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References
- K. Media, "Perkembangan Teknologi Informasi dan Komunikasi di Indonesia Halaman all - Kompas.com", KOMPAS.com, 2021. [Online]. Available: https://www.kompas.com/skola/read/2020/12/21/164007469/perkembangan-teknologi-informasi-dan-komunikasi-di-indonesia?page=all.
- "Melihat Tren Perkembangan Smartphone | merdeka.com", merdeka.com, 2021. [Online]. Available: https://www.merdeka.com/teknologi/melihat-tren-perkembangan-smartphone.html.
- S. Aggarwal, S. Saluja, V. Gambhir, S. Gupta and S. Satia, "Predicting likelihood of psychological disorders in PlayerUnknown’s Battlegrounds (PUBG) players from Asian countries using supervised machine learning", Addictive Behaviors, vol. 101, p. 106132, 2020. Available: 10.1016/j.addbeh.2019.106132.
- S. Demediuk et al., "Player retention in league of legends", Proceedings of the Australasian Computer Science Week Multiconference, 2018. Available: 10.1145/3167918.3167937.
- X. Zhang, Y. Yue, X. Gu, B. Niu and Y. Feng, "Investigating the Impact of Champion Features and Player Information on Champion Usage in League of Legends", Proceedings of the 2017 International Conference on Information Technology - ICIT 2017, 2017. Available: 10.1145/3176653.3176730.
- X. Sheng and D. Thuente, "Using Decision Trees for State Evaluation in General Game Playing", KI - Künstliche Intelligenz, vol. 25, no. 1, pp. 53-56, 2011. Available: 10.1007/s13218-010-0079-2.
- A.C.Putro, "SISTEM PREDIKSI KEMENANGAN TIM PADA GAME MOBILE LEGENDS DENGAN METODE NAIVE BAYES," Teknik Informatika, vol. 1, p. 11, 2018.
- G. R. E.Santoso, "Pembuatan Game dengan Menerapkan Metode Decision Tree: UCB1, untuk Menentukan Pemilihan Strategy dalam AI.," Jurnal Infra, vol. 1, p. 7, 2017.
- G. A. Sandag, N. E. Tedry and S. Lolong, "Classification of Lower Back Pain Using K-Nearest Neighbor Algorithm," 2018 6th International Conference on Cyber and IT Service Management (CITSM), Parapat, Indonesia, 2018, pp. 1-5, doi: 10.1109/CITSM.2018.8674361.
- U. Arni, "Pengertian dan Penerapan Decision Tree," garudacyber.co.id, 15 January 2020. [Online]. Available: https://garudacyber.co.id/artikel/1545-pengertian-dan-penerapan-decision-tree. [Accessed 19 November 2019].
- G. A. Sandag, F. Gara and Irfan, "Android Application Market Prediction Based on User Ratings Using KNN," 2020 2nd International Conference on Cybernetics and Intelligent System (ICORIS), Manado, Indonesia, 2020, pp. 1-5, doi: 10.1109/ICORIS50180.2020.9320812.
- A. T. Liem, G. A. Sandag, I-S. Hwang, and A. Nikoukar, "Delay Analysis of Dynamic Bandwidth Allocation for Triple-Play-Services in EPON," p. 6, 2017.
- G. Sandag, J. Leopold and V. Ong, "Klasifikasi Malicious Websites Menggunakan Algoritma K-NN Berdasarkan Application Layers dan Network Characteristics", CogITo Smart Journal, vol. 4, no. 1, p. 37, 2018. Available: 10.31154/cogito.v4i1.100.37-45.
References
K. Media, "Perkembangan Teknologi Informasi dan Komunikasi di Indonesia Halaman all - Kompas.com", KOMPAS.com, 2021. [Online]. Available: https://www.kompas.com/skola/read/2020/12/21/164007469/perkembangan-teknologi-informasi-dan-komunikasi-di-indonesia?page=all.
"Melihat Tren Perkembangan Smartphone | merdeka.com", merdeka.com, 2021. [Online]. Available: https://www.merdeka.com/teknologi/melihat-tren-perkembangan-smartphone.html.
S. Aggarwal, S. Saluja, V. Gambhir, S. Gupta and S. Satia, "Predicting likelihood of psychological disorders in PlayerUnknown’s Battlegrounds (PUBG) players from Asian countries using supervised machine learning", Addictive Behaviors, vol. 101, p. 106132, 2020. Available: 10.1016/j.addbeh.2019.106132.
S. Demediuk et al., "Player retention in league of legends", Proceedings of the Australasian Computer Science Week Multiconference, 2018. Available: 10.1145/3167918.3167937.
X. Zhang, Y. Yue, X. Gu, B. Niu and Y. Feng, "Investigating the Impact of Champion Features and Player Information on Champion Usage in League of Legends", Proceedings of the 2017 International Conference on Information Technology - ICIT 2017, 2017. Available: 10.1145/3176653.3176730.
X. Sheng and D. Thuente, "Using Decision Trees for State Evaluation in General Game Playing", KI - Künstliche Intelligenz, vol. 25, no. 1, pp. 53-56, 2011. Available: 10.1007/s13218-010-0079-2.
A.C.Putro, "SISTEM PREDIKSI KEMENANGAN TIM PADA GAME MOBILE LEGENDS DENGAN METODE NAIVE BAYES," Teknik Informatika, vol. 1, p. 11, 2018.
G. R. E.Santoso, "Pembuatan Game dengan Menerapkan Metode Decision Tree: UCB1, untuk Menentukan Pemilihan Strategy dalam AI.," Jurnal Infra, vol. 1, p. 7, 2017.
G. A. Sandag, N. E. Tedry and S. Lolong, "Classification of Lower Back Pain Using K-Nearest Neighbor Algorithm," 2018 6th International Conference on Cyber and IT Service Management (CITSM), Parapat, Indonesia, 2018, pp. 1-5, doi: 10.1109/CITSM.2018.8674361.
U. Arni, "Pengertian dan Penerapan Decision Tree," garudacyber.co.id, 15 January 2020. [Online]. Available: https://garudacyber.co.id/artikel/1545-pengertian-dan-penerapan-decision-tree. [Accessed 19 November 2019].
G. A. Sandag, F. Gara and Irfan, "Android Application Market Prediction Based on User Ratings Using KNN," 2020 2nd International Conference on Cybernetics and Intelligent System (ICORIS), Manado, Indonesia, 2020, pp. 1-5, doi: 10.1109/ICORIS50180.2020.9320812.
A. T. Liem, G. A. Sandag, I-S. Hwang, and A. Nikoukar, "Delay Analysis of Dynamic Bandwidth Allocation for Triple-Play-Services in EPON," p. 6, 2017.
G. Sandag, J. Leopold and V. Ong, "Klasifikasi Malicious Websites Menggunakan Algoritma K-NN Berdasarkan Application Layers dan Network Characteristics", CogITo Smart Journal, vol. 4, no. 1, p. 37, 2018. Available: 10.31154/cogito.v4i1.100.37-45.