Judul: Modeling Multi-Agent in Futsal Sport Using Finite State Machine.
Abstrak: Building agents for futsal scenario requires methodologies for implementing high-level complex behavior and efficient programming. With that hypothesis in mind, this paper will show that we can develop futsal agents using simple logic and rule-based manner with Finite State Machine (FSM). FSM provides a powerful way to describe dynamic behavior of systems and components. The systems adapt specific behaviors with the main focus on how agents should behave for current situation. This research is designed with State design pattern to implement FSM in object oriented languages. In order to describe procedural aspects of the agents behavior, the state machine represented by state diagram. Because of this, we can revise behavior of agents which is triggered by external events. From this research the system can describe agent’s behavior and specified the state of the current situation. Keywords: Multi-agent, Finite State Machine, object oriented, State design pattern.
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Judul: Implementasi algoritme flocking untuk simulasi perpindahan agen hama dalam pengembangan chaos engine pada game edutani
Abstrak: Flocking is a combination of three group behaviors—cohesion, separation, and alignment—all working together. Cohesion produces a steering force that moves an agent toward the center of mass of its neighbors. Separation creates a force that steers an agent away from those in its neighborhood region. Meanwhile, alignment attempts to keep an agent's heading aligned with its neighbors. In this research, the algorithm is applied to simulate the pest movement, especially the group one. The pest object is supposed to be an autonomous agent. The agent moves to look for foods and to avoid predators. This research applied some AI aspects to pest agents so that they could know how to react with everything in the environment where they move in, provided it is in their detection range. The research produced a web-based simulation which is connected to database. It means the data used for the simulation are reliable and dynamic. It could become a good foundation to develop the chaos engine in the future. And furthermore, Edutani, the educating multiplayer-online agricultural game can be brought into reality.
Keyword: flocking, separation, cohesion, alignment, movement, group behavior, pest, simulation

Judul: Profil Eritrosit Kelinci White New Zealand Yang Diberi Esktrak Kayu Secang (Caesalpinia Sappan) Dosis Bertingkat Dan Perawatan Ortodonti
Abstrak: Tanaman secang (Caesalpinia sappan) merupakan tanaman obat tradisional yang banyak digunakan dalam mengobati berbagai penyakit. Penelitian ini bertujuan untuk mengetahui efek pemberian ekstrak kayu secang terhadap profil eritrosit kelinci White New Zealand yang mengalami stres akibat perawatan ortodonti. Kelinci diberi perawatan ortodonti selama 35 hari, pemberian ekstrak kayu secang dilakukan sejak hari ke 14 hingga 35. Darah diambil pada hari ke 1, 14, dan 35 serta langsung dianalisa. Pembuatan ekstrak kayu secang dilakukan dengan metode maserasi. Sebanyak 52 ekor kelinci dibagi ke dalam empat kelompok dosis yaitu 0 mg/kg BB, 325 mg/kg BB, 650 mg/kg BB, 1300 mg/kg BB dan satu kelompok kontrol. Darah diambil dari Arteri sentral auricularis. Darah yang diamati meliputi jumlah total eritrosit yang dihitung di bawah mikroskop menggunakan kamar hitung Neubauer, kadar hemoglobin dihitung menggunakan metode Sahli, dan nilai hematokrit dibaca menggunakan Microhematocrit Reader. Ekstrak kayu secang dengan dosis 1300 mg/kg BB merupakan dosis paling efektif yang mampu mempercepat peningkatan jumlah total eritrosit, kadar hemoglobin, dan nilai hematokrit kelinci setelah mengalami penurunan akibat stres.
Keyword: eritrosit, kelinci, secang, stres