Implementation of A* Algorithm for Solving Sokoban Logic Games

Authors

  • Rosa Tri Setiani Sekolah Tinggi Manajemen Informatika dan Komputer (STMIK) Kadiri
  • Bonifacius Vicky Indriyono Sekolah Tinggi Manajemen Informatika dan Komputer (STMIK) Kadiri

DOI:

https://doi.org/10.33633/jais.v4i2.3409

Abstract

Sokoban is one of the puzzle category games that requires players to push boxes towards the top, bottom, left and right until the specified destination. Sometimes it takes a long time to complete a very difficult level so that a solution is needed. So that these difficulties can be overcome, we need an algorithm that can help find the right path.A * algorithm is an algorithm that minimizes the total cost of the track under the right conditions that will provide the best solution in optimal time. A * algorithm will find the distance of the fastest route to be taken by a starting point to the destination object by removing unnecessary steps.From the test results, this A * algorithm can help players in finding a solution to the road in the form of completion steps in the Sokoban game by determining the smallest F value.  Keywords - Artificial Intelligence, Games, Sokoban, A * algorithm

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Published

2020-03-13