PENERAPAN LOGIKA FUZZY SUGENO UNTUK PENENTUAN REWARD PADA GAME EDUKASI AKU BISA

Chaulina Alfianti Oktavia, Rakhmad Maulidi
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引用次数: 5

Abstract

This study discusses an application of fuzzy logic in educational game. This game requires a fast player response. We made this game in order to raise children awareness to encounter strangers. In this game, strangers are enemies in the form of hand drawings. The main characters in this game are boy and girl. The player can choose a character as desired. Each selected character has a different level. At each level, there is a level of difficulty based on the ease of passing enemies to reach the goal. The player would win the game once he/she manages to escape from strangers and arrives at home. Each level of the game has an enemy who tries to approach the player. If the enemy caught by the player, it will get consequences according to the fuzzy rules that applied to the game. The application of fuzzy logic in this game is to regulate the form of reward that will receive by the player. The basis for determining reward is the living conditions, time, and scores obtained by the player. In this research, we use fuzzy Sugeno logic for giving rewards. We conclude that fuzzy logic applies to our educational game.
模糊的SUGENO逻辑的应用,以确定我能学到的教育游戏的奖励
本研究探讨模糊逻辑在教育博弈中的应用。这个游戏要求玩家快速反应。我们做这个游戏是为了提高孩子们面对陌生人的意识。在这个游戏中,陌生人以手绘的形式成为敌人。这个游戏的主角是男孩和女孩。玩家可以选择自己想要的角色。每个选择的角色都有不同的等级。在每个关卡中,都有一个基于通过敌人到达目标的难易程度的难度等级。当玩家设法逃离陌生人并到达家中时,他/她将赢得游戏。游戏的每个关卡都有一个试图接近玩家的敌人。如果敌人被玩家抓住,它将根据应用于游戏的模糊规则得到相应的结果。在这个游戏中,模糊逻辑的应用是为了规范玩家将获得的奖励形式。决定奖励的基础是玩家的生存条件、时间和获得的分数。在本研究中,我们使用模糊Sugeno逻辑来给予奖励。我们得出结论,模糊逻辑适用于我们的教育游戏。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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