xii DAFTAR ISI SAMPUL DEPAN...................................................................................... i HALAMAN JUDUL DALAM............................................................... ii HALAMAN PERSETUJUAN................................................................... iii HALAMAN PENGESAHAN.................................................................... iv HALAMAN MOTTO DAN PERSEMBAHAN....................................... v HALAMAN PERNYATAAN KEASLIAN KARYA............................... vi HALAMAN PERSETUJUAN PUBLIKASI............................................ vii ABSTRAKSI………................................................................................... viii ABSTRACT………................................................................................... ix KATA PENGANTAR................................................................................ x DAFTAR ISI.............................................................................................. xii DAFTAR GAMBAR................................................................................. xvi DAFTAR TABEL...................................................................................... xx BAB 1 PENDAHULUAN 1.1 Latar Belakang………………………………………….. 1 1.2 Rumusan Masalah………………………………………. 3 1.3 Batasan Masalah………………………………………… 3 1.4 Tujuan Penelitian……………………………………….. 3 1.5 Manfaat Penelitian……………………………………… 3 1.5 Metodologi Penelitian……………...………………….... 4 1.6 Sistematika Penelitian……………..………………….... 5 BAB 2 LANDASAN TEORI 2.1 Studi Literatur….……………………………………….. 6 2.1 Pengertian Permainan………………………………… 6 2..1.2 Pengertian Game Komputer………………………. 7 2.1.3 Jenis-Jenis Permainan……………………………… 7 2.1.4 Board Game…………………………………………….. 9 2.1.5 Pengertian Kecerdasan Buatan……………………. 10 2.1.6 Algoritma Runut Balik(BackTracking)……………. 12 2.1.7 Permainan Tic Tac Toe…………………………….. 15 2.2 Studi Pustaka ….……………………………................ 16 2.2.1 Algoritma Runut Balik Dalam Teka-Teki Silang… 16 2.2.2 Penerapan Algoritma Runut Balik dan Graf dalam Pemecahan Knight’s Tour……………………….. 18 2.2.3 Pengembangan Aplikasi Permainan Sudoko Kata Dengan Solusi Algoritma Runut Balik dalam Platform J2ME…………………………………………….. 20 2.2.4 Metode Heuristic Dalam Algoritma Runut Balik… 24 2.2.5 Penerapan Algoritma Runut Balik Dalam Gerak
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xii
DAFTAR ISI
SAMPUL DEPAN...................................................................................... i
HALAMAN JUDUL DALAM............................................................... ii
HALAMAN PERSETUJUAN................................................................... iii
HALAMAN PENGESAHAN.................................................................... iv
HALAMAN MOTTO DAN PERSEMBAHAN....................................... v
HALAMAN PERNYATAAN KEASLIAN KARYA............................... vi
HALAMAN PERSETUJUAN PUBLIKASI............................................ vii
ABSTRAKSI………................................................................................... viii
ABSTRACT………................................................................................... ix
KATA PENGANTAR................................................................................ x
DAFTAR ISI.............................................................................................. xii
DAFTAR GAMBAR................................................................................. xvi
DAFTAR TABEL...................................................................................... xx