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        <dc:title>Implementasi Argoritma Steepest-Ascent Hill Climbing Puzzle Game Untuk Memperkenalkan Kuliner Kota Sukabumi</dc:title>
        <dc:creator>Hermiati, Nina</dc:creator>
        <dc:subject>Ilmu Komputer</dc:subject>
        <dc:description>Optimization of Puzzle Game Mechanics for Culinary&#13;
Promotion in Sukabumi City Using the Steepest-Ascent&#13;
Hill Climbing Algorithm&#13;
Nina Hermiati 1&#13;
, Sufiatul Maryana2*&#13;
, Asep Saepulrohman3&#13;
1 Dept. of Computer Science, Fac. of Mathematics &amp; Natural Sciences, Universitas Pakuan, Bogor: [nina.065119026 @unpak.ac.id]&#13;
2 Vocational School in Computer Engineering, Universitas Pakuan, Bogor: [sufiatul.maryana@unpak.ac.id]&#13;
3 Dept. of Computer Science, Fac. of Mathematics &amp; Natural Sciences, Universitas Pakuan, Bogor: [asepspl@unpak.ac.id]&#13;
* Correspondence: [sufiatul.maryana@unpak.ac.id]&#13;
Abstract: This study proposes a mobile sliding-tile puzzle game designed to introduce selected culinary items&#13;
from Sukabumi City and integrates a heuristic solver based on Steepest-Ascent Hill Climbing (SAHC). The&#13;
game is implemented in Unity for Android and provides two board sizes: 3×3 (8-puzzle) and 4×4 (15-puzzle).&#13;
Each mode contains ten culinary-image puzzles and applies a shuffle procedure to generate initial&#13;
configurations before solving. The solver formulates each board configuration as a state and evaluates all&#13;
neighboring successor states at each step, selecting the best successor that most improves proximity to the goal&#13;
configuration. Two heuristic functions are employed: h₁(n) (number of misplaced tiles) and h₂(n) (total&#13;
Manhattan distance). Validation testing was conducted to verify successful algorithm integration and to&#13;
quantify solver completion time. Ten trials were performed for each puzzle size. The solver successfully reached&#13;
the goal state in all trials, with an average completion time of 12.4 s for the 3×3 puzzle and 19.1 s for the 4×4&#13;
puzzle. The longer time for the 4×4 case is consistent with the larger state space and increased search effort.&#13;
Overall, the results indicate that SAHC with standard heuristic evaluations can be effectively embedded as an&#13;
automated solving mechanism in a culinary-themed sliding-puzzle game.&#13;
Keywords: Steepest-Ascent Hill Climbing; heuristic search; Manhattan distance; sliding puzzle; mobile&#13;
serious game; culinary heritage; Unity&#13;
[ Received: xxxx; Revised: xxxx ; Accepted: xxxx ; Published</dc:description>
        <dc:date>2025-06-16</dc:date>
        <dc:type>Thesis</dc:type>
        <dc:type>NonPeerReviewed</dc:type>
        <dc:identifier>  Hermiati, Nina  (2025) Implementasi Argoritma Steepest-Ascent Hill Climbing Puzzle Game Untuk Memperkenalkan Kuliner Kota Sukabumi.  Skripsi thesis, Universitas Pakuan.   </dc:identifier></oai_dc:dc>
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