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primary topic: Implementasi Argoritma Steepest-Ascent Hill Climbing Puzzle Game Untuk Memperkenalkan Kuliner Kota Sukabumi

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

Universitas Pakuan
type: Organization

Fakultas Matematika dan Pengetahuan Alam, Universitas Pakuan
type: Organization

Nina Hermiati
type: Person
given name: Nina
family name: Hermiati

Sufiatul Maryana
type: Person
given name: Sufiatul
family name: Maryana

Asep Saepulrohman
type: Person
given name: Asep
family name: Saepulrohman

Fakultas Matematika dan Ilmu Pnegetahuan Alam
type: Organization

Program Studi Ilmu Komputer
type: Organization

HTML Summary of #10655 Implementasi Argoritma Steepest-Ascent Hill Climbing Puzzle Game Untuk Memperkenalkan Kuliner Kota Sukabumi
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primary topic: Implementasi Argoritma Steepest-Ascent Hill Climbing Puzzle Game Untuk Memperkenalkan Kuliner Kota Sukabumi

Ilmu Komputer
type: Concept