| 000 -LEADER |
| fixed length control field |
01769nam a22002417a 4500 |
| 003 - CONTROL NUMBER IDENTIFIER |
| control field |
ft6040 |
| 005 - DATE AND TIME OF LATEST TRANSACTION |
| control field |
20251126135743.0 |
| 008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION |
| fixed length control field |
251126b ||||| |||| 00| 0 eng d |
| 041 ## - LANGUAGE CODE |
| Language code of text/sound track or separate title |
engtag |
| 050 ## - LIBRARY OF CONGRESS CALL NUMBER |
| Classification number |
QA76.9 P33 2017 |
| 082 ## - DEWEY DECIMAL CLASSIFICATION NUMBER |
| Classification number |
. |
| 100 1# - MAIN ENTRY--PERSONAL NAME |
| Personal name |
Padua, Christine Joy E. and Songcuan, Glievenze P. |
| 245 ## - TITLE STATEMENT |
| Title |
An enhancement of DIJKSTRA Algorithm with jump point search algorithm applied in pacman game |
| 264 #1 - PRODUCTION, PUBLICATION, DISTRIBUTION, MANUFACTURE, AND COPYRIGHT NOTICE |
| Place of production, publication, distribution, manufacture |
. |
| Name of producer, publisher, distributor, manufacturer |
. |
| Date of production, publication, distribution, manufacture, or copyright notice |
c2017 |
| 300 ## - PHYSICAL DESCRIPTION |
| Other physical details |
Undergraduate Thesis: (BSCS major in Computer Science) -Pamantasan ng Lungsod ng Maynila 2017. |
| 336 ## - CONTENT TYPE |
| Source |
text |
| Content type term |
text |
| Content type code |
text |
| 337 ## - MEDIA TYPE |
| Source |
unmediated |
| Media type term |
unmediated |
| Media type code |
unmediated |
| 338 ## - CARRIER TYPE |
| Source |
volume |
| Carrier type term |
volume |
| Carrier type code |
volume |
| 505 ## - FORMATTED CONTENTS NOTE |
| Formatted contents note |
Abstract Pacman is a popular arcade game that was released in Japan in May 1980 and the game use an algorithm, the Dijkstra algorithm, which is known to find the shortest path towards its target. In our study, we are going to optimize the Dijkstra algorithm using the jump point search algorithm. The subject of this study is the ghosts that chase Pac-Man during the game and we would investigate the path, the nodes and the time of the ghost as it travels toward its target and applied the jump point search algorithm. The results should be able to help the future researches to understand on how the Dijkstra and Jump Point Search algorithm works. In the methodology, we used, we found that applying the jump point search algorithm in the ghost behavior could minimize the node, reduce the time it travels, and avoid being stuck in the loop. This optimize algorithm could be applied to other games that have the same problem and incorporate it in some applications like that used graphs or maps. |
| 526 ## - STUDY PROGRAM INFORMATION NOTE |
| Classification |
Filipiniana |
| 655 ## - INDEX TERM--GENRE/FORM |
| Genre/form data or focus term |
academic writing |
| 942 ## - ADDED ENTRY ELEMENTS |
| Source of classification or shelving scheme |
|
| Item type |
Archival materials |