Analisis Deskriptif Penerapan Sistem Navigasi Peta Pada Video Gim ‘Grand Theft Auto: IV’
DOI:
https://doi.org/10.47065/bulletincsr.v4i3.349Keywords:
Grand Theft Auto IV; Video Game; Navigation System; Artificial Intelligence; Pathfinding Algorithm; ObservationAbstract
Grand Theft Auto IV is one of the groundbreaking installments in the renowned franchise that has shaken up the video game industry. Showcasing the captivating fictional city of Liberty City, the game entices users to explore and immerse themselves in its world. To enhance the immersive experience and facilitate exploration, the game introduces a revolutionary map navigation system. This revolutionary navigation system piqued our interest, leading us to uncover the secrets behind its success in addressing the common navigation issues faced by players over the past decade. This study aims to examine the functionality and application of artificial intelligence within this acclaimed navigation system. Utilizing a descriptive analysis method, we investigated the workings, types, and role of the pathfinding algorithms employed in the map navigation system. The system offers two navigation options, visual and audio, both powered by Dijkstra's algorithm. This algorithm calculates the shortest route between the player’s current position and the set destination. Additionally, the adaptive voice selection algorithm brings the calculated route to life through verbal instructions. In terms of performance, the visual navigation system excels with a route calculation time of 2.064 seconds, while the audio navigation system is slower at 6.009 seconds. Despite this, both navigation systems effectively assist users in navigating the complexities of Liberty City.
Downloads
References
H. Mela and K. Barznji, “Article Narrative Review Artificial Intelligence and Game Development Hemn mela Karim Barznji,” no. January, pp. 0–8, 2019.
J. Leung et al., “Extended hours of video game play and negative physical symptoms and pain,” Comput. Human Behav., vol. 155, no. February, 2024, doi: 10.1016/j.chb.2024.108181.
A. Nguyen and D. Bavelier, “Play in video games,” Neurosci. Biobehav. Rev., vol. 153, no. March, 2023, doi: 10.1016/j.neubiorev.2023.105386.
E. Goh, O. Al-Tabbaa, and Z. Khan, “Unravelling the complexity of the Video Game Industry: An integrative framework and future research directions,” Telemat. Informatics Reports, vol. 12, no. March, p. 100100, 2023, doi: 10.1016/j.teler.2023.100100.
W. Bart, “Can artificial intelligence identify creativity?: An empirical study,” J. Creat., vol. 33, no. 2, p. 100057, 2023, doi: 10.1016/j.yjoc.2023.100057.
J. M. Górriz et al., “Computational approaches to Explainable Artificial Intelligence: Advances in theory, applications and trends,” Inf. Fusion, vol. 100, no. July, p. 101945, 2023, doi: 10.1016/j.inffus.2023.101945.
Z. Hu, C. Fan, Q. Zheng, W. Wu, and B. Liu, “Asyncflow: A visual programming tool for game artificial intelligence,” Vis. Informatics, vol. 5, no. 4, pp. 20–25, 2021, doi: 10.1016/j.visinf.2021.11.001.
O. Ali and L. Kallach, “ScienceDirect ScienceDirect Artificial Intelligence Enabled Human Resources Recruitment Functionalities?: A Scoping Review Artificial Intelligence Enabled Human Resources Recruitment Functionalities?:,” Procedia Comput. Sci., vol. 232, pp. 3268–3277, 2024, doi: 10.1016/j.procs.2024.02.142.
J. E. A. Tadeo, “Deconstruction of Themes in ‘ Grand Theft Auto IV ,’” vol. 12, no. July, pp. 15–29, 2020.
M. Morawski and S. Wolff-Seidel, “Gaming & Geography (Education): A Model of Reflexive Analysis of Space & Action in Video Games,” Eur. J. Geogr., vol. 14, no. 3, pp. 1–19, 2023, doi: 10.48088/ejg.m.mor.14.3.001.019.
Bonifacius Vicky Indriyono and Widyatmoko, “Optimization of Breadth-First Search Algorithm for Path Solutions in Mazyin Games,” Int. J. Artif. Intell. Robot., vol. 3, no. 2, pp. 58–66, 2021, doi: 10.25139/ijair.v3i2.4256.
S. R. Lawande, G. Jasmine, J. Anbarasi, and L. I. Izhar, “A Systematic Review and Analysis of Intelligence-Based Pathfinding Algorithms in the Field of Video Games,” Appl. Sci., vol. 12, no. 11, Jun. 2022, doi: 10.3390/app12115499.
V. Bulitko and R. Lawrence, “Game-map Pathfinding with Per-Problem Selection of Synthesized Heuristics,” IEEE Conf. Comput. Intell. Games, CIG, pp. 1–4, 2023, doi: 10.1109/CoG57401.2023.10333175.
R. Drezewski and J. Solawa, “The application of selected modern artificial intelligence techniques in an exemplary strategy game,” Procedia Comput. Sci., vol. 192, pp. 1914–1923, 2021, doi: 10.1016/j.procs.2021.08.197.
G. Pentheny, “Efficient Crowd Simulation for Mobile Games,” Game AI Pro 360, pp. 77–84, 2019, doi: 10.1201/9780429055096-8.
D. Foead, A. Ghifari, M. B. Kusuma, N. Hanafiah, and E. Gunawan, “A Systematic Literature Review of A*Pathfinding,” Procedia Comput. Sci., vol. 179, no. 2020, pp. 507–514, 2021, doi: 10.1016/j.procs.2021.01.034.
J. Adler and B. F. Ramadhan, “Penerapan Algoritma Dijkstra Pada Game Learning Matematika Berbasis Android,” Komputika J. Sist. Komput., vol. 10, no. 2, pp. 173–181, 2021, doi: 10.34010/komputika.v10i2.4551.
Y. Y. N. Ng, C. W. Khong, and R. J. Nathan, “Evaluating Affective User-Centered Design of Video Games Using Qualitative Methods,” Int. J. Comput. Games Technol., vol. 2018, 2018, doi: 10.1155/2018/3757083.
C. I. Teng, T. L. Huang, G. L. Huang, C. N. Wu, T. C. E. Cheng, and G. Y. Liao, “Creatability, achievability, and immersibility: New game design elements that increase online game usage,” Int. J. Inf. Manage., vol. 75, no. October 2023, p. 102732, 2024, doi: 10.1016/j.ijinfomgt.2023.102732.
T. Jordan and M. Dhamala, “Video game players have improved decision-making abilities and enhanced brain activities,” Neuroimage: Reports, vol. 2, no. 3, p. 100112, 2022, doi: 10.1016/j.ynirp.2022.100112.
H. Manner, “Exploring the constraints on artificial general intelligence: a game-theoretic model of human vs machine interaction,” Econ. Lett., p. 109231, 2020, doi: 10.1016/j.mathsocsci.2024.03.004.
M. Ur Rehman, A. Shafique, Q. U. A. Azhar, S. S. Jamal, Y. Gheraibia, and A. B. Usman, “Voice disorder detection using machine learning algorithms: An application in speech and language pathology,” Eng. Appl. Artif. Intell., vol. 133, no. PA, p. 108047, 2024, doi: 10.1016/j.engappai.2024.108047.
Bila bermanfaat silahkan share artikel ini
Berikan Komentar Anda terhadap artikel Analisis Deskriptif Penerapan Sistem Navigasi Peta Pada Video Gim ‘Grand Theft Auto: IV’
ARTICLE HISTORY
How to Cite
Issue
Section
Copyright (c) 2024 Hariz Kurniawan, Hefi Kristianto, Willy Azrieel, Ressa Priskilla, Viktor Handrianus Pranatawijaya
This work is licensed under a Creative Commons Attribution 4.0 International License.
Authors who publish with this journal agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under Creative Commons Attribution 4.0 International License that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (Refer to The Effect of Open Access).