283 COMPARATIVE ANALYSIS OF PATHFINDING ARTIFICIAL INTELLIGENCE USING DIJKSTRA AND A* ALGORITHMS BASED ON RPG MAKER MV Riska Nurtantyo Sarbini -1*) , Irdam Ahmad -2 , Romie Oktovianus Bura -3 , Luhut Simbolon -4 1,2,3,4 Department of Defence Science, Universitas Pertahanan https://www.idu.ac.id/ riskanurtantyosarbini@gmail.com -1 , irdam.ahmad@idu.ac.id -2 , romiebura@idu.ac.id -3 , lsimbolon427@gmail.com -4 (*) Corresponding Author Abstract In most games, an artificial pathfinding intelligence is required for traversing the fastest discovery. It is essential for many video games, particularly Role Playing Games (RPGs). The algorithm pathfindings implemented in this game are A* and Dijkstra Algorithms. This study aims to test an artificial intelligence system for discovering routes using the A* and Dijkstra algorithms based on RPG Maker MV. The result showed that from the time obtained, in the experiment on eight nodes using the Pathfinding mechanism of A* algorithm has faster result in discovering the nearest route with the time 08:15:23 with format (mm:ss: ms) whereas Dijkstra Algorithm has a 34:47:43 time result. The time record needed represents the distance between the search nodes. It indicates that the multiple weighting in the impassable nodes caused the cost calculation process becomes faster and more efficient. Keywords: Artificial Intelligence; Pathfinding; Dijkstra Algorithm; A* algorithm Abstrak Dalam sebagian besar game, kecerdasan buatan fungsi penemu jalan dibutuhkan untuk menemukan tercepat untuk dilalui hal tersebut penting untuk banyak permainan komputer, khususnya permainan Role Playing Game (RPG). Algoritma pathfinding yang diimplementasikan pada game ini adalah algoritma A* dan algoritma Dijkstra. Tujuan dari penelitian ini adalah untuk menguji coba sistem kecerdasan buatan untuk melakukan pencarian rute menggunakan algoritma A* dan algoritma dijkstra berbasis RPG Maker MV. Hasil penelitian Dari waktu yang didapatkan, pada percobaan pada 8 titik dengan mekanisme Pathfinding menggunakan algoritma A* lebih cepat dalam menemukan rute terdekat dengan catatan waktu 08:15:23 format (mm:dd:md) sedangkan menggunakan algoritma Dijkstra 34:47:43, Hal tersebut dikarenakan pemberian bobot berlipat pada titik yang tidak dapat dilalui hal tersebut menyebabkan proses perhitungan biaya jalan menjadi lebih cepat dan efisien. Catatan waktu yang dibutuhkan menunjukkan jarak antar titik pencarian. Kata kunci: Kecerdasan Buatan; Pathfinding; Algoritma Djikstra; Algoritma A* INTRODUCTION When artificial intelligence gets into various fields, especially game applications, it presents exciting user experiences (Zhao, 2020). Artificial Intelligence (AI) is used in games to provide more exciting and interactive experiences (Hammedi, Essalmi, Jemni, & Qaffas, 2020). Through the intelligent technology significant improvement, artificial intelligence (AI) has been the core technology for improving the capability in playing a game, and also as the principal value of the game promotion that can give more deep experience in playing game (Tang, Wang, Sima, & Zhang, 2020). AI is a game's leading component and needs to be carefully developed and adjusted regularly. The role affects toward capacity and memory used in a game. AI is an essential component that often impacts the success or failure of a game. Artificial Intelligence (AI) needed for Pathfinding is assumed to be important in computer games, particularly in Role Playing games. It has been the main research area in video games for decades (Iskandar, Diah, & Ismail, 2020). Usually, it