S KOM 0905887 Bibliography
DAFTAR PUSTAKA
Amit.
2011.
Pathfinding.[Online].
Tersedia
:
http://theory.stanford.edu/~amitp/GameProgramming/. [14 Oktober 2015]
Bourg, David M. dan Seeman, Glenn. 2004.
Artificial Intelligence for Game
Developers. California : O’Reilly
Buckland, M. 2002. AI Techniques for Game Programming. Ohio: Premier Press
Buckland, M. 2005. Programming game AI by example. Texas : Wordware
Publishing
Eldridge, Justin. 2012. Puzzle Games, Definition and Meaning. [Online].
Tersedia
:
http://www.examiner.com/article/the-definition-and-meaning-of-puzzle-games. [2
Maret 2015]
Granborg,
Aron.
2013.
A*
Pathfinding
Project.
[Online].
Tersedia
:
http://arongranberg.com/astar/docs/graph_types.php. [24 Februari 2015].
Grenier, Michael. Pathfinding Concept, The Basics. [Online]. Tersedia :
http://mgrenier.me/2011/06/pathfinding-concept-the-basics/. [2 Maret 2015].
Khalaf, Simon. 2014. Mobile Use Grows 115% in 2013, Propelled by Messaging
Apps.[Online].Tersedia:
http://flurrymobile.tumblr.com/post/115191226770/mobile- use-grows-115-in-201
3-propelled-by [16 November 2015]
Kohei, Donald. 2009. Designing Artificial Intelligence for Games (Part
1).[Online].
Tersedia
:
http://software.intel.com/en-us/articles/designing-artificial- intelligence- for-games
Abdul Ghofur, 2016
IMPLEMENTASI METOD E PATHFIND ING D ENGAN MENGGUNAKAN ALGORITMA A* (A BINTANG)
D AN GRID GRAPH PAD A KECERD ASAN BUATAN NON-PLAYER CHARACTER D ALAM GAME ACTION
PUZZLE
Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu
75
76
-part-1 [28 Januari 2014]
Kusumadewi,
Sri.
2003.
Artificial
Intelligence:
Teknik
dan
Aplikasinya. Yogyakarta: Graha Ilmu
Kusumah, Renisa Suryahadi. 2014. Implementasi Algoritma Gaddag dan
Negascout Untuk Optimalisasi Computer Player Dalam Permainan Scrabble.
Universitas Pendidikan Indonesia. Bandung.
Kyaw, Aung Sithuw dan Peters, Clifford. 2013. Unity 4.x Game AI Programming.
Mumbai: Packt Publishing.
Millington, Ian. 2006. Artificial Intelligence for Game. San Francisco : Morgan
Kaufmann
Novak, J. 2011. Game development essentials: an introduction. Clifton Park :
Cengage Learning.
Pedersen, Roger E. 2003. Game Design Foundation. Texas : Wordware
Publishing
Peres, Sarah. 2013. Users Have Low Tolerance For Buggy Apps – Only 16% Will Try A
Failing
App
More
Than
Twice.
[Online].Tersedia:
http://techcrunch.com/2013/03/12/users-have- low-tolerance-for-buggy-apps-only
-16-will-try-a-failing-app-more-than-twice/ [16 November 2015]
Pratama, rian putra. 2011. Perbandingan Algoritma A* dan Dijkstra Berbasis
Webgis untuk Pencarian Rute Terpendek. Universitas Pendidikan Indonesia.
Bandung.
Rabin, Steve. 2010. Introduction to Game Development. Massachusets : Charles
River Media
Abdul Ghofur, 2016
IMPLEMENTASI METOD E PATHFIND ING D ENGAN MENGGUNAKAN ALGORITMA A* (A BINTANG)
D AN GRID GRAPH PAD A KECERD ASAN BUATAN NON-PLAYER CHARACTER D ALAM GAME ACTION
PUZZLE
Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu
77
RAHMAN, Mohammad Nur. 2012. Perbandingan Algoritma A* dan Breadth
First Search pada Block Maze. Universitas Pendidikan Indonesia. Bandung.
Schwab, B. 2004. AI game engine programming. Hingham: Charles River Media.
Sacha, Krzysztof. Evaluation of Software Quality. Warsaw University of
Technology. Poland.
Suyanto. 2011. Artifical Intelligence : Searching – Reasoning – Planning Learning. Bandung : Penerbit Informatika
Vietunity3d. 2013. Pathfinding A*.[Online]. Tersedia :
http://vietunity3d.blogspot.co.id/2013/12/ai-13-bay-va- lu-phan- ii.html
[14 Oktober 2015]
Wenderlich, Ray. 2011. Introduction to A* Pathfinding.[Online]. Tersedia:
http://www.raywenderlich.com/4946/introduction-to-a-pathfinding. [14 Oktober
2015]
Zakiah, Kania. 2010. Implementasi Algoritma A* dalam Sistem Pendeteksi
Kerusakan Hardware Komputer. Universitas Pendidikan Indonesia. Bandung.
Abdul Ghofur, 2016
IMPLEMENTASI METOD E PATHFIND ING D ENGAN MENGGUNAKAN ALGORITMA A* (A BINTANG)
D AN GRID GRAPH PAD A KECERD ASAN BUATAN NON-PLAYER CHARACTER D ALAM GAME ACTION
PUZZLE
Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu
Amit.
2011.
Pathfinding.[Online].
Tersedia
:
http://theory.stanford.edu/~amitp/GameProgramming/. [14 Oktober 2015]
Bourg, David M. dan Seeman, Glenn. 2004.
Artificial Intelligence for Game
Developers. California : O’Reilly
Buckland, M. 2002. AI Techniques for Game Programming. Ohio: Premier Press
Buckland, M. 2005. Programming game AI by example. Texas : Wordware
Publishing
Eldridge, Justin. 2012. Puzzle Games, Definition and Meaning. [Online].
Tersedia
:
http://www.examiner.com/article/the-definition-and-meaning-of-puzzle-games. [2
Maret 2015]
Granborg,
Aron.
2013.
A*
Pathfinding
Project.
[Online].
Tersedia
:
http://arongranberg.com/astar/docs/graph_types.php. [24 Februari 2015].
Grenier, Michael. Pathfinding Concept, The Basics. [Online]. Tersedia :
http://mgrenier.me/2011/06/pathfinding-concept-the-basics/. [2 Maret 2015].
Khalaf, Simon. 2014. Mobile Use Grows 115% in 2013, Propelled by Messaging
Apps.[Online].Tersedia:
http://flurrymobile.tumblr.com/post/115191226770/mobile- use-grows-115-in-201
3-propelled-by [16 November 2015]
Kohei, Donald. 2009. Designing Artificial Intelligence for Games (Part
1).[Online].
Tersedia
:
http://software.intel.com/en-us/articles/designing-artificial- intelligence- for-games
Abdul Ghofur, 2016
IMPLEMENTASI METOD E PATHFIND ING D ENGAN MENGGUNAKAN ALGORITMA A* (A BINTANG)
D AN GRID GRAPH PAD A KECERD ASAN BUATAN NON-PLAYER CHARACTER D ALAM GAME ACTION
PUZZLE
Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu
75
76
-part-1 [28 Januari 2014]
Kusumadewi,
Sri.
2003.
Artificial
Intelligence:
Teknik
dan
Aplikasinya. Yogyakarta: Graha Ilmu
Kusumah, Renisa Suryahadi. 2014. Implementasi Algoritma Gaddag dan
Negascout Untuk Optimalisasi Computer Player Dalam Permainan Scrabble.
Universitas Pendidikan Indonesia. Bandung.
Kyaw, Aung Sithuw dan Peters, Clifford. 2013. Unity 4.x Game AI Programming.
Mumbai: Packt Publishing.
Millington, Ian. 2006. Artificial Intelligence for Game. San Francisco : Morgan
Kaufmann
Novak, J. 2011. Game development essentials: an introduction. Clifton Park :
Cengage Learning.
Pedersen, Roger E. 2003. Game Design Foundation. Texas : Wordware
Publishing
Peres, Sarah. 2013. Users Have Low Tolerance For Buggy Apps – Only 16% Will Try A
Failing
App
More
Than
Twice.
[Online].Tersedia:
http://techcrunch.com/2013/03/12/users-have- low-tolerance-for-buggy-apps-only
-16-will-try-a-failing-app-more-than-twice/ [16 November 2015]
Pratama, rian putra. 2011. Perbandingan Algoritma A* dan Dijkstra Berbasis
Webgis untuk Pencarian Rute Terpendek. Universitas Pendidikan Indonesia.
Bandung.
Rabin, Steve. 2010. Introduction to Game Development. Massachusets : Charles
River Media
Abdul Ghofur, 2016
IMPLEMENTASI METOD E PATHFIND ING D ENGAN MENGGUNAKAN ALGORITMA A* (A BINTANG)
D AN GRID GRAPH PAD A KECERD ASAN BUATAN NON-PLAYER CHARACTER D ALAM GAME ACTION
PUZZLE
Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu
77
RAHMAN, Mohammad Nur. 2012. Perbandingan Algoritma A* dan Breadth
First Search pada Block Maze. Universitas Pendidikan Indonesia. Bandung.
Schwab, B. 2004. AI game engine programming. Hingham: Charles River Media.
Sacha, Krzysztof. Evaluation of Software Quality. Warsaw University of
Technology. Poland.
Suyanto. 2011. Artifical Intelligence : Searching – Reasoning – Planning Learning. Bandung : Penerbit Informatika
Vietunity3d. 2013. Pathfinding A*.[Online]. Tersedia :
http://vietunity3d.blogspot.co.id/2013/12/ai-13-bay-va- lu-phan- ii.html
[14 Oktober 2015]
Wenderlich, Ray. 2011. Introduction to A* Pathfinding.[Online]. Tersedia:
http://www.raywenderlich.com/4946/introduction-to-a-pathfinding. [14 Oktober
2015]
Zakiah, Kania. 2010. Implementasi Algoritma A* dalam Sistem Pendeteksi
Kerusakan Hardware Komputer. Universitas Pendidikan Indonesia. Bandung.
Abdul Ghofur, 2016
IMPLEMENTASI METOD E PATHFIND ING D ENGAN MENGGUNAKAN ALGORITMA A* (A BINTANG)
D AN GRID GRAPH PAD A KECERD ASAN BUATAN NON-PLAYER CHARACTER D ALAM GAME ACTION
PUZZLE
Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu