factors of Mobile MOBA Games with Miryoku Engineering, in: 2022 8th International Conference on Control, Automation and Robotics (ICCAR). Presented at the 2022 8th International Conference on Control, Automation and Robotics (ICCAR), pp. 431–435. https://doi.org/10.1109/ICCAR55106.2022.9782655

Zinaty, M., El Ghaoui, E., Zeid Daou, R.A., Hayek, A., Boercsoek, J., 2023. Design and Implementation of an Angry Birds Game Controller Using Flex Sensor and a Potentiometer, in: 2023 IEEE 4th International Multidisciplinary Conference on Engineering Technology (IMCET). Presented at the 2023 IEEE 4th International Multidisciplinary Conference on Engineering Technology (IMCET), pp. 1–6. https://doi.org/10.1109/ IMCET59736.2023.10368237

MENGENAL GAME CERDAS

Diterbitkan

14 Maret 2025

Detail format terbitan yang tersedia: PREVIEW

PREVIEW

ISBN-13 (15)

978-634-202-245-0

Dimensi Fisik