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: Automatisasi perintah suara sebagai kendali formasi pada permainan futsal menggunakan codebook
Abstrak: Game development today is very advanced. Game Industry has been developing games in terms of graphics, storyline, and artificial intelligence. Artificial intelligence existing in current games development are getting smarter. The problem is, most game consoles are still using controllers such as joystick, keyboards and the other tools. In this research, has been developed a futsal game as artificial intelligence simulation, has been developed a futsal game as artificial intelligence simulation, by implementing some steering behaviors and finite state machine for modeling their movement. This futsal game controlled by voice command for the formation transition. The artificial intelligence of this futsal games are implemented using object oriented programming language. They consist of 4 steering behaviors and 7 field player states for their movement and 4 goal keeper states. Voice command are implemented using mel frequency cepstrum coefficients (MFCC) as feature extraction and modeling codebook as pattern recognition. The best frames for voice command system is 125 and 256 with value of K is 32. The accuracy of integration of two system (artificial intelligence system and voice command system) is testing of frame 128 for offence formation is 92,75% and for defence formation is 73%. Testing of frame 256 for offence formation is 93% and for defence formation is 73,5%
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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