Ahmad Hamdani
Universitas Muhammadiyah Malang

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Generation of Space Shooter Level Using Genetic Approach Ahmad Hamdani; Wahyu Andhyka Kusuma
Jurnal Informatika Vol 13, No 1 (2019): January 2019
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (384.984 KB) | DOI: 10.26555/jifo.v13i1.a9746

Abstract

In this article, we used genetic algorithm and geometric-based approach to generating level for 2D space shooter game. We used the defined fitness value from game designer to limit the fitness value of the genetic algorithm process. And the geometric-based is used to generate base level from the best chromosome in genetic algorithm. The geometric generator will take a random object for each corresponding game element from the chromosome. This approach minize the time to generating the object, we directly used object geometry for the data in chromosome so it can minimize process and memory cost. This approached minimizing the content that must be created manually. From the result, to generation level with controlled difficulty, we must change the chromosome length too, so the fitness value can fit the target fitness and not show any linear difficulty. Our result showed this method capable of generating different level and controlled difficulty.
Automatic Game World Generation for Platformer Games Using Genetic Algorithm Ali Sofyan Kholimi; Ahmad Hamdani; Lailatul Husniah
Proceeding of the Electrical Engineering Computer Science and Informatics Vol 5: EECSI 2018
Publisher : IAES Indonesia Section

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (318.506 KB) | DOI: 10.11591/eecsi.v5.1608

Abstract

Most of the games rely on the game designer to design the level and environment. Increasing of game environment space scale followed by increasing of time and cost. Procedural Content Generation (PCG) is a method to solve this problem by generating a game environment space. In this paper, a PCG method proposed using a genetic algorithm approach to solve the problem in generating game environment. Transition graph adapted in the proposed method to make PCG generate difficulty level. The Index-based approach used to display the biome sequence. This approach displays the biome according to its index in the sequence.