IMPLEMENTASI FUZZY TSUKAMOTO UNTUK MENENTUKAN SKOR PEMAIN DALAM PERMAINAN KUIS TEBAK GAMBAR "GUEZZME"

WIJAYA, GUNAWAN RIO and Primanita, Anggina (2025) IMPLEMENTASI FUZZY TSUKAMOTO UNTUK MENENTUKAN SKOR PEMAIN DALAM PERMAINAN KUIS TEBAK GAMBAR "GUEZZME". Undergraduate thesis, Sriwijaya University.

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Abstract

This study aims to develop a scoring system in an educational image based quiz game called “GuezzMe” by implementing the Fuzzy Tsukamoto algorithm. The system is designed to provide a fair and representative evaluation based on several parameters, including completion time, number of hints used, and remaining lives. The development method used is the Rational Unified Process (RUP), which includes inception, elaboration, construction, and transition phases. Implementation was carried out using Unity, and the scoring process utilized a fuzzy inference system with IF-THEN rules and the center average defuzzification method. The testing results showed that the system could dynamically calculate player scores and provide a positive gaming experience. Additionally, based on user feedback through questionnaires, the game was considered enjoyable, easy to use, and featured a fair scoring system that accurately reflected player performance.

Item Type: Thesis (Undergraduate)
Uncontrolled Keywords: Fuzzy Tsukamoto, Gim Edukasi, Sistem Penilaian, Permainan Kuis, GuezzMe
Subjects: T Technology > TJ Mechanical engineering and machinery > TJ1-1570 Mechanical engineering and machinery
Divisions: 09-Faculty of Computer Science > 55201-Informatics (S1)
Depositing User: Gunawan Rio Wijaya
Date Deposited: 04 Aug 2025 04:35
Last Modified: 04 Aug 2025 04:35
URI: http://repository.unsri.ac.id/id/eprint/182177

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