Tic Tac Toe is the program that has the rest of the logic. This is executed every time a user double-clicks in the middle of a new game. The code for this subroutine is below. We will dive into each aspect of this code: • How do we maintain the score? • How does the computer know which cells are still empty? • How does the computer determine the best move?
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Tic Tac Toe is the program that has the rest of the logic.
This is executed every time a user double-clicks in the middle of a new game.
The code for this subroutine is below. We will dive into each aspect of this code:
• How do we maintain the score?
• How does the computer know which cells are still empty?
• How does the computer determine the best move?
Step by step
Solved in 3 steps
- MastermindIn this assignment, you will program the well-known game Mastermind. In Mastermind, player 1creates a pattern consisting of a pre-approved number of colored pins. Then player 2 has to guessthis pattern in as few turns as possible. Each turn, player 2 can guess what the pattern mightbe. Player 1 will then tell player 2 how many correct colors were guessed, and how many of thosecorrectly guessed colors were guessed in the right place. Player 2 can then use this information toimprove their guess for the next turn. When player 2 guesses the correct pattern, the game ends.Write a program that acts as player 1 of the Mastermind game. This program will generate a(random) pattern, and will play according to the game’s rules, with a human acting as player 2.The program should stop when the user guesses the pattern.Additionally, the program has to conform with the following specifications:1. Because of practical reasons, the pattern will consist of capital letters instead of colors.2.…This is basically something that has a certain number of states (sort of like how a traffic light can be Red, Yellow, Green) and changes from one state to another.This program will have 4 states: HAPPY, HUNGRY, BORED, SAD. Here are the rules. Our animal starts in a state of Happy, with the values for hungry = 0 and bored = 0. Each round the player can "feed", "play" or "ignore" their animal. If they feed their animal, then the hungry meter goes down and bored meter goes up. If they play with their animal, then the bored meter goes down and the hungry meter goes up. If they ignore their animal, then both hungry and bored go up. Don't go below 0 Here are the state changes. Each one of these is a "case" in a switch (from current state -> new State):HAPPY If hungry >= 2 transition to HUNGRY If bored >= 2 transition to BORED HUNGRY if hungry >= 4 transition to SAD if bored > hungry transition to BORED if hungry < 2 transition to HAPPY BORED If bored >= 4…IN C PROGRAMMING LANGUAGE A resistor is a circuit device designed to have a specific resistance value between its ends. Resistance values are expressed in ohms (Ω) or kilo-ohms (kΩ). Resistors are frequently marked with colored bands that encode their resistance values, as shown in the Figure. The first two bands are digits, and the third is a power-of-ten multiplier. The Table below shows the meanings of each band color. For example, if the first band is green, the second is black, and the third is orange, the resistor has a value of 50 × 103 Ω or 50 k Ω. The information in the Table can be stored in a C program as an array of strings. char COLOR_CODES[10][7] = {"black", "brown", "red", "orange", "yellow", "green", "blue", "violet", "gray", "white"}; Notice that “red” is COLOR_CODES[2] and has a digit value of 2 and a multiplier value of 102. In general, COLOR_CODES[n] has digit value n and multiplier value 10n. Write a program that prompts for the colors…
- Idiot’s Delight is a fairly simple game of solitaire, yet it is difficult to win. The goal is to draw all of the cards from the deck, and end up with no cards left in your hand. You will run through the deck of cards one time. Start by dealing 4 cards to your hand. You will always look at the last 4 cards in your hand. If the ranks of the “outer” pair (1st and 4th) are the same, discard all four cards. Otherwise, if the suits of the “inner” pair (2nd and 3rd) are the same, discard those 2 cards only. If you have less than 4 cards, draw enough to have 4 cards in your hand. If the deck is empty, the game is over. Your score will be the number of cards that remain in your hand. Like in golf, the lower the score the better. Create a new Python module in a file named “idiots_delight.py”. Add a function called deal_hand that creates a standard deck of cards, deals out a single hand of 4 cards and returns both the hand and the deck. Remember that for the last assignment, you created several…Colour trio def colour_trio(colours): This problem was inspired by the fun little Mathologer video “Secret of Row 10” whose fractal animation once again remind us about how moving from two to three often opens the barn door for the chaos horse to emerge and wildly gallop away. To start, look at three values imaginatively named “red”, “yellow” and “blue”. These names serve as colourful (heh) mnemonics that could just as well have been “foo”, “bar” and “baz”, so no connection to actual physical colours is intended or implied. Next, de0ine a simple mixing rule between these colours with a rule that says that whenever any colour is mixed with itself, the result is that same colour, whereas mixing two different colours always gives the third. For example, mixing blue to blue gives that same blue, whereas mixing blue to yellow gives red. Given the 0irst row of colours as a string of lowercase letters to denote these colours, this function should construct the rows below the 0irst row one at…Cell E1 has the formula “=A1+$A$2”. If we copy the formula from E1 down to E2, which one of the following will be the formula in cell E2? a. “=A1+$A$3” b. “=A2+$A$2” c. “=A1+$A$2” d. “=B1+$A$3”
- Frog Contest On their way down the river, Jojo and Lili saw two frogs each in position X1and X2. The two frogs are seen jumping happily towards the same direction that is come to Jojo. After watching the two frogs, Jojo and Lili saw that the speed the two frogs are different. The first frog to start jumping from position X1 has a speed of V1, while the second frog that starts to jump from position X2 has a speed of V2. Jojo guess that "YES" both frogs will be in the same position in a certain time T, while Bibiguessing "NO" the two frogs will never be in the same position in timethe. Help Jojo and Lili calculate the frog's movements to determine whether the guess they are right. Input FormatThe first line of input consists of a series of integers namely X1, V1, X2, V2, T.X1 and V1 are the initial position and jump speed per second of the first frog.X2 and V2 are the starting position and jump speed per second of the second frog.T is the second when the frog jumps. Output FormatA string…Please do this in Python Programming Scenario As you probably know, Sudoku is a number-placing puzzle played on a 9x9 board. The player has to fill the board in a very specific way: each row of the board must contain all digits from 0 to 9 (the order doesn't matter) each column of the board must contain all digits from 0 to 9 (again, the order doesn't matter) each of the nine 3x3 "tiles" (we will name them "sub-squares") of the table must contain all digits from 0 to 9. If you need more details, you can find them here. Your task is to write a program which: reads 9 rows of the Sudoku, each containing 9 digits (check carefully if the data entered are valid) outputs Yes if the Sudoku is valid, and No otherwise. Test your code using the data we've provided. Test data Sample input: 295743861 431865927 876192543 387459216 612387495 549216738 763524189 928671354 154938672 Sample output: Yes Sample input: 195743862 431865927 876192543 387459216 612387495 549216738 763524189 928671354…In a game of tic-tac-toe, two players take turns marking an available cell in a 3 x 3 grid with their respective tokens (either x or o). When one player has placed three tokens in a horizontal, vertical, or diagonal row on the grid, the game is over and that player has won. A draw (no winner) occurs when all the cells on the grid have been filled with tokens and neither player has achieved a win. Create a program for playing tic-tac-toe. The program prompts two players to enter an x token and o token alternately. Whenever a token is entered, the program redisplays the board on the console and determines the status of the game (win, draw, or continue). Here is a sample run: Output:--------------| | | |--------------| | | |--------------| | | |--------------Enter a row (0, 1, or 2) for player X: 1Enter a column (0, 1, or 2) for player X: 1--------------| | | |--------------| | x | |--------------| | | |--------------Enter a row (0, 1, or 2) for player O: 1Enter a column (0, 1, or 2) for…
- The Game of Master Mind is performed in the following way:Each of the computer's four slots will hold a ball that is either red (R), yellow (Y), green (G), or blue (B). The computer may have the following configuration: RGGB (Slot #1 is red, Slots #2 and #3 are green, and Slot #4 is blue).The user is making an educated guess at the answer. For instance, you may assume YRGB.You receive a bonus when you predict the right colour for the right slot "hit:' You receive an if you choose a colour that is real but is in the incorrect slot "pseudo-hit:' Keep in mind that a hit slot can never also qualify as a pseudo-hit.For example, if the actual solution is RGBY and you guess GGRR, you have one hit and one pseudohitWrite a method that, given a guess and a solution, returns the number of hits and pseudo-hitsC++ A robot is initially located at position (0; 0) in a grid [?5; 5] [?5; 5]. The robot can move randomly in any of the directions: up, down, left, right. The robot can only move one step at a time. For each move, print the direction of the move and the current position of the robot. If the robot makes a circle, which means it moves back to the original place, print "Back to the origin!" to the console and stop the program. If it reaches the boundary of the grid, print \Hit the boundary!" to the console and stop the program. A successful run of your code may look like:Down (0,-1)Down (0,-2)Up (0,-1)Left (-1,-1)Left (-2,-1)Up (-2,0)Left (-3,0)Left (-4,0)Left (-5,0)Hit the boundary! or Left (-1,0)Down (-1,-1)Right (0,-1)Up (0,0)Back to the origin! About: This program is to give you practice using the control ow, the random number generator, and output formatting. You may use <iomanip> to format your output. You may NOT use #include "stdafx.h".A robot is initially located at position (0, 0) in a grid [−5, 5] × [−5, 5]. The robot can move randomly in any of the directions: up, down, left, right. The robot can only move one step at a time. For each move, print the direction of the move and the current position of the robot. If the robot makes a circle, which means it moves back to the original place, print “Back to the origin!” to the console and stop the program. If it reaches the boundary of the grid, print “Hit the boundary!” to the console and stop the program. A successful run of your code may look like: Down (0,-1) Down (0,-2) Up (0,-1) Left (-1,-1) Left (-2,-1) Up (-2,0) Left (-3,0) Left (-4,0) Left (-5,0) Hit the boundary! or Left (-1,0) Down (-1,-1) Right (0,-1) Up (0,0) Back to the origin! Instructions: This program is to give you practice using the control flow, the random number generator, and output formatting. You may not use stdafx.h. Include header comments. Include <iomanip> to format your output. Name…