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Project Report
Version 2.0
Faculty Mentor:
Mr. Nilesh Kumar Dokania
Team Members:
Abhijeet Singh Kalsi
Jasmeen Kaur
College Name:
Guru Nanak Institute of Management, New Delhi
Affiliated to Guru Gobind Singh IndraPrastha University
[GGSIPU]
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ACKNOWLEDGEMENT
Exchange of ideas generates the new object to work in a better way whenever a person
is helped and cooperated by others his heart is bound to pay gratitude and obligation to
them. To develop a project is not a one-man show. It is essentially a collective work,
where every step taken with all precautions and care.
Therefore our first duty is to thanks all persons who provided me with basic
help in forming the outline and strategy for my humble effort.
We thank Mr. NILESH DOKANIA who gave us inspiration to do work in this field
and gave us her precious time whenever needed. Thanks may be matter of merely
formality but with us it is expression of heartfelt gratitude to our project supervision. We
are highly indebted for her gestures, invaluable suggestions and boosting confidence to
make this successful. The success of this work is mostly due to her suitable guidance.
We also thank our class fellows and friends, who helped us a lot during our
project work.
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CERTIFICATE
This is to certify that the project entitled “MIND GAME ZONE“
prepared by Abhijeet Singh Kalsi and Jasmeen Kaur for the partial
fulfillment of the requirements of the MCA degree, embodies the
work, we all are doing during 3th
semester of our course under
due supervision of the supervisor from this college.
SIGNATURE:
[Mr. Nilesh Dokania]
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Table of Contents
S.No. Contents Page No.
1)
Introduction
1.1 Abstract
1.2 Purpose
1.3 Scope
1.4 Technologies used
1.5 System Requirement
1.5.1 Software
1.5.2 Hardware
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2)
Description
2.1 Overall Description
2.2 Entity Relationship Diagram (ERD)
2.3 Class Diagram
2.4 Data Flow Diagram (DFD)
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3)
Project Management
3.1 Software Process Model
3.2 Team structure
3.3 Project Plan
3.3.1 Risk Planning
3.3.2 Project Scheduling
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5
4)
Game Algorithms
3.1 Digital Simulator
3.2 Snake and Ladder
3.3 Battle Pong
3.4 Mobile Snake
3.5 Tic Tac Toe
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5) Design
Screen Shots
C++ Coding / Programming
34
6) Source Code 43
7)
SYSTEM TESTING
6.1 PSYCHOLOGY OF TESTING
6.2 TESTING APPROACH
45
6
Chapter-1
INTRODUCTION
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1) INTRODUCTION
1.1 ABSTRACT
Today, the computer games industry is one of the most profitable industries in
the world. Games are something which everyone loves to play on their computer. In fact
it is one of the most used applications in a computer. Games help you relax and they
are a perfect way of killing time when you are feeling bored. These factors have inspired
us to make a project which aims at creating games.
Our project aims at using c++ language to make games. Our project is
titled Games++. In our project we will use graphics supported by c++ to make the
games. Through the use of these graphics we will try to make the games interesting
graphically.
The games module which we have included in our project our
1) DIGITAL TRAINER SIMULATOR
2) SNAKE MAN
3) SNAKE & LADDER
4) BATTLE PONG
5) TIC TAC TOE
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1.2) PURPOSE
 To computerized the tradition and Interesting Game of kid of age 7yr old and above in
an Attractive and User friendly way Game zone played against the Computer Intelligence.
 Through the working of a computerized Gaming system one can avoid the obvious
complications arising from innumerable aspects.
 To obtain a clear understanding of the needs of the clients and the users, what exactly is
desired from the software, and what the constraints on the solution are? Analysis leads to
the actual specification. Analysis involves interviewing the clients and end users.
 This will not only increase the efficiency and accuracy of the Game but will also prove to
be a massive Entertaining and time pass saving factor to it.
1.3) SCOPE
Scope is to Add new games and modify previous version to have new hi-fi
games into it with a few obvious modifications.
 Forms of Fun and entertainment and diversion
 Exercise eyes and the brain
 You can start over if you lose
 Play with a friend or Vs. Computer
 More Visual and usually Audio than a book or board game
 Animated screens
 Wide variety of diff games
 Encourage ways of learning, imagination, creativity and exploration.
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1.4) TECHNOLOGY USED
GUI: Interface Logic through Graphics under C/C++.
Front End: Business Logic through C / C++.
Back End: Database Logic through C++ File Streams.
1.5) MINIMUM SYSTEM REQUIREMENT
1.5.1 Software Requirement
 Compiler - Borland Turbo C.
 Operating System - Win98/ME/Windows XP.
 Graphics card - Direct 9X compatible Graphic.
 Sound Card – DirectSound compatible sound card.
1.5.2 Hardware Requirement
 Processor - Pentium 2 and above.
 Memory - 64MB and above.
 Storage - 10Mb Free Hard Drive Space (installed).
 Color Monitor
 Keyboard
 A pair of Speakers
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Chapter-2
Game Description
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2.1) OVERALL DESCRIPTION
1) Digital Trainer Simulator
The project of “Digital Circuit Kit Simulator” is the computerization of Digital
Circuit Kit used for the purpose of education regarding Digital components. Totally
automated software provides implementation of digital Integrated Circuits such as NOT,
AND, OR, XOR, NOR etc.
This project is capable of providing all the results of various logical components,
user can select any IC to implement and also can give input to that IC and can see
different results according to input given.
This project provides useful helping hand for the students as they can practice
various logic circuits as they do in their digital labs on kits.
It is so perfectly summarized project that a beginner needs not to join any formal
computer education center.
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2) SNAKE MAN
Snake is a video game first released during the mid 1970s in arcades and has
maintained popularity since then, becoming somewhat of a classic. After it became the
standard pre-loaded game on Nokia phones in 1998, Snake found a massive audience.
The player controls a long, thin creature, resembling a snake, which roams
around on a bordered plane, picking up food (or some other item), trying to avoid hitting
its own tail or the "walls" that surround the playing area. Each time the snake eats a
piece of food, its tail grows longer, making the game increasingly difficult. The user
controls the direction of the snake's head (up, down, left, or right), and the snake's body
follows. The player cannot stop the snake from moving while the game is in progress,
and cannot make the snake go in reverse.
3) SNAKE & LADDER
Snakes and ladders, or Chutes and ladders, is a classic children's board game. It
is played between 2 or more players on a playing board with numbered grid squares. On
certain squares on the grid are drawn a number of "ladders" connecting two squares
together, and a number of "snakes" or "chutes" also connecting squares together. The
size of the grid (most commonly 8×8, 10×10 or 12×12) varies from board to board, as
does the exact arrangement of the chutes and the ladders: both of these may affect the
duration of game play. As a result, the game can be represented as a state absorbing
Markov chain
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4) BATTLE PONG
Pong is a two-dimensional sports game which simulates table tennis. The player controls
an in-game paddle by moving it vertically across the left side of the screen, and can compete
against either a computer controlled opponent or another player controlling a second paddle on
the opposing side. Players use the paddles to hit a ball back and forth.
The aim is for a player to earn more points than the opponent; points are earned when
one fails to return the ball to the other. Pong was the first game developed by Atari Inc., founded
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in June 1972 by Nolan Bushnell and Ted Dabney. After producing Computer Space, Bushnell
decided to form a company to produce more games by licensing ideas to other companies.
Their first contract was with Bally Technologies for a driving game. Soon after the founding,
Bushnell hired Allan Alcorn because of his experience with electrical engineering and computer
science; Bushnell and Dabney also had previously worked with him at Ampex. Prior to working
at Atari, Alcorn had no experience with video games. To acclimate Alcorn to creating games,
Bushnell gave him a project secretly meant to be a warm-up exercise. Bushnell told Alcorn that
he had a contract with General Electric for a product, and asked Alcorn to create a simple game
with one moving spot, two paddles, and digits for score keeping.
5) TIC TAC TOE
In the 1983 film War-games, tic-tac-toe is used as an allegory for nuclear war. After
quickly learning that good strategy by both players produces no winner, the computer then plays
through all known nuclear strike scenarios, again finding no winner. The computer concludes
that "The only winning move is not to play."
Tic-tac-toe, also spelled tick tack toe, and alternatively called noughts and crosses, Xs
and Os, and many other names, is a pencil-and-paper game for two players, O and X, who take
turns marking the spaces in a 3×3 grid, usually X going first. The player who succeeds in
placing three respective marks in a horizontal, vertical or diagonal row wins the game.
The simplicity of tic-tac-toe makes it ideal as a pedagogical tool for teaching the
concepts of combinatorial game theory and the branch of artificial intelligence that deals with the
searching of game trees.
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2.2) ENTITY RELATIONSHIP DIAGRAM (ERD)
An Entity Relation Diagram (E.R.D) is a graphical tool used to describe and analyze
the movement of data through the system-manual or automated-including the Entities, the
relations between different entities and the attributes of different relations or attributes are the
central tool and the basis from which other components can be developed. While drawing the
ERDs, the approach as given by Yourdon has been followed. The Symbols used in the E.R.D
are.
SYMBOL MEANING
RELATIONS
ATTRIBUTES
ENTITIES
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N
N
1
M
1
N
Player
Address
Password
Name
ADMINISTRATOR
Id
Password
Authenticates
Name
Game
Name Type
ResultHighest
Score
Level
Plays
Manages
Top
Score
Mode
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2.3) CLASS DIADGRAM
TIC TAC TOE
_______________
Cell
_______________
Drawtable ()
turn ()
game_logic()
display ()
make_win_lose()
wins_state()
try_to_win()
_______________
SNAKE & LADDER
______________
c, r , r2
c2 , row , row2
_______________
dice()
board()
turn()
ladder()
snake()
block()
game_play()
_______________
MOBILE SNAKE
_______________
xdir, ydir
x, y
Length
*arrx, *arry
front, rear;
ch1, ch2;
_______________
score_view()
display_field()
game_end()
circular_queue()
snake_food()
snake_move()
_____________
BATTLE PONG
______________
Score , lose
tx , ty
xdir , ydir
_______________
field_display()
play_game()
arrow()
_______________
DIGITAL SIMULATOR
______________
X , y
Gnd ,Vcc
_____________
outports()
inports()
AND(), OR()
NOT()
XOR(), n_XOR()
NOR(), NAND
_____________
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2.4) DATA FLOW DIAGRAM (DFD)
It is a pictorial representation of Business processes (functions/services/activities), along
with the data flow.
 Software process:-Guides how the software is being built.
 Business process:-Specific to organization, e.g.:- In this project; issuing ticket, canceling
ticket.
In this focus is on what data flows and not how the data flows. When all the analysis is
being made then we develop a diagram to depict the analysis, and following symbols are being
used:-
SYMBOL
MEANING
Process
External Entity
Data Item
Data Store
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0 Levels DFD:-
1 Levels DFD:-
ADMINISTRATION
GAME
CONSOL
E
PLAYER
Plays with Computer
Responds to user
Provides Authentication
Selection
processUser
Working
process
Select
Request
For input
Give
input
User
Output
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Chapter - 3
PROJECT MANAGEMENT
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Project Management
Project management includes planning, monitoring and control of people, process, tasks
and events that occur during the project development process. It is a very necessary activity for
the computer based projects. Project management process includes all those activities that run
during the whole duration of the project. The scope of the project management differs with the
person doing it. A software engineer manages his day to day activities, planning and monitoring
of its technical tasks. A project manager plans, monitors and controls the work of a team of
software engineer. Senior manager controls the interface between the business and the
software professionals. Building software being a complex task makes project management
very important part of software building process.
The management spectrum involves the focus on 4 P’s.
1.) People:-
It is base framework, defining the people management, recruitment, selection, and training
2.) Product :-
Defining the objectives and scope
3.) Process:-
Defining the framework for activities
4.) Project:-
Management of project is the only defined way to manage the complexity of the project.
3.1 Software Process Model:-
To solve actual problems in a project, a software engineer or a team of engineers must
incorporate a strategy that encompasses the process, methods and tools that are focused on
the software quality. This strategy is called as a process model or a software engineering
paradigm.
In this project we have used incremental model.
Incremental model:-In this model all the basic requirements of the clients are being
studied and first increment is delivered (also called as core product) and many supplementary
features remain undelivered. Then a plan is developed for the next increment while the first
increment is under review or evaluation by the user. Then the plan addresses the modification
of the core product focusing on other requirements of the user. This process is repeated until all
the requirements are not fulfilled. This can also be considered in a way that customer has
provided all his requirements and we divide it into phases. In this no integration is required as
the new increment is overwritten on the existing one.
3.2 Team Structure:-
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The team structure is DEMOCRATIC DECENTRALISED (DD). The team comprises of three
members:--
 ABHIJEET SINGH KALSI
 JASMEEN KAUR
Decentralized teams generate better solutions and have greater probability of success when
working on different problems. DD team structure is best applies to programs with low
modularity.
Based on the difficulty of the problem to be solved relatively low modularity of the project
and high volume of the communication required a democratic decentralized team structure is
proposed. This software engineering team has no permanent leader. Rather, “task coordinators
are appointed for short duration and then replaced by others who may coordinate different
tasks.” Problem solving is a group activity. Communication among team members is horizontal.
Decentralized team generates more and better solutions than individuals. Therefore such teams
have a greater probability of success when working on difficult problems.
3.3) PROJECT PLAN
Software planning involves estimating how much time, effort, money, and resources will
be required to build a specific software system. After the project scope is determined and the
problem is decomposed into smaller problems, software managers use historical project data
(as well as personal experience and intuition) to determine estimates for each. The final
estimates are typically adjusted by taking project complexity and risk into account. The resulting
work product is called a project management plan.
Panning includes:-
1. Risk Planning.
2. Project Scheduling.
3.3.1 Risk Planning:-
Risk is an event that delays or destroys the project thus affecting the cost. Planning and
management of risks are intended to help a software team to understand and manage the
uncertainty during the development process. Thus plans are made not only to understand the
risk uncertainty but also to minimize the impact when things go wrong.
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The steps involved in risk management are:
 Risk identification
 Analyzing risk and assessing the damage that it will do
 Ranking the risk according to probability of occurrence and impact
 Developing a plan to manage the risks with high probability and high impact
The work product of Risk is management is called as Risk Mitigation, Monitoring and
Management Plan (RMMM).
Risk Strategies:-
 Reactive strategies – very common, also known as fire fighting, project team sets
resources aside to deal with problems and does nothing until a risk becomes a problem
 Proactive strategies - risk management begins long before technical work starts, risks
are identified and prioritized by importance, then team builds a plan to avoid risks if they can
or minimize them if the risks turn into problems
3.3.2 Project Scheduling:-
 Activity that distributes estimated efforts across the planned project duration by
allocating the effort to specific software engineering tasks.
 Network of software engineering tasks that will enable the job to get accomplished on
time.
 Done to avoid lateness in project.
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Chapter - 4
GAME ALGORITHM
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4.1) DIGITAL TRAINER SIMULATOR
The DIGITAL-ANALOG LAB is intended for elementary as well as advance training of
Digital & Analog electronics. The simulator acts as in same way to implement digital logic
circuits using a virtual IC. This software simulated technique is really fun to learn and there is
no need for user (especially students) to buy a kit. The simulator is selected when the user
selects the 1st option in main menu.
1: select the option and input in variable i
2: if Case1: logic for NOT () gate is selected and input in variable a
Variable b= NOT (a) {Y=A} Output is given as per value of b
Case2: logic for AND () gate is selected and take input in variable a and b
Variable c= a AND b {Y=A.B} Output is given as per value of c
Case3: logic for OR () gate is selected and take input in variable a and b
Variable c= a OR b {Y=A+B} Output is given as per value of c
Case4: logic for NAND () gate is selected and take input in variable a and b
Variable c= a NAND b {Y=A.B} Output is given as per value of c
Case5: logic for NOR () gate is selected and take input in variable a and b
Variable c= a NOR b {Y=A+B} Output is given as per value of c
Case6: logic for XOR () gate is selected and take input in variable a and b
Variable c= a XOR b {Y=AB + AB} Output is given as per value of c
Case7: logic for X-NOR () gate is selected and take input in variable a and b
Variable c= a X-NOR b {Y= AB + AB} Output is given as per value of c
Case8: Help for using
Case9: Exit
NOTE: If the output is HIGH (1) then the LED for output glows RED and if output goes
LOW (0) then LED for output glows GREEN.
4.2) SNAKE MAN
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One way of implementing the snake:
1. Consider any starting screen pixel value
2. Get the key vale of arrow key to move snake in direction
Right
Left
Up
Down
3. Display the snake position on to the screen
4. Move the position of snake at every point to Data structure caller Circular queue.
5. Using rear value of queue to hide the previous position of snake so that it appear
to move along a path
6. If snake hit the boundary area, moves it to the other direction of the screen to
make a circular round path named “Open Maze”.
7. For “Box Maze” snake will die if it will hit by the wall.
8. Placed the food for snake randomly on the area and when snake overlap that
position disappears the food which look li that snake is eating the food
9. On every food in take provide points of 20 as score for the game.
10.Repeat above steps as long as to want to continue the game
snake_food()
{
x=Random(Xmax)
y=Random(Ymax)
Draw a object on coordinate (x,y)
}
snake_move()
{
int key=RIGHT_KEY;
snake_food();
do
{
Take input from Arrow key of Key board
if(key==ESC)
break;
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else if (KEY is Non arow key )
then use previous key
if(key== RIGHT_KEY)
xdir++;
else if(k==LEFT_KEY)
xdir--;
else if(k==UP_KEY)
ydir--;
else if(k==DOWN_KEY)
ydir++;
if(xdir> Xmax)
xdir=Xmin;
else if(xdir<Xmin)
xdir=Xmax;
if(ydir>Ymax)
ydir=Ymin;
else if(ydir<Ymin)
ydir=Ymax;
lenght++;
if(lenght>=1000)
{ game_end("SNAKE LENGTH EXCEED");
return 0;
}
}while(true);
}
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4.3) SNAKE & LADDER
Each player starts with a token in the starting square 10 * 10 matrix board and takes
turns to roll a single die to move the token by the number of squares indicated by the die roll,
following a fixed route marked on the game board which usually follows a (ox-plow) track from
the bottom to the top of the playing area, passing once through every square.
Case I: If, on completion of this move, they and on the
Lower-numbered end of the squares with a "ladder",
They can move their token up to the higher-numbered square.
Case II: If they land on the higher-numbered square of a pair with a "snake", they must move
their token down to the lower-numbered square.
A player who rolls a 6 with their die may, after moving, immediately take another turn;
otherwise, the play passes to the next player in turn. If a player rolls three 6s on the die, they
return to the beginning of the game and may not move until they roll another 6. The winner is
the player whose token first reaches the last square (100) of the track.
1) Implementing Using Array:
int SNL[100];
every element of this array contains an integer according to following rule:
1.if there is a ladder starting from x to x+l
then SNL[x]=l;
2.if there is a snake bite at x and leaving you at
x-s;
then SNL[x]=-s;
otherwise SNL[x]=0;
2) Implementing Using linked list
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well we can use an array which will contain all positions from start to end e.g.
100. So the game starts on 1 and ends at 100. now every element in the array is the
head of a link list with just one "next" element and the head of the node has two flags
either ladder or snake.
E.g.
class node
{
bool snake;
bool ladder;
class node* next;
}
the "next" is pointing to the position which will take you whether its a snake or a
ladder. And if the flag is set to true then its a snake or else if ladder is set to true then its
a ladder if both are false then its nothing.
4.4) BATTLE PONG
play_game()
{ Int key=DOWN_KEY, tx, ty;
Do
{ Take input from ARROW KEY of Keyboard
If (key==UP_KEY)
Move player object UP
Else if ((key==DOWN_KEY)
Move player object down
Display Rectangular Bar (Right Side) for Player
Display Rectangular Bar (Left Side) for Computer
Display a Circular Object (tx,ty);
If (tx>Xmin)
tx++;
If (tx<Xmax)
tx--;
If (ty>Ymin)
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ty++;
If (ty<Ymax)
ty--;
If (Ball hit the player object)
{ tx--;
score+=20;
}
If (Ball hits the boundary)
lose++;
If (lose>20)
{ Print ("GAME OVER");
Return 0;
}
} while (TRUE);
}
4.5) TIC TAC TOE
A player can play perfect tic-tac-toe if they choose the move with the highest priority
in the following table:-
Input arguments "player" and "board".
1. If the "player" wins on "board" as it is now return 1.
2. If the other "player" wins on "board" as it is now return -1.
3. Set the temporary variable "best" to an arbitrary negative number.
4. For every possible move do 4.1 to 4.4.
4.1. Go recursively to 1. With the "player" set to the opponent player, and "board"
changed according to the move to test.
4.2. Set the temporary variable "value" to the negative value of the returned
value from the recursion in 4.1.
4.3. If "value" is higher than "best", set "best" to "value".
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4.4. Reset "board" and "player" to how it looked before 4.
5. Reset "board" and "player" as in 4.4.
6. If "best" has the same arbitrary negative number as assigned in 3. then return 0.
7. Else return "best".
The first player, whom we shall designate "O," has 3 possible positions to mark during
the first turn. Superficially, it might seem that there are 9 possible positions, corresponding to
the 9 squares in the grid. However, by rotating the board, we will find that in the first turn, every
corner mark is strategically equivalent to every other corner mark. The same is true of every
edge mark. For strategy purposes, there are therefore only three possible first marks: corner,
edge, or center. Player O can win or force a draw from any of these starting marks; however,
playing the corner gives the opponent the smallest choice of squares which must be played to
avoid losing.
The second player, whom we shall designate "X," must respond to O's opening mark in
such a way as to avoid the forced win. Player O must always respond to a corner opening with a
center mark, and to a center opening with a corner mark. An edge opening must be answered
either with a center mark, a corner mark next to the O, or an edge mark opposite the O. Any
other responses will allow O to force the win. Once the opening is completed, X's task is to
follow the above list of priorities in order to force the draw, or else to gain a win if O makes a
weak play.
GAME TREE:
The game tree size is the total number of possible games that can be played: it's the
number of leaf nodes in the game tree rooted at the game's initial position. The game tree is
typically vastly larger than the state space because the same positions can occur in many
games by making moves in a different order. An upper bound for the size of the game tree can
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.
Sometimes be computed by simplifying the game in a way that only increases the size of
the game tree (for example, by allowing illegal moves) until it becomes tractable.
// ********* all 8 cases of wining stages ************
wins_state(char ch)
{
Input value (Zero / Cross) into array ttt[9]
// ch= 'O' means Player and ch= 'X' means Computer
If( ttt[1].cell==ch && ttt[2].cell==ch && ttt[3].cell==ch )
Player WINS horizontally
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if( ttt[4].cell==ch && ttt[5].cell==ch && ttt[6].cell==ch )
Player WINS horizontally
if( ttt[7].cell==ch && ttt[8].cell==ch && ttt[9].cell==ch )
Player WINS horizontally
if( ttt[1].cell==ch && ttt[4].cell==ch && ttt[7].cell==ch )
Player WINS vertically
if( ttt[2].cell==ch && ttt[5].cell==ch && ttt[8].cell==ch )
Player WINS vertically
if( ttt[3].cell==ch && ttt[6].cell==ch && ttt[9].cell==ch )
Player WINS vertically
if( ttt[1].cell==ch && ttt[5].cell==ch && ttt[9].cell==ch )
Player WINS diagonally
if( ttt[3].cell==ch && ttt[5].cell==ch && ttt[7].cell==ch )
Player WINS diagonally
}
The next two measures use the idea of a decision tree. A decision tree is a sub tree of
the game tree, with each position labeled with "player A wins", "player B wins" or "drawn", if that
position can be proved to have that value (assuming best play by both sides) by examining only
other positions in the graph.
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Chapter - 5
GAME DESIGN
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Chapter - 6
GAME SOURCE CODE
44
Plz… Find a Source file named attached in folder
MIND GAME ZONE (Version-2) [ABHIJEET]. CPP
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Chapter - 7
SYSTEM TESTING
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SYSTEM TESTING
The definition of the quality software is that it meets the clients functional and
performance requirements, has been developed and documented in adherence to sound
standards and practices, is maintainable and can absorb changes by being flexible. The main
aim of testing is not show the absence of errors but their presence. Testing is often conducted in
a planned manner. This project follows a phased, feature-based approach and hence testing
cannot be precisely broken down into a structured pattern. Although the unit, integration and
acceptance test plans are followed, yet it is more of a feature-oriented testing. Generally the
testing is done as follows:
 Implement and test one feature at a time
 Adds this to the existing feature
 Testing and debugging combination as whole till the whole system is developed
PSYCHOLOGY OF TESTING: -
The aim of testing is often to demonstrate that a program works by showing that it has
no errors. This is the opposite of what testing should be viewed as. The basic purpose of testing
phase is to detect the errors that may be present in the program. Hence, one should not start
testing with the intent of showing that a program works, but the intent should be to show that a
program does not work. Testing is the process of executing a program with the intent of intent of
finding errors.
TESTING APPROACH:
Debugging is used as a tool for testing in TURBO C.
Debugging:-
47
Programs errors are known as bugs and the process of detecting these errors is called
debugging. In other words, Debugging is an art of finding and correctness of detecting these
errors in the system. Debugging is the consequence of successful testing. That is, when a test
case uncovers the errors, debugging is the process that results in the removal of the errors.
Although debugging can and should be an orderly process, it is still very much an art.
A software engineer, evaluating the results of a test, is often confronted with a
“symptomatic” indication of software problem. Results are assessed and a lack of
correspondence between expected and actual is encountered. In many cases, the non-
corresponding data is “symptomatic” of an underlying cause as yet hidden. The debugging
process attempts to match symptom with the cause, thereby leading to error correction.
48
Conclusion
 The Project on Mind Gaming Zone has been working efficiently for
every movement of game player and various facilities availed by
them.
 One can easily play any game with user friendly environment .
 Works very efficiently with available resources and produced results
in minimum time span and prevents wastage of memory.
 Games are made very interactive and graphical Interface with the
help of Computer Graphics.

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MIND GAME ZONE - Abhijeet

  • 1. 1 Project Report Version 2.0 Faculty Mentor: Mr. Nilesh Kumar Dokania Team Members: Abhijeet Singh Kalsi Jasmeen Kaur College Name: Guru Nanak Institute of Management, New Delhi Affiliated to Guru Gobind Singh IndraPrastha University [GGSIPU]
  • 2. 2 ACKNOWLEDGEMENT Exchange of ideas generates the new object to work in a better way whenever a person is helped and cooperated by others his heart is bound to pay gratitude and obligation to them. To develop a project is not a one-man show. It is essentially a collective work, where every step taken with all precautions and care. Therefore our first duty is to thanks all persons who provided me with basic help in forming the outline and strategy for my humble effort. We thank Mr. NILESH DOKANIA who gave us inspiration to do work in this field and gave us her precious time whenever needed. Thanks may be matter of merely formality but with us it is expression of heartfelt gratitude to our project supervision. We are highly indebted for her gestures, invaluable suggestions and boosting confidence to make this successful. The success of this work is mostly due to her suitable guidance. We also thank our class fellows and friends, who helped us a lot during our project work.
  • 3. 3 CERTIFICATE This is to certify that the project entitled “MIND GAME ZONE“ prepared by Abhijeet Singh Kalsi and Jasmeen Kaur for the partial fulfillment of the requirements of the MCA degree, embodies the work, we all are doing during 3th semester of our course under due supervision of the supervisor from this college. SIGNATURE: [Mr. Nilesh Dokania]
  • 4. 4 Table of Contents S.No. Contents Page No. 1) Introduction 1.1 Abstract 1.2 Purpose 1.3 Scope 1.4 Technologies used 1.5 System Requirement 1.5.1 Software 1.5.2 Hardware 6 2) Description 2.1 Overall Description 2.2 Entity Relationship Diagram (ERD) 2.3 Class Diagram 2.4 Data Flow Diagram (DFD) 10 3) Project Management 3.1 Software Process Model 3.2 Team structure 3.3 Project Plan 3.3.1 Risk Planning 3.3.2 Project Scheduling 20
  • 5. 5 4) Game Algorithms 3.1 Digital Simulator 3.2 Snake and Ladder 3.3 Battle Pong 3.4 Mobile Snake 3.5 Tic Tac Toe 24 5) Design Screen Shots C++ Coding / Programming 34 6) Source Code 43 7) SYSTEM TESTING 6.1 PSYCHOLOGY OF TESTING 6.2 TESTING APPROACH 45
  • 7. 7 1) INTRODUCTION 1.1 ABSTRACT Today, the computer games industry is one of the most profitable industries in the world. Games are something which everyone loves to play on their computer. In fact it is one of the most used applications in a computer. Games help you relax and they are a perfect way of killing time when you are feeling bored. These factors have inspired us to make a project which aims at creating games. Our project aims at using c++ language to make games. Our project is titled Games++. In our project we will use graphics supported by c++ to make the games. Through the use of these graphics we will try to make the games interesting graphically. The games module which we have included in our project our 1) DIGITAL TRAINER SIMULATOR 2) SNAKE MAN 3) SNAKE & LADDER 4) BATTLE PONG 5) TIC TAC TOE
  • 8. 8 1.2) PURPOSE  To computerized the tradition and Interesting Game of kid of age 7yr old and above in an Attractive and User friendly way Game zone played against the Computer Intelligence.  Through the working of a computerized Gaming system one can avoid the obvious complications arising from innumerable aspects.  To obtain a clear understanding of the needs of the clients and the users, what exactly is desired from the software, and what the constraints on the solution are? Analysis leads to the actual specification. Analysis involves interviewing the clients and end users.  This will not only increase the efficiency and accuracy of the Game but will also prove to be a massive Entertaining and time pass saving factor to it. 1.3) SCOPE Scope is to Add new games and modify previous version to have new hi-fi games into it with a few obvious modifications.  Forms of Fun and entertainment and diversion  Exercise eyes and the brain  You can start over if you lose  Play with a friend or Vs. Computer  More Visual and usually Audio than a book or board game  Animated screens  Wide variety of diff games  Encourage ways of learning, imagination, creativity and exploration.
  • 9. 9 1.4) TECHNOLOGY USED GUI: Interface Logic through Graphics under C/C++. Front End: Business Logic through C / C++. Back End: Database Logic through C++ File Streams. 1.5) MINIMUM SYSTEM REQUIREMENT 1.5.1 Software Requirement  Compiler - Borland Turbo C.  Operating System - Win98/ME/Windows XP.  Graphics card - Direct 9X compatible Graphic.  Sound Card – DirectSound compatible sound card. 1.5.2 Hardware Requirement  Processor - Pentium 2 and above.  Memory - 64MB and above.  Storage - 10Mb Free Hard Drive Space (installed).  Color Monitor  Keyboard  A pair of Speakers
  • 11. 11 2.1) OVERALL DESCRIPTION 1) Digital Trainer Simulator The project of “Digital Circuit Kit Simulator” is the computerization of Digital Circuit Kit used for the purpose of education regarding Digital components. Totally automated software provides implementation of digital Integrated Circuits such as NOT, AND, OR, XOR, NOR etc. This project is capable of providing all the results of various logical components, user can select any IC to implement and also can give input to that IC and can see different results according to input given. This project provides useful helping hand for the students as they can practice various logic circuits as they do in their digital labs on kits. It is so perfectly summarized project that a beginner needs not to join any formal computer education center.
  • 12. 12 2) SNAKE MAN Snake is a video game first released during the mid 1970s in arcades and has maintained popularity since then, becoming somewhat of a classic. After it became the standard pre-loaded game on Nokia phones in 1998, Snake found a massive audience. The player controls a long, thin creature, resembling a snake, which roams around on a bordered plane, picking up food (or some other item), trying to avoid hitting its own tail or the "walls" that surround the playing area. Each time the snake eats a piece of food, its tail grows longer, making the game increasingly difficult. The user controls the direction of the snake's head (up, down, left, or right), and the snake's body follows. The player cannot stop the snake from moving while the game is in progress, and cannot make the snake go in reverse. 3) SNAKE & LADDER Snakes and ladders, or Chutes and ladders, is a classic children's board game. It is played between 2 or more players on a playing board with numbered grid squares. On certain squares on the grid are drawn a number of "ladders" connecting two squares together, and a number of "snakes" or "chutes" also connecting squares together. The size of the grid (most commonly 8×8, 10×10 or 12×12) varies from board to board, as does the exact arrangement of the chutes and the ladders: both of these may affect the duration of game play. As a result, the game can be represented as a state absorbing Markov chain
  • 13. 13 4) BATTLE PONG Pong is a two-dimensional sports game which simulates table tennis. The player controls an in-game paddle by moving it vertically across the left side of the screen, and can compete against either a computer controlled opponent or another player controlling a second paddle on the opposing side. Players use the paddles to hit a ball back and forth. The aim is for a player to earn more points than the opponent; points are earned when one fails to return the ball to the other. Pong was the first game developed by Atari Inc., founded
  • 14. 14 in June 1972 by Nolan Bushnell and Ted Dabney. After producing Computer Space, Bushnell decided to form a company to produce more games by licensing ideas to other companies. Their first contract was with Bally Technologies for a driving game. Soon after the founding, Bushnell hired Allan Alcorn because of his experience with electrical engineering and computer science; Bushnell and Dabney also had previously worked with him at Ampex. Prior to working at Atari, Alcorn had no experience with video games. To acclimate Alcorn to creating games, Bushnell gave him a project secretly meant to be a warm-up exercise. Bushnell told Alcorn that he had a contract with General Electric for a product, and asked Alcorn to create a simple game with one moving spot, two paddles, and digits for score keeping. 5) TIC TAC TOE In the 1983 film War-games, tic-tac-toe is used as an allegory for nuclear war. After quickly learning that good strategy by both players produces no winner, the computer then plays through all known nuclear strike scenarios, again finding no winner. The computer concludes that "The only winning move is not to play." Tic-tac-toe, also spelled tick tack toe, and alternatively called noughts and crosses, Xs and Os, and many other names, is a pencil-and-paper game for two players, O and X, who take turns marking the spaces in a 3×3 grid, usually X going first. The player who succeeds in placing three respective marks in a horizontal, vertical or diagonal row wins the game. The simplicity of tic-tac-toe makes it ideal as a pedagogical tool for teaching the concepts of combinatorial game theory and the branch of artificial intelligence that deals with the searching of game trees.
  • 15. 15 2.2) ENTITY RELATIONSHIP DIAGRAM (ERD) An Entity Relation Diagram (E.R.D) is a graphical tool used to describe and analyze the movement of data through the system-manual or automated-including the Entities, the relations between different entities and the attributes of different relations or attributes are the central tool and the basis from which other components can be developed. While drawing the ERDs, the approach as given by Yourdon has been followed. The Symbols used in the E.R.D are. SYMBOL MEANING RELATIONS ATTRIBUTES ENTITIES
  • 17. 17 2.3) CLASS DIADGRAM TIC TAC TOE _______________ Cell _______________ Drawtable () turn () game_logic() display () make_win_lose() wins_state() try_to_win() _______________ SNAKE & LADDER ______________ c, r , r2 c2 , row , row2 _______________ dice() board() turn() ladder() snake() block() game_play() _______________ MOBILE SNAKE _______________ xdir, ydir x, y Length *arrx, *arry front, rear; ch1, ch2; _______________ score_view() display_field() game_end() circular_queue() snake_food() snake_move() _____________ BATTLE PONG ______________ Score , lose tx , ty xdir , ydir _______________ field_display() play_game() arrow() _______________ DIGITAL SIMULATOR ______________ X , y Gnd ,Vcc _____________ outports() inports() AND(), OR() NOT() XOR(), n_XOR() NOR(), NAND _____________
  • 18. 18 2.4) DATA FLOW DIAGRAM (DFD) It is a pictorial representation of Business processes (functions/services/activities), along with the data flow.  Software process:-Guides how the software is being built.  Business process:-Specific to organization, e.g.:- In this project; issuing ticket, canceling ticket. In this focus is on what data flows and not how the data flows. When all the analysis is being made then we develop a diagram to depict the analysis, and following symbols are being used:- SYMBOL MEANING Process External Entity Data Item Data Store
  • 19. 19 0 Levels DFD:- 1 Levels DFD:- ADMINISTRATION GAME CONSOL E PLAYER Plays with Computer Responds to user Provides Authentication Selection processUser Working process Select Request For input Give input User Output
  • 21. 21 Project Management Project management includes planning, monitoring and control of people, process, tasks and events that occur during the project development process. It is a very necessary activity for the computer based projects. Project management process includes all those activities that run during the whole duration of the project. The scope of the project management differs with the person doing it. A software engineer manages his day to day activities, planning and monitoring of its technical tasks. A project manager plans, monitors and controls the work of a team of software engineer. Senior manager controls the interface between the business and the software professionals. Building software being a complex task makes project management very important part of software building process. The management spectrum involves the focus on 4 P’s. 1.) People:- It is base framework, defining the people management, recruitment, selection, and training 2.) Product :- Defining the objectives and scope 3.) Process:- Defining the framework for activities 4.) Project:- Management of project is the only defined way to manage the complexity of the project. 3.1 Software Process Model:- To solve actual problems in a project, a software engineer or a team of engineers must incorporate a strategy that encompasses the process, methods and tools that are focused on the software quality. This strategy is called as a process model or a software engineering paradigm. In this project we have used incremental model. Incremental model:-In this model all the basic requirements of the clients are being studied and first increment is delivered (also called as core product) and many supplementary features remain undelivered. Then a plan is developed for the next increment while the first increment is under review or evaluation by the user. Then the plan addresses the modification of the core product focusing on other requirements of the user. This process is repeated until all the requirements are not fulfilled. This can also be considered in a way that customer has provided all his requirements and we divide it into phases. In this no integration is required as the new increment is overwritten on the existing one. 3.2 Team Structure:-
  • 22. 22 The team structure is DEMOCRATIC DECENTRALISED (DD). The team comprises of three members:--  ABHIJEET SINGH KALSI  JASMEEN KAUR Decentralized teams generate better solutions and have greater probability of success when working on different problems. DD team structure is best applies to programs with low modularity. Based on the difficulty of the problem to be solved relatively low modularity of the project and high volume of the communication required a democratic decentralized team structure is proposed. This software engineering team has no permanent leader. Rather, “task coordinators are appointed for short duration and then replaced by others who may coordinate different tasks.” Problem solving is a group activity. Communication among team members is horizontal. Decentralized team generates more and better solutions than individuals. Therefore such teams have a greater probability of success when working on difficult problems. 3.3) PROJECT PLAN Software planning involves estimating how much time, effort, money, and resources will be required to build a specific software system. After the project scope is determined and the problem is decomposed into smaller problems, software managers use historical project data (as well as personal experience and intuition) to determine estimates for each. The final estimates are typically adjusted by taking project complexity and risk into account. The resulting work product is called a project management plan. Panning includes:- 1. Risk Planning. 2. Project Scheduling. 3.3.1 Risk Planning:- Risk is an event that delays or destroys the project thus affecting the cost. Planning and management of risks are intended to help a software team to understand and manage the uncertainty during the development process. Thus plans are made not only to understand the risk uncertainty but also to minimize the impact when things go wrong.
  • 23. 23 The steps involved in risk management are:  Risk identification  Analyzing risk and assessing the damage that it will do  Ranking the risk according to probability of occurrence and impact  Developing a plan to manage the risks with high probability and high impact The work product of Risk is management is called as Risk Mitigation, Monitoring and Management Plan (RMMM). Risk Strategies:-  Reactive strategies – very common, also known as fire fighting, project team sets resources aside to deal with problems and does nothing until a risk becomes a problem  Proactive strategies - risk management begins long before technical work starts, risks are identified and prioritized by importance, then team builds a plan to avoid risks if they can or minimize them if the risks turn into problems 3.3.2 Project Scheduling:-  Activity that distributes estimated efforts across the planned project duration by allocating the effort to specific software engineering tasks.  Network of software engineering tasks that will enable the job to get accomplished on time.  Done to avoid lateness in project.
  • 24. 24 Chapter - 4 GAME ALGORITHM
  • 25. 25 4.1) DIGITAL TRAINER SIMULATOR The DIGITAL-ANALOG LAB is intended for elementary as well as advance training of Digital & Analog electronics. The simulator acts as in same way to implement digital logic circuits using a virtual IC. This software simulated technique is really fun to learn and there is no need for user (especially students) to buy a kit. The simulator is selected when the user selects the 1st option in main menu. 1: select the option and input in variable i 2: if Case1: logic for NOT () gate is selected and input in variable a Variable b= NOT (a) {Y=A} Output is given as per value of b Case2: logic for AND () gate is selected and take input in variable a and b Variable c= a AND b {Y=A.B} Output is given as per value of c Case3: logic for OR () gate is selected and take input in variable a and b Variable c= a OR b {Y=A+B} Output is given as per value of c Case4: logic for NAND () gate is selected and take input in variable a and b Variable c= a NAND b {Y=A.B} Output is given as per value of c Case5: logic for NOR () gate is selected and take input in variable a and b Variable c= a NOR b {Y=A+B} Output is given as per value of c Case6: logic for XOR () gate is selected and take input in variable a and b Variable c= a XOR b {Y=AB + AB} Output is given as per value of c Case7: logic for X-NOR () gate is selected and take input in variable a and b Variable c= a X-NOR b {Y= AB + AB} Output is given as per value of c Case8: Help for using Case9: Exit NOTE: If the output is HIGH (1) then the LED for output glows RED and if output goes LOW (0) then LED for output glows GREEN. 4.2) SNAKE MAN
  • 26. 26 One way of implementing the snake: 1. Consider any starting screen pixel value 2. Get the key vale of arrow key to move snake in direction Right Left Up Down 3. Display the snake position on to the screen 4. Move the position of snake at every point to Data structure caller Circular queue. 5. Using rear value of queue to hide the previous position of snake so that it appear to move along a path 6. If snake hit the boundary area, moves it to the other direction of the screen to make a circular round path named “Open Maze”. 7. For “Box Maze” snake will die if it will hit by the wall. 8. Placed the food for snake randomly on the area and when snake overlap that position disappears the food which look li that snake is eating the food 9. On every food in take provide points of 20 as score for the game. 10.Repeat above steps as long as to want to continue the game snake_food() { x=Random(Xmax) y=Random(Ymax) Draw a object on coordinate (x,y) } snake_move() { int key=RIGHT_KEY; snake_food(); do { Take input from Arrow key of Key board if(key==ESC) break;
  • 27. 27 else if (KEY is Non arow key ) then use previous key if(key== RIGHT_KEY) xdir++; else if(k==LEFT_KEY) xdir--; else if(k==UP_KEY) ydir--; else if(k==DOWN_KEY) ydir++; if(xdir> Xmax) xdir=Xmin; else if(xdir<Xmin) xdir=Xmax; if(ydir>Ymax) ydir=Ymin; else if(ydir<Ymin) ydir=Ymax; lenght++; if(lenght>=1000) { game_end("SNAKE LENGTH EXCEED"); return 0; } }while(true); }
  • 28. 28 4.3) SNAKE & LADDER Each player starts with a token in the starting square 10 * 10 matrix board and takes turns to roll a single die to move the token by the number of squares indicated by the die roll, following a fixed route marked on the game board which usually follows a (ox-plow) track from the bottom to the top of the playing area, passing once through every square. Case I: If, on completion of this move, they and on the Lower-numbered end of the squares with a "ladder", They can move their token up to the higher-numbered square. Case II: If they land on the higher-numbered square of a pair with a "snake", they must move their token down to the lower-numbered square. A player who rolls a 6 with their die may, after moving, immediately take another turn; otherwise, the play passes to the next player in turn. If a player rolls three 6s on the die, they return to the beginning of the game and may not move until they roll another 6. The winner is the player whose token first reaches the last square (100) of the track. 1) Implementing Using Array: int SNL[100]; every element of this array contains an integer according to following rule: 1.if there is a ladder starting from x to x+l then SNL[x]=l; 2.if there is a snake bite at x and leaving you at x-s; then SNL[x]=-s; otherwise SNL[x]=0; 2) Implementing Using linked list
  • 29. 29 well we can use an array which will contain all positions from start to end e.g. 100. So the game starts on 1 and ends at 100. now every element in the array is the head of a link list with just one "next" element and the head of the node has two flags either ladder or snake. E.g. class node { bool snake; bool ladder; class node* next; } the "next" is pointing to the position which will take you whether its a snake or a ladder. And if the flag is set to true then its a snake or else if ladder is set to true then its a ladder if both are false then its nothing. 4.4) BATTLE PONG play_game() { Int key=DOWN_KEY, tx, ty; Do { Take input from ARROW KEY of Keyboard If (key==UP_KEY) Move player object UP Else if ((key==DOWN_KEY) Move player object down Display Rectangular Bar (Right Side) for Player Display Rectangular Bar (Left Side) for Computer Display a Circular Object (tx,ty); If (tx>Xmin) tx++; If (tx<Xmax) tx--; If (ty>Ymin)
  • 30. 30 ty++; If (ty<Ymax) ty--; If (Ball hit the player object) { tx--; score+=20; } If (Ball hits the boundary) lose++; If (lose>20) { Print ("GAME OVER"); Return 0; } } while (TRUE); } 4.5) TIC TAC TOE A player can play perfect tic-tac-toe if they choose the move with the highest priority in the following table:- Input arguments "player" and "board". 1. If the "player" wins on "board" as it is now return 1. 2. If the other "player" wins on "board" as it is now return -1. 3. Set the temporary variable "best" to an arbitrary negative number. 4. For every possible move do 4.1 to 4.4. 4.1. Go recursively to 1. With the "player" set to the opponent player, and "board" changed according to the move to test. 4.2. Set the temporary variable "value" to the negative value of the returned value from the recursion in 4.1. 4.3. If "value" is higher than "best", set "best" to "value".
  • 31. 31 4.4. Reset "board" and "player" to how it looked before 4. 5. Reset "board" and "player" as in 4.4. 6. If "best" has the same arbitrary negative number as assigned in 3. then return 0. 7. Else return "best". The first player, whom we shall designate "O," has 3 possible positions to mark during the first turn. Superficially, it might seem that there are 9 possible positions, corresponding to the 9 squares in the grid. However, by rotating the board, we will find that in the first turn, every corner mark is strategically equivalent to every other corner mark. The same is true of every edge mark. For strategy purposes, there are therefore only three possible first marks: corner, edge, or center. Player O can win or force a draw from any of these starting marks; however, playing the corner gives the opponent the smallest choice of squares which must be played to avoid losing. The second player, whom we shall designate "X," must respond to O's opening mark in such a way as to avoid the forced win. Player O must always respond to a corner opening with a center mark, and to a center opening with a corner mark. An edge opening must be answered either with a center mark, a corner mark next to the O, or an edge mark opposite the O. Any other responses will allow O to force the win. Once the opening is completed, X's task is to follow the above list of priorities in order to force the draw, or else to gain a win if O makes a weak play. GAME TREE: The game tree size is the total number of possible games that can be played: it's the number of leaf nodes in the game tree rooted at the game's initial position. The game tree is typically vastly larger than the state space because the same positions can occur in many games by making moves in a different order. An upper bound for the size of the game tree can
  • 32. 32 . Sometimes be computed by simplifying the game in a way that only increases the size of the game tree (for example, by allowing illegal moves) until it becomes tractable. // ********* all 8 cases of wining stages ************ wins_state(char ch) { Input value (Zero / Cross) into array ttt[9] // ch= 'O' means Player and ch= 'X' means Computer If( ttt[1].cell==ch && ttt[2].cell==ch && ttt[3].cell==ch ) Player WINS horizontally
  • 33. 33 if( ttt[4].cell==ch && ttt[5].cell==ch && ttt[6].cell==ch ) Player WINS horizontally if( ttt[7].cell==ch && ttt[8].cell==ch && ttt[9].cell==ch ) Player WINS horizontally if( ttt[1].cell==ch && ttt[4].cell==ch && ttt[7].cell==ch ) Player WINS vertically if( ttt[2].cell==ch && ttt[5].cell==ch && ttt[8].cell==ch ) Player WINS vertically if( ttt[3].cell==ch && ttt[6].cell==ch && ttt[9].cell==ch ) Player WINS vertically if( ttt[1].cell==ch && ttt[5].cell==ch && ttt[9].cell==ch ) Player WINS diagonally if( ttt[3].cell==ch && ttt[5].cell==ch && ttt[7].cell==ch ) Player WINS diagonally } The next two measures use the idea of a decision tree. A decision tree is a sub tree of the game tree, with each position labeled with "player A wins", "player B wins" or "drawn", if that position can be proved to have that value (assuming best play by both sides) by examining only other positions in the graph.
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  • 43. 43 Chapter - 6 GAME SOURCE CODE
  • 44. 44 Plz… Find a Source file named attached in folder MIND GAME ZONE (Version-2) [ABHIJEET]. CPP
  • 46. 46 SYSTEM TESTING The definition of the quality software is that it meets the clients functional and performance requirements, has been developed and documented in adherence to sound standards and practices, is maintainable and can absorb changes by being flexible. The main aim of testing is not show the absence of errors but their presence. Testing is often conducted in a planned manner. This project follows a phased, feature-based approach and hence testing cannot be precisely broken down into a structured pattern. Although the unit, integration and acceptance test plans are followed, yet it is more of a feature-oriented testing. Generally the testing is done as follows:  Implement and test one feature at a time  Adds this to the existing feature  Testing and debugging combination as whole till the whole system is developed PSYCHOLOGY OF TESTING: - The aim of testing is often to demonstrate that a program works by showing that it has no errors. This is the opposite of what testing should be viewed as. The basic purpose of testing phase is to detect the errors that may be present in the program. Hence, one should not start testing with the intent of showing that a program works, but the intent should be to show that a program does not work. Testing is the process of executing a program with the intent of intent of finding errors. TESTING APPROACH: Debugging is used as a tool for testing in TURBO C. Debugging:-
  • 47. 47 Programs errors are known as bugs and the process of detecting these errors is called debugging. In other words, Debugging is an art of finding and correctness of detecting these errors in the system. Debugging is the consequence of successful testing. That is, when a test case uncovers the errors, debugging is the process that results in the removal of the errors. Although debugging can and should be an orderly process, it is still very much an art. A software engineer, evaluating the results of a test, is often confronted with a “symptomatic” indication of software problem. Results are assessed and a lack of correspondence between expected and actual is encountered. In many cases, the non- corresponding data is “symptomatic” of an underlying cause as yet hidden. The debugging process attempts to match symptom with the cause, thereby leading to error correction.
  • 48. 48 Conclusion  The Project on Mind Gaming Zone has been working efficiently for every movement of game player and various facilities availed by them.  One can easily play any game with user friendly environment .  Works very efficiently with available resources and produced results in minimum time span and prevents wastage of memory.  Games are made very interactive and graphical Interface with the help of Computer Graphics.