23,385 research outputs found

    PENERAPAN ALGORITMA DIJKSTRA DALAM PENENTUAN LINTASAN TERPENDEK MENUJU UPT. PUSKESMAS CILODONG KOTA DEPOK

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    One of the government's efforts in providing health to the community is the construction of health centers in each sub-district, and the community is expected to be able to take advantage of the health facilities provided by the government. One of the problems that exist in the community is determining the shortest distance to the puskesmas. In Depok City, there are 26 routes that can be passed from the 38 nodes or vertices to the Cilodong Health Center with the starting point of the Depok mayor's office. This study uses a survey research method to calculate the actual distance at each node or vertex, the purpose of this study is to determine the shortest path taken by the starting point from the Depok mayor's office to get to the Cilodong Health Center by applying the dijkstra algorithm. This dijkstra algorithm works by visiting all existing points and making a route if there are 2 routes to the same 1 point then the route that has the lowest weight is chosen so that all points have an optimal route. This quest continues until the final destination point. After doing this research and testing using a simple application to calculate the distance by applying the djikstra algorithm, it was found that the shortest path taken to the destination is through the GDC Main Gate or on the test results in Iteration 26. From the results of this study, people can choose this closest route to save time when viewed from the distance of the existing track. For further research, it is expected to be able to compare two other algorithms and other parameters so that the closest route with the fastest time is obtained

    APLIKASI PENENTU RUTE TERDEKAT DI LINGKUNGAN UNIVERSITAS PENDIDIKAN INDONESIA BUMI SILIWANGI MENGGUNAKAN ALGORITMA A*

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    ABSTRAK Pencarian rute terpendek merupakan permasalahan penting dalam berbagai aplikasi, termasuk navigasi, logistik, dan permainan. Rute terpendek menjadi prioritas dalam pemilihan jalur karena memastikan efisiensi dan optimalitas perjalanan. Dalam pencarian rute terdekat, kecepatan dan jarak yang diambil oleh algoritma menjadi parameter penting yang harus diperhatikan. Penelitian ini bertujuan untuk membandingkan kinerja Algoritma A* dengan algoritma pathfinding lainnya dalam pencarian rute terpendek. Pendekatan A* terkenal karena kemampuannya dalam menemukan jalur yang optimal dengan memanfaatkan fungsi heuristik. Sejumlah penelitian sebelumnya menunjukkan bahwa waktu eksekusi dan jarak tempuh adalah indikator yang dapat digunakan secara optimal dalam membandingkan performa algoritma. Penulis mengembangkan sebuah aplikasi pencari rute menggunakan bahasa pemrograman JavaScript sebagai implementasi algoritma. Simulasi dilakukan pada aplikasi ini dengan memuat variabel input dan menerapkan grid 2 dimensi sebagai media simulasi. Selain itu, kalkulasi fungsi heuristic juga dilakukan dengan menggunakan bahasa pemrograman JavaScript. Hasil penelitian menunjukkan perbandingan kinerja Algoritma A* dengan algoritma pathfinding lainnya dalam hal waktu eksekusi dan jarak tempuh. Dengan memanfaatkan aplikasi pencari rute, data-data tersebut dianalisis untuk menilai efisiensi dan keakuratan dari masing-masing algoritma. Hasil komparasi ini dapat memberikan panduan dalam memilih algoritma yang paling cocok untuk kasus-kasus tertentu yang memerlukan pencarian rute terpendek. Kata Kunci: Pathfinding, Shortest Path, Algoritma A*, Aplikasi Pencari Rute Terpendek ABSTRACT The search for the shortest route is a crucial problem in various applications, including navigation, logistics, and games. Determining the shortest route is of utmost importance in route selection, as it ensures travel efficiency and optimality. In the quest for the nearest route, the speed and distance taken by algorithms are vital parameters that require careful consideration. This research aims to compare the performance of the A* algorithm with other pathfinding algorithms in finding the shortest route. The A* approach is renowned for its ability to discover optimal paths by utilizing heuristic functions. Previous studies have shown that execution time and distance traveled are optimal indicators for comparing algorithm performance. The author developed a route-finding application using the JavaScript programming language to implement the algorithms. Simulations were conducted in this application, incorporating input variables and a two-dimensional grid as the simulation medium. Additionally, heuristic function calculations were performed using JavaScript programming language. The research results reveal a performance comparison between the A* algorithm and other pathfinding algorithms in terms of execution time and distance traveled. Leveraging the route-finding application, these data were analyzed to assess the efficiency and accuracy of each algorithm. The comparative findings can provide guidance in selecting the most suitable algorithm for specific cases that require a search for the shortest route. Keywords: Pathfinding, Shortest Path, A* Algorithm, Shortest Route Finder Applicatio

    TIME IN RECREATION MODELING AND DECISION MAKING

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    Consumer/Household Economics,

    Multi-agent simulation: new approaches to exploring space-time dynamics in GIS

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    As part of the long term quest to develop more disaggregate, temporally dynamic models of spatial behaviour, micro-simulation has evolved to the point where the actions of many individuals can be computed. These multi-agent systems/simulation(MAS) models are a consequence of much better micro data, more powerful and user-friendly computer environments often based on parallel processing, and the generally recognised need in spatial science for modelling temporal process. In this paper, we develop a series of multi-agent models which operate in cellular space.These demonstrate the well-known principle that local action can give rise to global pattern but also how such pattern emerges as the consequence of positive feedback and learned behaviour. We first summarise the way cellular representation is important in adding new process functionality to GIS, and the way this is effected through ideas from cellular automata (CA) modelling. We then outline the key ideas of multi-agent simulation and this sets the scene for three applications to problems involving the use of agents to explore geographic space. We first illustrate how agents can be programmed to search route networks, finding shortest routes in adhoc as well as structured ways equivalent to the operation of the Bellman-Dijkstra algorithm. We then demonstrate how the agent-based approach can be used to simulate the dynamics of water flow, implying that such models can be used to effectively model the evolution of river systems. Finally we show how agents can detect the geometric properties of space, generating powerful results that are notpossible using conventional geometry, and we illustrate these ideas by computing the visual fields or isovists associated with different viewpoints within the Tate Gallery.Our forays into MAS are all based on developing reactive agent models with minimal interaction and we conclude with suggestions for how these models might incorporate cognition, planning, and stronger positive feedbacks between agents
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