Activity Diagram Functional Requirements Analysis

Jurnal Ilmiah Komputer dan Informatika KOMPUTA 53 Edisi. .. Volume. .., Bulan 20.. ISSN : 2089-9033 Image 29 Tree Search Interface 3 CLOSING

3.1 Conclusion

Based on research on implementation of Simplified Memory-Bounded A algorithm to searching words on the word search puzzle game, it can be concluded: 1. Simplified Memory-Bounded A algorithm can be used to perform a word search on the word search puzzle game. 2. Based on test results that longer of characters on the search terms so the search time will be longer and also memory usage will be increase. More nodes are available to search so it will be faster, wherein the percentage of search speed increase with adding nodes 100 it can be up to 21.99 than it does not add the nodes.

3.2 Suggestions

The suggestions that can be given to further development, among others things, are as follows: 1. Determine the percentage of node additions are optimal for each case of search. 2. The addition of the word list can be done automatically by the system by taking words of Indonesian dictionary. DAFTAR PUSTAKA [1] A. Rojali, Analisis Perbandingan Algoritma Knuthmorris-Pratt dengan Algoritma Boyer- Moore Pada Permainana Word Search Puzzle, Skripsi Teknik Informatika, Universitas Komputer Indonesia, 2014. [2] Suyanto, Artificial Intelligence Searching, Reasoning, Planning dan Learning, Bandung: Informatika Bandung, 2014. [3] M. Nazir, Metodologi Penelitian, Bogor: Ghalia Indonesia, 2005. [4] R. S. Pressman, Rekayasa Perangkat Lunak Pendekatan Praktis, Yogyakarta: Andi, 2012. [5] A. Sukstrienwong and P. Vongsumedh, Software Development of Word Search Game on Smart Phones in English Vocabulary Learning, International Conference on Education and Modern Educational Technologies, 2013. [6] S. Russel and P. Norvig, Artificial Intelligence: A Modern Approach, Prentice Hall International, Inc, 1995. [7] B. Hariyanto, Esensi-esensi Bahasa Pemrograman Java, Bandung: Informatika, 2014. [8] A. Nugroho, Rational Rose Untuk Pemodelan Berorientasi Objek, Bandung: Informatika, 2005. [9] Munawar, Pemodelan Visual dengan UML, Yogyakarta: Graha Ilmu, 2005. [10] K. Hamilton and R. Miles, Learning UML 2.0, Sebastopol: OReilly Media, Inc., 2006. [11] Ayuliana, Teknik Pengujian Perangkat Lunak, Jurnal Teknik Informatika, Universitas Gunadarma, 2009.