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Philip Hingston, editor
"This book is about computer game bots, virtual companions who accompany us in virtual worlds or sharpen our fighting skills. These bots must be believable, that is human players should believe they are interacting with entities operating at a human level – bots are more fun if they behave like we do. This book shows how to create believable bots that play computer games, and it discusses the implications of making them appear human.
The chapters in this book present the state of the art in research on and development of game bots, and they also look beyond the design aspects to address deep questions: Is a bot that plays like a person intelligent? Does it have emotions? Is it conscious? The topic is inherently interdisciplinary, and the work draws from research and practice in many fields, such as design, creativity, entertainment, and graphics; learning, psychology, and sociology; artificial intelligence, embodiment, agents, machine learning, robotics, human–computer interaction, and artificial life; cognition and neuroscience; and evolutionary computing. The contributing authors are among the leading researchers and developers in this field, and most of the examples and case studies involve analysis of commercial products.
"
Berlin: Springer-Verlag , 2012
e20406324
eBooks  Universitas Indonesia Library
cover
New York: McGraw-Hill, 1964
006 COM
Buku Teks SO  Universitas Indonesia Library
cover
Gede Indrawan
"ABSTRAK
Kecerdasan-buatan dalam bidang robotika adalah suatu algoritma (yang dipandang) cerdas yang diprogramkan ke dalam kontroler robot. Kecerdasan buatan ini diperlukan robot untuk membantu manusia menjalankan suatu fungsi tertentu secara otomatis dan mandiri. Fungsi yang dilakukan oleh robot melalui kecerdasan-buatan dalam penelitian ini adalah melakukan pencarian jalur sekaligus pemetaan dari satu tempat awal menuju tempat tujuan dalam suatu lingkungan terkontrol berupa labirin.
Perancangan robot di mana kecerdasan-buatan itu akan diberikan meliputi dua aspek, yaitu 1) prototipe robot itu sendiri, dan 2) lingkungan di mana prototipe robot itu akan beroperasi, sedangkan implementasi mengikuti dua aspek rancangan tersebut. Untuk implementasi prototipe robot meliputi tiga aspek, yaitu implementasi 1) masukan (sensor untuk menerima informasi dari lingkungan), 2) pemrosesan (prosesor dan pendukungnya untuk mengolah informasi dari masukan), dan 3) keluaran (motor penggerak robot).
Kecerdasan-buatan diimplementasikan menggunakan bahasa pemrograman PBASIC dengan target mikrokontroller BASIC Stamp BS2px. Pemrograman multi-bank digunakan pada target mikrokontroler ini untuk memanfaatkan kapasitas penyimpanan kode program di EEPROM sebanyak 16 KB, yang terdiri atas delapan bank memori masing-masing dengan kapasitas 2 KB. Kode program mendukung fungsi robot pencari jalur di lingkungan labirin dengan menggunakan algoritma Flood-Fill dan algoritma modified Flood-Fill sebagai algoritma utama. Fleksibilitas dan skalabilitas menjadi konsep kecerdasan-buatan robot untuk mengakomodasi fitur tambahan dan mengantisipasi lingkungan yang lebih kompleks.

ABSTRACT
Artificial intelligence in robotics, as a smart algorithm programmed into the robot, is needed by the robot to help human to do some work automatically and in autonomous way. In this research, the implanted artificial intelligence is designed for path searching, included in mapping activity, from starting point at corner to destination point at center, in controlled environment like maze. General speaking, this research want to contribute in knowledge development under robotics domain of autonomous position-sensing and navigation.
Robot design for this artificial intelligence consists of two aspects, i.e. robot prototype itself, and maze environment where path-searching robot will run. Implementation of robot involves three aspects, i.e. input (sensor to capture information from the environment), process (processor and its supporting system as robot brain for data processing), and output (as result of data processing, it can be signal for controlling the motor,etc).
The artificial intelligence in this research is implemented using PBASIC programming language, with BASIC Stamp BS2px from Parallax as targeted microcontroller. Multi bank programming style is used to utilize 16 KB internal EEPROM resource, comprise of eight memory bank with 2 KB capacity respectively, to save program code. This code supports robot function for path searching in maze, by using Flood-Fill algorithm and modified Flood-Fill algorithm as main algorithms. Flexibility and scalability are two concepts of this artificial intelligence to accommodate features addition and to anticipate more complex maze environment."
Depok: Fakultas Teknik Universitas Indonesia, 2008
T22710
UI - Tesis Open  Universitas Indonesia Library
cover
"People have dreamed of machines, which would free them from unpleasant, dull, dirty and dangerous tasks and work for them as servants, for centuries if not millennia. Service robots seem to finally let these dreams come true. But where are all these robots that eventually serve us all day long, day for day? A few service robots have entered the market: domestic and professional cleaning robots, lawnmowers, milking robots, or entertainment robots. Some of these robots look more like toys or gadgets rather than real robots. But where is the rest? This is a question, which is asked not only by customers, but also by service providers, care organizations, politicians, and funding agencies. The answer is not very satisfying. Today’s service robots have their problems operating in everyday environments. This is by far more challenging than operating an industrial robot behind a fence. There is a comprehensive list of technical and scientific problems, which still need to be solved. To advance the state of the art in service robotics towards robots, which are capable of operating in an everyday environment, was the major objective of the DESIRE project (Deutsche Service Robotik Initiative – Germany Service Robotics Initiative) funded by the German Ministry of Education and Research (BMBF) under grant no. 01IME01A. This book offers a sample of the results achieved in DESIRE."
Berlin: [, Springer], 2012
e20399015
eBooks  Universitas Indonesia Library
cover
"This book constitutes the thoroughly refereed post-workshop proceedings of 5 workshops, held at the 10th International Conference on Autonomous Agents and Multiagent Systems, AAMAS 2011, in Taipei, Taiwan, May 2-6, 2011. The 37 revised full papers presented together with 1 invited paper were carefully reviewed and selected from numerous submissions. The papers are organized in sections on the workshops Agent-Based Modeling for Policy Engineering (AMPLE), Agent-Oriented Software Engineering (AOSE), Autonomous Robots and Multirobot Systems (ARMS), Data Oriented Constructive Mining and Multi-Agent Simulation, Massively Multi-Agent Systems: Models, Methods and Tools (DOCM³AS), and Infrastructures and Tools for Multiagent Systems (ITMAS)."
Berlin: Springer, 2012
e20406308
eBooks  Universitas Indonesia Library
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Turner, Jacob
"This book explains why AI is unique, what legal and ethical problems it could cause, and how we can address them. It argues that AI is unlike any other previous technology, owing to its ability to take decisions independently and unpredictably. This gives rise to three issues: responsibility--who is liable if AI causes harm; rights--the disputed moral and pragmatic grounds for granting AI legal personality; and the ethics surrounding the decision-making of AI. The book suggests that in order to address these questions we need to develop new institutions and regulations on a cross-industry and international level. Incorporating clear explanations of complex topics, Robot Rules will appeal to a multi-disciplinary audience, from those with an interest in law, politics and philosophy, to computer programming, engineering and neuroscience. "
Switzerland: Palgrave Macmillan Cham, 2019
e20502919
eBooks  Universitas Indonesia Library
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O`Shea, Tim
Brighton: Harvester Press, 1983
004 OSH l
Buku Teks SO  Universitas Indonesia Library
cover
Itsuki Noda, editor
"This book constitutes the refereed proceedings of the Third International Conference on Simulation, Modeling, and Programming for Autonomous Robots, SIMPAR 2012, held in Tsukuba, Japan, in November 2012. The 33 revised full papers and presented together with 3 invited talks were carefully reviewed and selected from 46 submissions. Ten papers describe design of complex behaviors of autonomous robots, 9 address software layers, 8 papers refer to related modeling and learning. The papers are organized in topical sections on mobile robots, software modeling and architecture and humanoid and biped robots."
Berlin: Springer, 2012
e20407152
eBooks  Universitas Indonesia Library
cover
New York: John Wiley & Sons, 1989
006.3 ART
Buku Teks SO  Universitas Indonesia Library
cover
Dhimas Axel Abieza
"ABSTRAK
Massively Multiplayer Online Role-Playing Game MMORPG merupakan salah satu dari banyaknya genre dari video game berbasis online yang menyediakan bermacam-macam peran untuk dimainkan. Tujuan dari analisis ini adalah untuk mendeskripsikan bagaimana singkatan-singkatan dalam MMORPG terbentuk, digunakan, serta dipahami oleh komunitas para pemainnya. Di dalam karya ini, permainan-permainan MMORPG yang dijadikan sebagai objek utama analisis adalah Marvel Future Fight dan Summoners War dari platform telepon genggam smartphone , dan Atlantica Online dari platform Personal Computer PC . Data dikumpulkan dari interaksi yang dilakukan di dalam saluran chatting di dalam permainan dan website-website forum yang disediakan oleh masing-masing penerbit game yang bersangkutan. Hasil dari analisis adalah bahwa kebiasaan dari komunitas para pemain dalam membuat singkatan-singkatan di dalam MMORPG sebagian besar di dorong oleh keinginan mereka untuk menyampaikan pesan secara seefektif mungkin dimana hal ini juga di dorong oleh pengetahuan awal mereka yang sama antara satu sama lain serta keadaan non-formal yang mendukung mereka untuk bahkan menggunakan singkatan-singkatan yang unik yang tidak termasuk ke dalam kategori di dalam aturan penggunaan Bahasa Inggris yang standar.

ABSTRACT
Massively Multiplayer Online Role-Playing Game MMORPG is one among many genres of online video games which is filled with many available roles to be played. The aim of the analysis is to describe how abbreviations in MMORPGs are formed, used, and understood by the player communities. In this paper, the MMORPGs which are set as the focus samples of the analysis are Marvel Future Fight and Summoners War from mobile phone platform, and Atlantica Online from Personal Computer PC platform. The data are gathered from the communication which happened within the in-game chatting channels and the forum websites provided by each of the games rsquo; publishers. The results of the analysis are that the act of abbreviating in MMORPGs by the player communities is mainly because the players simply want to deliver their message as effectively as possible as they share the same background knowledge that they have within the same game community and the informal situation that supports them to even using their own unique kinds of abbreviation which are unfamiliar to the standard English rules."
2018
MK-pdf
UI - Makalah dan Kertas Kerja  Universitas Indonesia Library
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