<> "The repository administrator has not yet configured an RDF license."^^ . <> . . . "Implementasi Argoritma Steepest-Ascent Hill Climbing Puzzle Game Untuk Memperkenalkan Kuliner Kota Sukabumi"^^ . "Optimization of Puzzle Game Mechanics for Culinary\r\nPromotion in Sukabumi City Using the Steepest-Ascent\r\nHill Climbing Algorithm\r\nNina Hermiati 1\r\n, Sufiatul Maryana2*\r\n, Asep Saepulrohman3\r\n1 Dept. of Computer Science, Fac. of Mathematics & Natural Sciences, Universitas Pakuan, Bogor: [nina.065119026 @unpak.ac.id]\r\n2 Vocational School in Computer Engineering, Universitas Pakuan, Bogor: [sufiatul.maryana@unpak.ac.id]\r\n3 Dept. of Computer Science, Fac. of Mathematics & Natural Sciences, Universitas Pakuan, Bogor: [asepspl@unpak.ac.id]\r\n* Correspondence: [sufiatul.maryana@unpak.ac.id]\r\nAbstract: This study proposes a mobile sliding-tile puzzle game designed to introduce selected culinary items\r\nfrom Sukabumi City and integrates a heuristic solver based on Steepest-Ascent Hill Climbing (SAHC). The\r\ngame is implemented in Unity for Android and provides two board sizes: 3×3 (8-puzzle) and 4×4 (15-puzzle).\r\nEach mode contains ten culinary-image puzzles and applies a shuffle procedure to generate initial\r\nconfigurations before solving. The solver formulates each board configuration as a state and evaluates all\r\nneighboring successor states at each step, selecting the best successor that most improves proximity to the goal\r\nconfiguration. Two heuristic functions are employed: h₁(n) (number of misplaced tiles) and h₂(n) (total\r\nManhattan distance). Validation testing was conducted to verify successful algorithm integration and to\r\nquantify solver completion time. Ten trials were performed for each puzzle size. The solver successfully reached\r\nthe 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\r\npuzzle. The longer time for the 4×4 case is consistent with the larger state space and increased search effort.\r\nOverall, the results indicate that SAHC with standard heuristic evaluations can be effectively embedded as an\r\nautomated solving mechanism in a culinary-themed sliding-puzzle game.\r\nKeywords: Steepest-Ascent Hill Climbing; heuristic search; Manhattan distance; sliding puzzle; mobile\r\nserious game; culinary heritage; Unity\r\n[ Received: xxxx; Revised: xxxx ; Accepted: xxxx ; Published"^^ . "2025-06-16" . . "Universitas Pakuan"^^ . . . "Fakultas Matematika dan Pengetahuan Alam, Universitas Pakuan"^^ . . . . . . . . . . . "Nina"^^ . "Hermiati"^^ . "Nina Hermiati"^^ . . "Sufiatul"^^ . "Maryana"^^ . "Sufiatul Maryana"^^ . . "Asep"^^ . "Saepulrohman"^^ . "Asep Saepulrohman"^^ . . "Universitas Pakuan"^^ . . . "Fakultas Matematika dan Ilmu Pnegetahuan Alam"^^ . . . "Program Studi Ilmu Komputer"^^ . . . . . . "HTML Summary of #10655 \n\nImplementasi Argoritma Steepest-Ascent Hill Climbing Puzzle Game Untuk Memperkenalkan Kuliner Kota Sukabumi\n\n" . "text/html" . . . "Ilmu Komputer"@en . .