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Artificial Intelegence Perbandingan Algoritma Simple Hill Climbing Dan Steepest Ascent Hill Climbing Dalam Media Pembelajaran Alfabert Mike Febri Mayang Sari; Dian Permata Sari
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 6, No 2 (2022): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/j-sakti.v6i2.530

Abstract

This game is of interest to children aged 4 to 6 years and is very useful and able to sharpen the brain, improve memory for children. The Alphabert Game Algorithm must have a clear process of stages in order to achieve a goal in the Search system. Alphabert's Game Logic uses the Simple Hill Climbing Algorithm and the Ascent Hill Climbing Algorithm which is often used in artificial intelligence. The problem that occurs in the research, is the lack of user understanding to find a suitable algorithm to arrange the Alfabert game according to the principle of how an algorithm works. The Alphabert compilation game must follow predetermined rules in order to obtain the correct algorithm so as to produce an arrangement that is in accordance with the initial data. The work process of completing the preparation of the alphabet. The benefits of this research provide a solution to solve the Alfabert game in accordance with the rules of the Imple Hill Climbing algorithm, the Ascent Hill Climbing Search Algorithm so as to produce a solution in the search method. To solve this case there are 3 things that must be considered1. If the new state is the goal then exit 2. If not the goal, but the value is better than the current state, then make the new state into the current state 3. If the new state is not better than the current state, then continue the next iteration. Based on the search process, the final result of Alfabert's game is in the correct position of 8 squares according to the initial rule, then the search is stopped and produces a goal.
Artificial Intelegence Perbandingan Algoritma Simple Hill Climbing Dan Steepest Ascent Hill Climbing Dalam Media Pembelajaran Alfabert Mike Febri Mayang Sari; Dian Permata Sari
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 6, No 2 (2022): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/j-sakti.v6i2.530

Abstract

This game is of interest to children aged 4 to 6 years and is very useful and able to sharpen the brain, improve memory for children. The Alphabert Game Algorithm must have a clear process of stages in order to achieve a goal in the Search system. Alphabert's Game Logic uses the Simple Hill Climbing Algorithm and the Ascent Hill Climbing Algorithm which is often used in artificial intelligence. The problem that occurs in the research, is the lack of user understanding to find a suitable algorithm to arrange the Alfabert game according to the principle of how an algorithm works. The Alphabert compilation game must follow predetermined rules in order to obtain the correct algorithm so as to produce an arrangement that is in accordance with the initial data. The work process of completing the preparation of the alphabet. The benefits of this research provide a solution to solve the Alfabert game in accordance with the rules of the Imple Hill Climbing algorithm, the Ascent Hill Climbing Search Algorithm so as to produce a solution in the search method. To solve this case there are 3 things that must be considered1. If the new state is the goal then exit 2. If not the goal, but the value is better than the current state, then make the new state into the current state 3. If the new state is not better than the current state, then continue the next iteration. Based on the search process, the final result of Alfabert's game is in the correct position of 8 squares according to the initial rule, then the search is stopped and produces a goal.
ANALISIS PENGEMBANGAN PELAYANAN JASA SERVIS DAN SPAREPART DENGAN PENERAPAN METODE CLIENT SERVER Mike Febri Mayang Sari; Yanni Suherman; Erien Nada Azandra; Budi Harto; Khairil Hamdi
JOISIE (Journal Of Information Systems And Informatics Engineering) Vol 7 No 1 (2023)
Publisher : Institut Bisnis dan Teknologi Pelita Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35145/joisie.v7i1.3261

Abstract

Pada PT. Menara Agung pengolahan data sudah menggunakan teknologi informasi tetapi masih banyak kekurangan yang terjadi seperti pada transaksi penjualan sparepart dan pelayanan servis yang masih belum terkomputerisasi dengan baik. Belum adanya integrasi data antara bagian penjualan unit, spareparts dan servis. Metode pengembangan sistem menggunakan metode waterfall SDLC yaitu analisis kebutuhan, perancangan, pengkodean, pengujian dan pengoperasian. Pengumpulan data dilakukan dengan metode wawancara, metode observasi dan metode tinjauan pustaka. Bahan dan materi yang diperoleh berupa daftar sparepart, daftar penjualan sepeda motor, laporan penjualan, laporan pembelian, dan nota. Sistem baru yang dikembangkan ini dapat menggantikan sistem lama, agar mencapai tingkat efektifitas dan efisiensi yang lebih tinggi. Sehingga rancangan tersebut dapat bermanfaat bagi PT. Menara Agung untuk mendapatkan informasi dalam penjualan sepeda motor, penjualan sparepart dan servis sepeda motor Honda yang sangat diperlukan dalam pengambilan keputusan oleh pimpinan.