Implementation of Minimax with Alpha-Beta Pruning as Computer Player in Congklak

Abstract: Congklak  is  one  of  the  most  popular  traditional board  games  in  Indonesia.  It  is  said  to  train  mathematical aspect  of  the  player.  Interestingly,  nowadays  more  and  more people  are  becoming  less  interested.  Nowadays,  people  are paying  less  attention  to  traditional  things  and  instead  focus more  to  digital  and  electronic  devices,  including  Indonesian. Traditional  things  are  beginning  to  be  forgotten  from  the minds  of  Indonesian.  To  re-capture  Indonesian’s  heart  for traditional things, one of the ways is to digitize them. Hopefully by  making  a  video  game  of  Congklak  more  people,  especially Indonesian,  become  more  interested  in  Congklak  as  one  of Indonesian  traditional.  Minimax  Algorithm  with  its improvement,  Alpha-Beta  pruning  is  an  option  to  make  an intelligent  computer  player  for  Congklak.  By  applying Minimax  Algorithm  to  the  computer  player,  it  becomes intelligent  enough  to  play  Congklak  as  a  good  opponent; making the game more fun.
Keywords: congklak, minimax algorithm, alpha-beta pruning, artificial intelligence
Author: Brian Sumali, Ivan Michael Siregar, Rosalina
Journal Code: jptinformatikagg160003

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