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- Problem 1: In the below figure we have a 11*11 board. The rows and columns are numbered from 0 to 10. The picture shows the way to calculate the next move in the board. The yellow square (5,6) is the example start position and red square (7,8) is an example goal position, and the blue squares( in an order of expansion) are the possible positions resulting from one move from the start(yellow square). the moves from any point can be in an order (up 1 move, right 2 move, down 2 move, left 1 move), You should keep repeating the move upto the point you reach to the goal by using Breadth First Search algorithm. Assuming the above explained rules apply, you will solve the problem for your student number. Everybody will use the first 2 digits of their student number as a start point and the corresponding goal point which you will find at the end of the project in the table. In the table In some colums you will see ex: +5 which means you will add your student number’s last digit to 5.…Q1. Let’s play a dice game with a pair of dice following these rules:1. At the beginning, you throw a pair of dice. If the two numbers add up to 5, 6, 7, 8, or 9, thegame immediately stops.2. If your first throw does not meet those 5 totals, you would continue until you get either 11 or12.Get 1000 simulations of this paired dice game. What is the average number of dice throw per game?You can use the sample() function to simulate the dice.In the game of 10-pin bowling the bowler has two attempts to knock down pins for every frame of 10-pins, and scores a point for each pin knocked down. If all the pins are knocked down with two attempts, the bowler gets a bonus - whatever score they obtain with their next bowl is doubled. If all the pins are knocked down on the 1st attempt, no 2nd attempt is allowed, and the bowler gets a bonus – whatever score they obtain on their next two bowls are doubled. A student attempts to capture this scoring system in VHDL code, a fragment of which is shown in Figure Q4. Q4 (a) Draw the state transition diagram described by the VHDL of Figure Q4. Discuss whether the VHDL of Figure Q4 correctly scores a game of 10-pin bowling. (b) elsif CLK='1' and CLK'event and UPD='1' then case present state is when throwl => frame := frame + 1; + resize (unsigned (N), 9) score := score if N = w1010" then present state score := score + resize (unsigned (N), 9) present state + resize (unsigned (N),9) if N =…
- Problem 1: In the below figure we have a 11*11 board. The rows and columns are numbered from 0 to 10. The picture shows the way to calculate the next move in the board. The yellow square (5,6) is the example start position and red square (7,8) is an example goal position, and the blue squares( in an order of expansion) are the possible positions resulting from one move from the start(yellow square). the moves from any point can be in an order (up 1 move, right 2 move, down 2 move, left 1 move), You should keep repeating the move upto the point you reach to the goal by using Breadth First Search algorithm. Assuming the above explained rules apply, you will solve the problem for your student number. Everybody will use the first 2 digits of their student number as a start point and the corresponding goal point which you will find at the end of the project in the table. In the table In some colums you will see ex: +5 which means you will add your student number’s last digit to 5. Example…In a game of tic-tac-toe, two players take turnsmarking an available cell in a 3 x 3 grid with their respective tokens (either Xor O). When one player has placed three tokens in a horizontal, vertical, or diagonalrow 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 neitherplayer has achieved a win. Create a program for playing a tic-tac-toe game.The program prompts two players to alternately enter an X token and O token.Whenever a token is entered, the program redisplays the board on the console anddetermines the status of the game (win, draw, or continue). Here is a sample run:Problem 1: In the below figure we have a 11*11 board. The rows and columns are numbered from 0 to 10. The picture shows the way to calculate the next move in the board. The yellow square (5,6) is the example start position and red square (7,8) is an example goal position, and the blue squares( in an order of expansion) are the possible positions resulting from one move from the start(yellow square). the moves from any point can be in an order (up 1 move, right 2 move, down 2 move, left 1 move), You should keep repeating the move upto the point you reach to the goal by using Breadth First Search algorithmAssuming the above explained rules apply, you will solve the problem for your student number. Everybody will use the first 2 digits of their student number as a start point and the corresponding goal point which you will find at the end of the project in the table. In the table In some colums you will see ex: +5 which means you will add your student number’s last digit to 5. Example is…
- Conway's Game of Life: This is a zero person game with the following rules: (see Wikipedia for example) Any live cell with fewer than two live neighbours dies, as if by underpopulation. Any live cell with two or three live neighbours lives on to the next generation. Any live cell with more than three live neighbours dies, as if by overpopulation. Any dead cell with exactly three live neighbours becomes a live cell, as if by reproduction. Remember the oscillator or blinker of 3 cells. You can also find this blinker on Wikipedia. 1 21 1 2 1 21 3. 4 6 4. 6. 4 8. 9 8 9 #1 #2. #3 5. Consider now these 3 creatures at stage 1: Show how they look like in the next two stages: stage 2 and stage 3. Explain how you get the answers Creature 1 Creature 2 Creature 3 (here creature 1 is the blinker of 3 cells, horizontally; creature 2 consists of two adjacent cells, creature 3 consists of 4 adjacent cells horiztonally) ww (d) Creature 1 (10%), (e) Creature 2 (8%), (f) Creature 3 (20%)17 There is a single pile of n chips. Two players take turns by removing from the pile at least one and at most m chips; the number of chips taken may vary from one move to another, but both the lower and upper limits stay the same. The winner is the last player who takes the last chip. Which algorithm design strategy is used in this game? Decrease-by-a-constant algorithm Divide-and-Conquer Variable-size-decrease algorithm Decrease-by-a-constant factor algorithmWhenever you mail a letter, you must decide how much postage to put on the envelope. You like to use this rule of thumb – use a stamp for every five sheets of paper or fraction thereof. For example, if you have 11 sheets of paper, then you use three stamps. Since you’re parsimonious, if an envelope requires more than three stamps, then you simply don’t mail the envelope. Show how the number of stamps per envelope would be calculated. Provide a solution in the form of pseudocode. Your pseudocode must read in appropriate data and print how many stamps to use.
- Imagine playing a number guessing game. A side is a number from 0 to Nhe's holding it, and the other side is trying to find that number by taking turns guessing. Number-holding side estimatehe has to offer one of the following three options in response to the party that did it:1-Your guess is correct, you found the number I kept (Game Over).2-Your estimate is wrong, but you are closer to the correct estimate than the previous estimate.3-the wrong estimate and the correct estimate are further away than the previous estimate.To find the estimated number in an environment where all the information is these, astrategy will be followed: Make a prediction (N/2) from the exact middle of N with 1 Begin:Find out the answer to your guess. [answer=answer_ogren (guess)]If the answer is equal to 1, the game is over, you can leave.If the answer is equal to 2, you are going in the right direction, keep the forecast direction;If you're heading for small numbers, the new N is now N/2.Make a guess…Mastermind is a code-breaking game for two players. In the original real-world game, one player A selects 4 pegs out of 6 colors and puts them in a certain fixed order; multiples of colors are possible (for example, red-green red-green). His opponent B does not know the colors or order but has to find out the secret code. To do so, B makes a series of guesses, each evaluated by the first player. A guess consists of an ordered set of colors which B believes is the code. The first player A evaluates the guess and feeds back to B how many positions and colors are correct. A position is correct ("black") if the guess and the secret code have the same color. Additional colors are correct ("white"), if they are in the guess and the code, but not at the same location. For example1 2 3 4secret: red-green red greenguess: red blue green purpleresults in one correct position ("black = 1") for the red peg at position one and one additional correct color ("white=1") for the green peg in the guess.…There are four people who want to cross a rickety bridge; they all begin on the same side. You have 17 minutes to get them all across to the other side. It is night, and they have one flashlight. A maximum of two people can cross the bridge at one time. Any party that crosses, either one or two people, must have the flashlight with them. The flashlight must be walked back and forth; it cannot be thrown, for example. Person 1 takes 1 minute to cross the bridge, person 2 takes 2 minutes, person 3 takes 5 minutes, and person 4 takes 10 minutes. A pair must walk together at the rate of the slower person's pace. Write the specification of an algorithm that solves the problem.