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Checkers

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Basic Rules of Checkers. American Checkers Federation (ACF) ... the game of checkers and to successfully program a competent human versus ... – PowerPoint PPT presentation

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Title: Checkers


1
Checkers
  • Shirley Gates
  • Shelley Yamada
  • EE496

2
Objective
  • Program a checkers game in C
  • Rules and strategy of the game
  • Design a competent computer player
  • Computer player should be efficient
  • Time
  • Memory

3
Basic Rules of Checkers
  • American Checkers Federation (ACF)
  • 8x8 board with alternating color squares
  • Played on darker color squares
  • Each player begins with 12 pieces

4
Moves Jumps
  • A regular piece moves diagonally forward
  • It becomes a king when it reaches the last row
  • A king may move forward or backward
  • A piece captures an opponent by jumping
  • Jumps must be taken if possible
  • Multiple jumps count as a single move
  • If a player cannot move , he or she loses

5
Program Design
  • Analysis of every possible combination of moves
    is inefficient
  • Searching a tree can be made more efficient by
  • Recognizing jumps
  • Priority, must be taken
  • If there are no jump, list all possible moves
  • Analyze narrower branches

6
The Board
  • 10x10 Array
  • With a border
  • N Null
  • Moves are made in blank squares

7
The Pieces
  • Regular Pieces
  • Forward left
  • Forward right
  • Jump forward left
  • Jump forward right
  • Kings
  • Regular piece moves
  • Backward left
  • Backward right
  • Jump back left
  • Jump back right

8
Types of Moves
  • Choice move
  • no jumps, just a single diagonal move
  • Choice jump
  • there are multiple jumps to chose from, but the
    player is still required to jump
  • Forced jump
  • a player has no choice but to jump a specific
    piece to a specific square
  • Forced move
  • a player is cornered into moving a specific piece
    a single space

9
Forced vs Choice
  • Control
  • Forcing the opponent to move corresponds to your
    control of the game
  • Search Tree
  • Choice of path
  • A single path that is forced and results in gain
    is preferred.
  • A narrow tree that also results in gain is also
    good.
  • Limits the size of your tree and simplifies your
    required memory
  • Strategies
  • follow the forced path until it branches and then
    continue for a minimum of 2 or 3 levels

10
Value of Moves
  • Another key point to consider is the value of
    your move.
  • Capture an opponents piece seems like a good
    move.
  • To be captured seems bad.
  • However, a sacrifice may be necessary to set up
    your opponent.
  • Getting a king is another key in the game.
  • It is often said that the first player to get a
    king wins the game.
  • This is not always true.
  • The king is a versatile and powerful piece
  • It can control the game.
  • It has more maneuverability.
  • It is possible to get a king at the end of a
    series of moves or jumps.

11
Example of Values
  • An example of values might be as follows
  • capture an opponents piece (1)
  • be captured (-1)
  • become a king (2)
  • opponent becomes king (-2)
  • eat an opponents king (3)
  • king becomes eaten (-3)

12
Summary
  • Rules
  • Strategy
  • Control
  • Program Design
  • Analysis of Tree
  • Board and Pieces
  • Moves
  • Types
  • Values

13
Conclusion
  • Analyzing the different combination of moves and
    their weighted value is important in
    understanding the game of checkers and to
    successfully program a competent human versus
    computer strategy game.
  • While designing the interface of the game itself
    is not so difficult, designing an efficient way
    to build and search such a massive tree requires
    a lot more analysis.
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