Implementation of Finding Shortest Route for Pharmacy Location Using A-star Algorithm

Authors

DOI:

https://doi.org/10.15575/join.v4i1.296

Keywords:

A-star Algorithm, Geographical Information System, Shortest Path, Pharmacy

Abstract

The number of pharmacies in the Pangkalpinang City has increased rapidly. This is directly proportional to the needs of the people of Pangkalpinang City to fulfill the health needs, buy medicine or divert doctor's prescriptions. This is a debate for people who do not know the location of pharmacies in this city. Practically, people can just go to a pharmacy with a location that far from user location, even though there is a pharmacy near the user. This is because there is no pharmacy information location in the Pangkalpinang City. To solve this problem, proposed a system that can display the location of all pharmacies in the Pangkalpinang City. In addition, the system can search the shortest path from the user's location to the nearest pharmacy location around using the A * algorithm. This algorithm was chosen because its advantages that are able to produce optimal solutions according to the expected heuristic functions. The results of the testing are that the system can optimize and be able to search the shortest path from the user's location to the nearest pharmacy.

References

R. Prakasa, Augusta, “Di Pangkalpinang Hanya Ada 63 Apotek Yang Terdaftar di Dinas Kesehatan,” 2016.

R. Rusli, S. Dentari, and I. Pradesan, “Sistem Informasi Geografis Fasilitas Umum Kota Palembang,”Palembang, 2015.

K. Muludi, A. R. Irawati, and E. Priyanto, “Perancangan Sistem Informasi Geografis (SIG) Berbasis Web untuk Penyediaan Informasi Fasilitas dan Personalia di Universitas Lampung,” J. Komputasi, vol. 1, no. 2, pp. 167–172, 2013.

Y. Syukriah, F. Falahah, and H. Solihin, “Penerapan Algoritma a* (star) untuk Mencari Rute Tercepat dengan Hambatan,” in Seminar Nasional Telekomunikasi dan Informatika (SELISIK), 2016, no. 1, pp. 219–224.

Y. Sazaki, H. Satria, A. Primanita, and M. Syahroyni, “Analisa Perbandingan Algoritma A * dan Dynamic Pathfinding Algorithm dengan Dynamic Pathfinding Algorithm untuk NPC,” vol. 5, no. 1, pp. 95–103, 2018.

T. Suhendra and T. K. Priyambodo, “Analisis Perbandingan Algoritma Perencanaan Jalur Robot Bergerak Pada Lingkungan Dinamis,” IJCCS, vol. 11, no. 1, pp. 21–30, 2017.

I. A. Dewi, A. N. H, and S. D. A. P, “Algoritma A * Dalam Peletakan Pola Pakaian Pada Kain,” vol. 9, no.4, pp. 443–453, 2017.

J. I. Vol, M. Yamin, and M. B. Talai, “Aplikasi Pencarian Jalur Terpendek pada Rumah Sakit Umum Bahteramas Menggunakan Algoritma A* ( A-Star ),” vol. 9, no. 2, 2015.

P. Algoritma and A. S. A. Untuk, “Jarak Terdekat Wisata Kuliner di Kota Bandarlampung,” vol. 12, no. 1, pp. 28–32, 2018.

D. Hermanto, “Penerapan Algoritma A-Star Sebagai Pencari Rute Terpendek pada Robot Hexapod,” vol. V, no. 2, 2018.

R. Sistem, “Aplikasi Sistem Pencarian Halte BRT Terdekat Kota Semarang,” vol. 2, no. 1, pp. 430–436, 2018.

P. Studi and S. Informatika, “khazanah informatika Penerapan Algoritma A Star ( A *) pada Game Petualangan Labirin Berbasis Android,” vol. 3, no. 2, pp. 57–63, 2017.

A. Pramono, S. Kom, J. Seni, and U. Negeri, “Algoritma Pathfinding A * pada Game RPG Tanaman Higienis,” vol. 1, no. 2, 2015.

M. Zikky, “Review of A * ( A Star ) Navigation Mesh Pathfinding as the Alternative of Artificial Intelligent for Ghosts Agent on the Pacman Game,” vol. 4, no. 1, pp. 141–149, 2016.

Downloads

Published

2019-09-06

Issue

Section

Article

Citation Check

Similar Articles

1 2 3 4 5 6 7 8 9 10 > >> 

You may also start an advanced similarity search for this article.