Optimisasi Algoritma A* untuk Pencarian Rute Menggunakan Media Roblox

Authors

DOI:

https://doi.org/10.33795/jip.v12i2.9232

Keywords:

algoritma a*, fungsi heuristik, pathfinding, priority queue, roblox

Abstract

Pengembangan Non-Player Character (NPC) yang realistis dalam platform metaverse seperti Roblox membutuhkan sistem yang efisien. Namun, permasalahan utama yang dihadapi pengembang adalah tingginya biaya komputasi dan kurangnya data mengenai kinerja algoritma A* pada bahasa pemrograman Luau. Penelitian ini bertujuan untuk mengevaluasi kinerja algoritma A* pada Roblox dengan bahasa pemrograman Luau melalui analisis komparatif dengan memvariasikan fungsi heuristik (Manhattan, Euclidean, Chebyshev, dan Octile) dan metode sorting (Quick Sort dan Min-Heap Priority Queue). Penelitian dilakukan dengan pendekatan eksperimental kuantitatif di dalam Roblox Studio. Pengujian dilaksanakan pada tiga skenario labirin statis dengan ukuran grid 64x64, 128x128, dan 256x256 studs. Evaluasi didasarkan pada dua metrik utama, yaitu total waktu eksekusi dan total panjang rute yang dihasilkan. Hasil penelitian menunjukkan bahwa penggunaan Min-Heap Priority Queue membuat waktu eksekusi mengalami penurunan rata – rata 46,5% dibandingkan implementasi default dengan efektivitas tertinggi sebesar 73,3% pada skenario ukuran 256 studs x 256 studs. Waktu eksekusi dan hasil rute untuk setiap fungsi heuristik memiliki perbedaan yang tidak signifikan kecuali Euclidean Distance. Fungsi heuristik Euclidean Distance mencatatkan waktu eksekusi tercepat di antara fungsi lain sebesar 2,03ms di 64x64, 5,8ms di 128x128, dan 42,35ms di 256x256. Selain itu, fungsi Euclidean Distance menghasilkan rute yang kurang optimal dengan jarak terjauh sebesar 134 studs di 64x64, 427 studs di 128x128, dan 1062 studs di 256x256 dibandingkan fungsi heuristik lainnya. Penelitian ini membuktikan bahwa dalam pengembangan Roblox, pemilihan konfigurasi dan optimisasi algoritma yang tepat sangat krusial bagi pengembang untuk menyeimbangkan antara kecepatan proses dan akurasi rute sesuai kebutuhan.

Downloads

Download data is not yet available.

References

Adamer, M. F., De Brouwer, E., O’Bray, L., & Rieck, B. (2024). The magnitude vector of images. Journal of Applied and Computational Topology, 8(3), 447–473. https://doi.org/10.1007/s41468-024-00182-9

Al-Aydi, B., & Abu-Naser, S. (2025). Comparative Study of Traditional and AI-Enhanced Sorting Algorithms: QuickSort, MergeSort, HeapSort, and TimSort. https://doi.org/10.13140/RG.2.2.13915.84005

Brown, L., Friesen, A., & Jeffrey, A. (2021). Position Paper: Goals of the Luau Type System.

Damayanti, Y., & Akbar, Y. (2024). Implementasi Algoritma A* (A-Star) untuk Mencari Rute Terpendek dari Kelurahan Cibubur ke Perpustakaan Nasional Republik Indonesia. Jurnal Indonesia : Manajemen Informatika Dan Komunikasi, 5(3), 3306–3325. https://doi.org/10.35870/jimik.v5i3.1022

Diana, I., & Herdiana, B. (2021). Analisa Penggunaan Nilai Bobot Heuristik yang Berbeda pada Algoritma Weighted A*. Telekontran : Jurnal Ilmiah Telekomunikasi, Kendali dan Elektronika Terapan, 9(1), 82–93. https://doi.org/10.34010/telekontran.v9i1.5677

Elshahed, A., Mohamed, A. S. A., Aini, F., Aun, J., & Khan, M. (2025). Efficient Pathfinding on Grid Maps: Comparative Analysis of Classical Algorithms and Incremental Line Search. IEEE Access, 3, 465–481. https://doi.org/10.1109/ACCESS.2025.3575168

Foead, D., Ghifari, A., Kusuma, M. B., Hanafiah, N., & Gunawan, E. (2021). A Systematic Literature Review of A* Pathfinding. Procedia Computer Science, 179, 507–514. https://doi.org/10.1016/j.procs.2021.01.034

Hong, Z., Sun, P., Tong, X., Pan, H., Zhou, R., Zhang, Y., Han, Y., Wang, J., Yang, S., & Xu, L. (2021). Improved A-Star Algorithm for Long-Distance Off-Road Path Planning Using Terrain Data Map. ISPRS International Journal of Geo-Information, 10(11), 785. https://doi.org/10.3390/ijgi10110785

Kang, Y., Lee, U., & Lee, S. (2024). Who Makes Popular Content? Information Cues from Content Creators for Users’ game Choice: Focusing on User-Created Content Platform “Roblox.” Entertainment Computing, 50, 100697. https://doi.org/10.1016/j.entcom.2024.100697

Kapi, A. (2020). A Review on Informed Search Algorithms for Video Games Pathfinding. International Journal of Advanced Trends in Computer Science and Engineering, 9, 2756–2764. https://doi.org/10.30534/ijatcse/2020/42932020

Lawande, S. R., Jasmine, G., Anbarasi, J., & Izhar, L. I. (2022). A Systematic Review and Analysis of Intelligence-Based Pathfinding Algorithms in the Field of Video Games. Applied Sciences, 12(11), 5499. https://doi.org/10.3390/app12115499

Liu, D. (2023). Research of the Path Finding Algorithm A* in Video Games. Highlights in Science, Engineering and Technology, 39, 763–768. https://doi.org/10.54097/hset.v39i.6642

Lu, J., & Sun, Y. (2024). Application of heuristic function optimization strategy of A* algorithm in path planning of mobile robot. 2024 5th International Conference on Computer Engineering and Application (ICCEA), 77–80. https://doi.org/10.1109/ICCEA62105.2024.10603737

Luo, Y. (2024). A fast convergence bidirectional a star path planning algorithm. Applied and Computational Engineering. https://api.semanticscholar.org/CorpusID:268831231

Morina, V., & Rafuna, R. (2023). A Comparative Analysis of Pathfinding Algorithms in NPC Movement Systems for Computer Games. UBT International Conference. https://knowledgecenter.ubt-uni.net/conference/IC/CS/6

Pardede, S. L., Athallah, F. R., Huda, Y. N., & Zain, F. D. (2022). A Review of Pathfinding in Game Development. Journal of Computer Engineering, 1(01), 47–56. https://doi.org/10.25124/cepat.v1i01.4863

Park, S.-M., & Kim, Y.-G. (2022). A Metaverse: Taxonomy, Components, Applications, and Open Challenges. IEEE Access, 10, 4209–4251. https://doi.org/10.1109/ACCESS.2021.3140175

Rachmawati, D., & Gustin, L. (2020). Analysis of Dijkstra’s Algorithm and A* Algorithm in Shortest Path Problem. Journal of Physics: Conference Series, 1566(1), 012061. https://doi.org/10.1088/1742-6596/1566/1/012061

Riska, S. Y., & Noercholis, A. (2024). PERFORMANCE COMPARISON OF FASTER R-CONVOLUTIONAL NEURAL NETWORK (CNN) AND EFFICIENTNET FOR TRAIN DETECTION UNDER DIVERSE LIGHTING AND IMAGE QUALITY CONDITIONS. Jurnal Teknik Informatika (Jutif), 5(6), 1811–1821. https://doi.org/10.52436/1.jutif.2024.5.6.3438

Rizvi, D. Q., Rai, H., & Jaiswal, R. (2024, Maret). Sorting Algorithms in Focus: A Critical Examination of Sorting Algorithm Performance.

Rospigliosi, P. ‘asher.’ (2022). Metaverse or Simulacra? Roblox, Minecraft, Meta and the turn to virtual reality for education, socialisation and work. Interactive Learning Environments, 30(1), 1–3. https://doi.org/10.1080/10494820.2022.2022899

Singh, S. (2025, Juni 23). How Many People Play Roblox 2025 [Player Stats]. DemandSage. https://www.demandsage.com/how-many-people-play-roblox/

Yan, B., Chen, T., Zhu, X., Yue, Y., Xu, B., & Shi, K. (2020). A Comprehensive Survey and Analysis on Path Planning Algorithms and Heuristic Functions. Dalam K. Arai, S. Kapoor, & R. Bhatia (Ed.), Intelligent Computing (hlm. 581–598). Springer International Publishing. https://doi.org/10.1007/978-3-030-52249-0_39

Downloads

Published

2026-02-28

How to Cite

Restu Andra Ahmad Saeroji, & Suastika Yulia Riska. (2026). Optimisasi Algoritma A* untuk Pencarian Rute Menggunakan Media Roblox. Jurnal Informatika Polinema, 12(2), 279–286. https://doi.org/10.33795/jip.v12i2.9232