ppt of lab project by 08537 & 08564

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    Submitted by:-Poonam Arya 08537

    Aprajita Chandel 08564

    COMPUTER LAB PROJECT

    Submitted to:Mr.Pradeep Singh

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    Problem Definition

    Algorithm used

    Snapshots

    Assumptions

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    Tic-tac-toe, also called wick wack woe , noughts andcrosses, is a pencil-and-paper game for twoplayers, X and O, who take turns marking the spaces in a33.The X player usually goes first. The player who succeeds inplacing three respective marks in a horizontal, vertical, ordiagonal row wins the game.

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    1. Here we use the nine-element vector representing the boardwhere the elements of the vector correspond to the boardpositions as follows:

    An element contains the value 2 if the corresponding square isblank, 3 if the corresponding square is filled with X and 5 if the

    corresponding square is filled with O.

    2. Player X makes the first move in case of the game between twohuman players while in case of the game of a human with computer,

    the computer makes the even moves (i.e.2,4,6,8).

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    TAB FIVE

    Data Structures

    Board: 2 : blank, 3 : X, 5 : OTurn: move of the game 1,2,3,.....

    odd-numbered move : xeven-numbered move : o

    3 sub procedures

    Make2: Returns 5 if the center square is blank i.e.if Board[5] =2. Else any other blank non-cornersquare (2,4,6,8).

    Posswin (p): Returns 0 if the player p cannot win on his nextmove; otherwise it returns the number of thesquare that constitutes a winning move. This

    function will enable the program both to win andto block the opponents win. Posswin operates bychecking each of the rows, columns and diagonals.Because it can test an entire row, column ordiagonal to see if it is a possible win by multiplying

    the values of its squares together.

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    Posswin If the product is 18 (3x3x2), then X can win. If theproduct is 50 (5x5x2) then O can win. If we find a

    winning row, we determine which element isblank, and return the number of that square.

    Go(n) Makes a move in the square n. This proceduresets Board[n] to 3 if Turn is odd, or 5 if turn iseven. It also increments Turn by one.

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    Turn = 1 Go(1)Turn = 2 If Board[5] is blank, Go(5), else Go(1)Turn = 3 If Board[9] is blank, Go(9), else Go(3)

    Turn = 4 If Posswin(X) 0, then Go(Posswin(X)),else Go(Make2).Turn = 5 If Posswin(X) 0, then Go(Posswin(X)) else if Posswin(0)

    0, then Go(Posswin(0)), else if Board[7] is blank, orGo(7), or Go(3) [fork]Turn = 6 Posswin(0) 0, then Go(Posswin(0)), else if Posswin(X)

    0, then Go(Posswin(X)) else Go(Make2).Turn = 7 If Posswin(X) 0,vthen Go(Posswin(X)),else if Posswin(0) 0, then Go(Posswin(0)), else go anywhere that is blank.Turn = 8 Posswin(0) 0, then Go(Posswin(0)), else if Posswin(X)

    0, then Go(Posswin(X)) else go anywhere that is blank.Turn = 9 Same as Turn = 7.

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