mastermind game1
TRANSCRIPT
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Problem Descriptions
In the game of Mastermind, your
job as the code-breaker is to
deduce a hidden configuration of
4 coloured pegs ("the solution")
chosen by another person (thecode-maker), by making
guesses at it. The pegs come in
six different colours.
For the purposes of argument,Green=1, Red=2, Black=3,
Blue=4, Yellow=5, White=6.
c1-c2-c3-c4
Hidden fromcode-breaker
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Problem Descriptions
After each guess is played, the code-
maker 'marks' the guess, using some
smaller, slimmer black and white
pegs, which is called "markers". A
blackmarker tells you that one of
your pegs (but you don't know whichone) is the right colour and in the right
position. A white marker tells you that
one of your pegs (again you don't
know which one) is of a colour whichis in the solution, but it's in the wrong
position.
The player is given ten guesses to try
to find the solution.
c1-c2-c3-c4
Hidden fromcode-breaker
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Basic Configuration
Computer
Code-maker Code-breaker
During the match, each team will play against another team via
EMU8086 emulator.
Each team will take turn to play as code-maker and code-breaker.
E.g. Game 1: Team 1 code-maker, Team 2 code-breaker
Game 2: Team 1 code-breaker, Team 2 code-maker
Change roleTeam 1
Team 2
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Code-breakerStart
InitializationSet Line=1Generate the first set of codes
E.g. 12, 34 for
Green-Red-Black-Blue
Wait for
hints
No, continue
(Line++)
XY=40?
Received 1byte:
XY
X=#black
Y=#white
Reply 4-coloured pegs(guess) in 2 bytes format
E.g. 34, 56 represents
Black-Blue-Yellow-White
No
Line=10 ?
Yes
End
Yes
The code-breaker shouldbe able to accept the hintsfrom the user, generatesand shows the codes (nextguess) based on the givenhints.
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Assembly Language Programming
Program flowchart must be included in the report,but not the program listing
A disk (CD/DVD) with complete source codes
(*.asm) must be submitted together with the report
During the development stage, you may useEMU8086 emulator to verify your program
There should be two separate programs, namely:
1. Code-maker
2. Code-breaker
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Mastermind Matches Rules #1 Your opponent will be announced during the match day.
Each match consists of 2 games. Each team will change
between the code-maker and code-breaker.
For e.g., Team 1 code-maker, Team 2 code-
breaker.i. Team 1 runs the code-maker, Team 2 runs the code-breaker.
ii. Team 2 enters the codes generated by the code-breaker into Team 1scode-maker.
iii. Team 1s code-maker generates the hints and Team 2 enters the hints into
their code-breaker.
iv. Based on the hints given, Team 2s code-breaker generates the next set of
codes.v. Steps (ii) to (iv) are repeated until the codes have been broken or 10
guesses have been attempted
The code-maker will be awarded 1 point for every
unsuccessful guess from the code-breaker. e.g., if the
code-breaker takes 7 steps to get the right answer, then
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MasterMind Matches Rules #2Winner will be determined based on the points accumulated.
For example, if
Team 1 vs. Team 2
P1 as code-maker 6 points (takes 7 steps)
P2 as code-maker (takes 5 steps) 4 points
(6-4)
Team WIN !!!
Rematch will be conducted in the case of draw
The winner will enter next round of the tournament
In case of draw for 3 times even after the rematch isconducted, the
lecturer will check the programs/algorithm and decide the
winner.
The decision is final.
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Matches Marks Matches marks:
Preliminary (16) +1
Quarterfinal (8) +1
Semifinal (4) +1
Final (2) +1
1 mark will be given to the team that participates in the matches.
Each team that successfully proceed to the next round will earn1 extra mark for the matches.
For example, if you manage to enter semifinal,
match marks = 1 + 1 + 1 = 3 marks.
Winner (1) +1