S KOM 1005215 Bibliography
DAFTAR PUSTAKA
Appel, A. W., & Jacobson, G. J. 1988. The world's fastest Scrabble
program.Communications of the ACM, 31(5), 572-578.
Brown,Jason-Katz dan O’Laughlin, John. 2007. How Quackle Plays Scrabble.
(online),(http://people.csail.mit.edu/jasonkb/quackle/doc/how_quackle_pla
ys_scrabble.html, diakses 16 Juni 2014)
Connolly, F., & Gren, D. 2012. Smart Scrabble playing-strategies and their
impact.
Dapkus, M. R. A. H. M., & Rudwick, D. S. P. T. Creating Human-Like
Suboptimal Players For Scrabble®.
Effendi, A. K., Delima, R., & Chrismanto, A. R. 2012. Implementasi Algoritma
Negascout Untuk Permainan Checkers. Jurnal Informatika, 8(1).
Gordon, S. A. 1994. A faster Scrabble move generation algorithm . Software:
Practice and Experience, 24(2), 219-232.
Gordon, S. 1993. A comparison between probabilistic search and weighted
heuristics in a game with incomplete information. In AAAI Fall 1993
Symposium on Games: Playing and Learning, AAAI Press Technical
Report FS9302, Menlo Park, CA.
Juul, J. 2003. The game, the player, the world: looking for a heart of gameness .
In DIGRA Conference.
xiv
Renisa Suryahadi kusumah, 2014
Implementasi Algoritma Gaddag dan Negascout untuk Optimalisasi Computer Player dalam
Permainan Scrabble
Universitas Pendidikan Indonesia | repository.upi.edu |perpustakaan.upi.edu
Millington, Ian. 2006. Artificial Intelligence for Game. San Francisco: Morgan
Kaufmann
Nathaniel, J., Sherriff, S., & Randy, R. 2007. Analisis Dan Disain Permainan
Scrabble Tingkat Mahir Dengan Pendekatan Intelejensia Semu. Skripsi
Jurusan Informatika Universitas Bina Nusantara.
Reinefeld, A. 1983. An improvement of the Scout tree-search algorithm. ICCA
Journal, 6(4), 4-14.
Russel, Stuart dan Norvig, Peter. 2010. Artificial Intelligence: A Modern
Approach. New Jersey: Prentice Hall International, Inc
Sheppard, B. 2002. Towards Perfect Play of Scrabble. PhD thesis. Computer
Science, Universiteit M aastricht , 2(00), 2.
Shoham, Y., & Leyton-Brown, K. (2008). Multiagent systems: Algorithmic,
game-theoretic, and logical foundations. Cambridge University Press.
Sommerville, Ian. 2011. Software Engineering 9th Edition. Boston: Pearson
Sturtevant, N. R. 2003. Multi-Player Games: Algorithms and Approaches.
Disertasi University Of California. Los angeles.
Sugiyono.
2012.
Metode
Penelitian
Pendidikan
Pendekatan Kuantitatif,
Kualitatif, dan R&D. Bandung: Alfabeta
WESPA
Rules
Commitee.2011.Game
Rules.
(online),(
http://www.wespa.org/rules/RulesV2nov11.pdf , diakses 28 Mei 2014)
xv
Renisa Suryahadi kusumah, 2014
Implementasi Algoritma Gaddag dan Negascout untuk Optimalisasi Computer Player dalam
Permainan Scrabble
Universitas Pendidikan Indonesia | repository.upi.edu |perpustakaan.upi.edu
xvi
Renisa Suryahadi kusumah, 2014
Implementasi Algoritma Gaddag dan Negascout untuk Optimalisasi Computer Player dalam
Permainan Scrabble
Universitas Pendidikan Indonesia | repository.upi.edu |perpustakaan.upi.edu
Appel, A. W., & Jacobson, G. J. 1988. The world's fastest Scrabble
program.Communications of the ACM, 31(5), 572-578.
Brown,Jason-Katz dan O’Laughlin, John. 2007. How Quackle Plays Scrabble.
(online),(http://people.csail.mit.edu/jasonkb/quackle/doc/how_quackle_pla
ys_scrabble.html, diakses 16 Juni 2014)
Connolly, F., & Gren, D. 2012. Smart Scrabble playing-strategies and their
impact.
Dapkus, M. R. A. H. M., & Rudwick, D. S. P. T. Creating Human-Like
Suboptimal Players For Scrabble®.
Effendi, A. K., Delima, R., & Chrismanto, A. R. 2012. Implementasi Algoritma
Negascout Untuk Permainan Checkers. Jurnal Informatika, 8(1).
Gordon, S. A. 1994. A faster Scrabble move generation algorithm . Software:
Practice and Experience, 24(2), 219-232.
Gordon, S. 1993. A comparison between probabilistic search and weighted
heuristics in a game with incomplete information. In AAAI Fall 1993
Symposium on Games: Playing and Learning, AAAI Press Technical
Report FS9302, Menlo Park, CA.
Juul, J. 2003. The game, the player, the world: looking for a heart of gameness .
In DIGRA Conference.
xiv
Renisa Suryahadi kusumah, 2014
Implementasi Algoritma Gaddag dan Negascout untuk Optimalisasi Computer Player dalam
Permainan Scrabble
Universitas Pendidikan Indonesia | repository.upi.edu |perpustakaan.upi.edu
Millington, Ian. 2006. Artificial Intelligence for Game. San Francisco: Morgan
Kaufmann
Nathaniel, J., Sherriff, S., & Randy, R. 2007. Analisis Dan Disain Permainan
Scrabble Tingkat Mahir Dengan Pendekatan Intelejensia Semu. Skripsi
Jurusan Informatika Universitas Bina Nusantara.
Reinefeld, A. 1983. An improvement of the Scout tree-search algorithm. ICCA
Journal, 6(4), 4-14.
Russel, Stuart dan Norvig, Peter. 2010. Artificial Intelligence: A Modern
Approach. New Jersey: Prentice Hall International, Inc
Sheppard, B. 2002. Towards Perfect Play of Scrabble. PhD thesis. Computer
Science, Universiteit M aastricht , 2(00), 2.
Shoham, Y., & Leyton-Brown, K. (2008). Multiagent systems: Algorithmic,
game-theoretic, and logical foundations. Cambridge University Press.
Sommerville, Ian. 2011. Software Engineering 9th Edition. Boston: Pearson
Sturtevant, N. R. 2003. Multi-Player Games: Algorithms and Approaches.
Disertasi University Of California. Los angeles.
Sugiyono.
2012.
Metode
Penelitian
Pendidikan
Pendekatan Kuantitatif,
Kualitatif, dan R&D. Bandung: Alfabeta
WESPA
Rules
Commitee.2011.Game
Rules.
(online),(
http://www.wespa.org/rules/RulesV2nov11.pdf , diakses 28 Mei 2014)
xv
Renisa Suryahadi kusumah, 2014
Implementasi Algoritma Gaddag dan Negascout untuk Optimalisasi Computer Player dalam
Permainan Scrabble
Universitas Pendidikan Indonesia | repository.upi.edu |perpustakaan.upi.edu
xvi
Renisa Suryahadi kusumah, 2014
Implementasi Algoritma Gaddag dan Negascout untuk Optimalisasi Computer Player dalam
Permainan Scrabble
Universitas Pendidikan Indonesia | repository.upi.edu |perpustakaan.upi.edu