Design mousetrap game board, Game Theory

Assignment Help:

Three flowcharts and the game board for your mousetrap game should be submitted. You can use board_design.pdf to help you lay out your board. Basically, you can use any shapes you want for the game board spaces (a cylinder is probably the default shape to use), and you can use any object as your "mouse". Just make sure that your game board follows a hexagonal (honeycomb) pattern, as demonstrated in the 'board_design.pdf' file. Let us know if you have any questions about the board layout.

1. Part of the homeworks in this course will be to implement the

Various steps of this game will be implemented in subsequent homeworks. In Homework 3, you will create a world for the mouse trap game.  The scene must have places for the animal (or whatever object you choose) to stand, some raised up (an obstacle for the animal) and some lowered (leaving an open space for the animal's movement), in a hexagonal (or honeycomb) pattern.  The animal must be standing atop the center place, which must be in the down position.  The objects in the scene are to be taken from the Gallery. Submit your Alice world containing your game board (a minimum of 18 game spaces are required), some of the game spaces raised and the others lowered, and your character standing in the middle of the board. The game logic will be implemented in future homework.

2. The sequence of actions and events in a single-player game, such as the mousetrap game, can be abstracted, that is described by generalized essentials without details specific to the particular game.  Make a flow-chart from the following abstract actions and events. Please use the flowcharts in the lecture slides to get a better idea on how to create your flowchart. You should use only the flowchart symbols found there. You will need to correctly reorder the actions and events, which consist of the following:

    * Setup game
    * If Player loses, Game over, otherwise Continue
    * If Player wins, Game over, otherwise Continue
    * Show instructions
    * Game reacts (with apparent randomness)
    * Player acts

Next, make a flow-chart for each (that is, 2 flowcharts should be created) of the following actions and events for the mousetrap game:

    * Player acts
    * Player loses

In these algorithms, you must have single steps, not steps that require many actions.  For example, you can't have: "Move to an open space" or even "Check for an open space", because both require multiple actions - determining if the mouse is on multiple spaces.
For both of these algorithms, state the input(s) and the output(s). Acceptable formats for the document file include Microsoft Word and PDF.  Name your file, "hw3".


Related Discussions:- Design mousetrap game board

Ship, Ship, Captain and Crew (sometimes called Ship, Captain and Mate) was ...

Ship, Captain and Crew (sometimes called Ship, Captain and Mate) was a popular bar game played for drinks with five dice and throwing cup. Each player gets three throws. He has to

Game of nim, Matches or different objects are organized in 2 or a lot of pi...

Matches or different objects are organized in 2 or a lot of piles. Players alternate removing some or all of the matches from anyone pile. The player to get rid of the last match w

Multiple nash equilibria, The following is a payoff matrix for a non-cooper...

The following is a payoff matrix for a non-cooperative simultaneous move game between 2 players. The payoffs are in the order (Player 1; Player 2): What is/are the Nash Equil

Prisoners'' dilemma scenario, Scenario Two conspirators are arrested an...

Scenario Two conspirators are arrested and interrogated separately. If one implicates the opposite, he might go free whereas the opposite receives a life sentence. Yet, if each

Game:adding numbers—lose if go to 100 or over (win at 99), GAME Adding Numb...

GAME Adding Numbers—Lose If Go to 100 or Over (Win at 99)   In the second ver- sion, two players again take turns choosing a number be- tween 1 and 10 (inclusive), and a cumulati

Grim trigger strategy, A trigger strategy sometimes applied to repeated pri...

A trigger strategy sometimes applied to repeated prisoner's dilemmas during which a player begins by cooperating within the initial amount, and continues to cooperate till one defe

Fixed worth auction, Not technically an auction, however a posted-price pro...

Not technically an auction, however a posted-price procedure during which the auctioneer sets a worth and sells to the primary bidder willing to pay it. The auction ends as soon as

Dutch auction, A type of initial worth auction during which a "clock" initi...

A type of initial worth auction during which a "clock" initially indicates a worth for the item for sale substantially beyond any bidder is probably going to pay. Then, the clock g

Zero restriction, A priori knowledge usually enables us to decide that some...

A priori knowledge usually enables us to decide that some coefficients must be zero in the particular equation, while they assume non-zero values in other equations of the system.

Combining simultaneous and sequential moves, Combining Simultaneous and...

Combining Simultaneous and  Sequential Moves The material in this chapter covers a variety of issues that require some knowledge of the analysis of both sequential- move

Write Your Message!

Captcha
Free Assignment Quote

Assured A++ Grade

Get guaranteed satisfaction & time on delivery in every assignment order you paid with us! We ensure premium quality solution document along with free turntin report!

All rights reserved! Copyrights ©2019-2020 ExpertsMind IT Educational Pvt Ltd