{"title":"Fisher-Yates Shuffle算法在世界纪念碑图片匹配博弈中的应用","authors":"Yusfrizal, Deny Adhar, Ulfah Indriani, Erwin Panggabean, Ahmad Sabir, Helmi Kurniawan","doi":"10.1109/ICORIS50180.2020.9320766","DOIUrl":null,"url":null,"abstract":"The application of the concept of artificial intelligence is very helpful in various randomization problems. One example of the application of artificial intelligence to the problem of randomization is in the game of matching images of world monuments. In the game matching world monument images, a randomized picture sequence will appear, and then the player will click on the image to open the image, and then click on another image for the same or matching image. The picture order for the new game will be randomized, so the image order display will not be the same as the previous image order display. In this study, the process of randomizing this game using randomization algorithms that exist in the science of artificial intelligence is the Fisher-Yates Shuffle algorithm. Shuffling algorithm Fisher-Yates Shuffle can randomize the order of data entered into the array because this algorithm is biased or it is unlikely to appear in the same order. This game matching application of world monuments can support learning in honing children's memory skills. This game consists of 3 levels. At the easy level, there are 16 boxes containing 8 pairs of images, at the moderate level there are 20 boxes containing 10 pairs of images, while at the difficult level contains 24 boxes containing 12 pairs of images that must be matched.","PeriodicalId":280589,"journal":{"name":"2020 2nd International Conference on Cybernetics and Intelligent System (ICORIS)","volume":"120 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-10-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Application of the Fisher-Yates Shuffle Algorithm in the Game Matching the World Monument Picture\",\"authors\":\"Yusfrizal, Deny Adhar, Ulfah Indriani, Erwin Panggabean, Ahmad Sabir, Helmi Kurniawan\",\"doi\":\"10.1109/ICORIS50180.2020.9320766\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The application of the concept of artificial intelligence is very helpful in various randomization problems. One example of the application of artificial intelligence to the problem of randomization is in the game of matching images of world monuments. In the game matching world monument images, a randomized picture sequence will appear, and then the player will click on the image to open the image, and then click on another image for the same or matching image. The picture order for the new game will be randomized, so the image order display will not be the same as the previous image order display. In this study, the process of randomizing this game using randomization algorithms that exist in the science of artificial intelligence is the Fisher-Yates Shuffle algorithm. Shuffling algorithm Fisher-Yates Shuffle can randomize the order of data entered into the array because this algorithm is biased or it is unlikely to appear in the same order. This game matching application of world monuments can support learning in honing children's memory skills. This game consists of 3 levels. At the easy level, there are 16 boxes containing 8 pairs of images, at the moderate level there are 20 boxes containing 10 pairs of images, while at the difficult level contains 24 boxes containing 12 pairs of images that must be matched.\",\"PeriodicalId\":280589,\"journal\":{\"name\":\"2020 2nd International Conference on Cybernetics and Intelligent System (ICORIS)\",\"volume\":\"120 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2020-10-27\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2020 2nd International Conference on Cybernetics and Intelligent System (ICORIS)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICORIS50180.2020.9320766\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2020 2nd International Conference on Cybernetics and Intelligent System (ICORIS)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICORIS50180.2020.9320766","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Application of the Fisher-Yates Shuffle Algorithm in the Game Matching the World Monument Picture
The application of the concept of artificial intelligence is very helpful in various randomization problems. One example of the application of artificial intelligence to the problem of randomization is in the game of matching images of world monuments. In the game matching world monument images, a randomized picture sequence will appear, and then the player will click on the image to open the image, and then click on another image for the same or matching image. The picture order for the new game will be randomized, so the image order display will not be the same as the previous image order display. In this study, the process of randomizing this game using randomization algorithms that exist in the science of artificial intelligence is the Fisher-Yates Shuffle algorithm. Shuffling algorithm Fisher-Yates Shuffle can randomize the order of data entered into the array because this algorithm is biased or it is unlikely to appear in the same order. This game matching application of world monuments can support learning in honing children's memory skills. This game consists of 3 levels. At the easy level, there are 16 boxes containing 8 pairs of images, at the moderate level there are 20 boxes containing 10 pairs of images, while at the difficult level contains 24 boxes containing 12 pairs of images that must be matched.