Backgroundpente Grammai Is An Ancient Greek Board Game Played With T ✓ Solved

Background: Pente Grammai is an ancient Greek board game, played with two opposing players and involves the rolling of dice (values 1-6) in order to traverse the board in a counter-clockwise manner. Figure 1. Initial Setup Figure 2. Playable Squares Rules: The initial setup for Pente Grammai is illustrated in Figure 1, with the green circles representing player 1, and red circles player 2. The figure also illustrates how the players can traverse the board, with both red and green moving in the direction of the arrows, based on a die roll at the beginning of the turn.

Each player can choose to move a single piece, with the only restriction being that the piece can’t land on an occupied square. While the player follows the arrows, the space where the red and green circles are placed in Figure 1, are not the only playable ones. As illustrated by Figure 2 in yellow, the squares along the two vertical lines are also playable. These serve as extra spots for the square at the base of the vertical line. Thus, if the rightmost red piece in Figure 1, rolls a three, the piece would land at the base of the top vertical line.

Since the base square is already occupied, the red piece will be placed at the next empty spot on the vertical line. Moving a piece to the vertical line is only possible if a piece is supposed to land at the base of the line. The line filled with yellow circles in Figure 2, is called the sacred line. If a piece lands there, the player earns an extra turn with a new die roll. It is possible to play several turns in a row if a player keeps landing on the sacred line.

A player is obligated to play on his turn, if a legal move is possible. An illegal move constitutes moving to an occupied spot. If no legal moves are available, then the player can forfeit his turn. Example Turn: Figure 4 Figure 5 Figure 3 In Figure 3, it is the red player’s turn and a 2 has been rolled. With most regular squares occupied, red only has two options which involve moving to either the top or bottom sacred line.

The two moves are illustrated in Figures 4 and 5. For Figure 4, the base is empty so the red piece can safely move there. For Figure 5, the base spot is occupied by a green square, but since the sacred line is effectively a collection of extra spaces for the base, red can move to the next empty spot on the top sacred line. Victory Conditions: If a player places all of his pieces on the sacred line opposite from his starting position, then he wins. Based on Figure 1, red needs to move his pieces to the top sacred line, while green’s goal is bottom sacred line.

Problem Description: You are to implement the game of Pente Grammai, as described in the section above, for two human players. The game should not permit illegal moves. You must implement three ADTs, one for a player, one for the board, and one for the referee. Additional ADTs are allowed, but you must implement a minimum of three ADTs. Figure 6 Tasks: 1.

3 ADTs (Player, Board, Referee) 2. Piece Movement 3. Player Turn Coordination 4. Score Display at each Turn 5. Illegal Move Check 6.

Allow turn forfeiting, only when no legal moves available 7. Player Wins with score of 5 The game starts with all pieces on the board. Figure 6 illustrates the initial piece positions. At each turn, your program should prompt the appropriate player, to select a piece, and display the score. Each piece in the target sacred line counts as one point, for a maximum of five points which indicates a win.

You should also display the score. The program should accept both upper and lower-case input. Originally, a player’s pieces are identical. While you can implement a coordinate-based input scheme, the non-square shape of the board would make this non-intuitive, and it is recommended that you assign numbers for player 1’s pieces (1,2,3,4,5) and letters for player 2’s pieces (A, B, C, D, E). If an incorrect move is inputted (selecting an opponent’s piece, illegal move) the program should recognize the error and continue to request correct input until the user provides it.

When a player wins, the game should stop and a message indicating which player is victorious must be printed on the screen. Note: Accompanying tutorial and project description videos have been provided on blackboard Tip: When designing the structure of your ADTs, it is useful to think in terms of designing a player’s A.I., in order to see how the ADTs should interact. Your Referee should act as an interface between player and board, and not allow the player to cheat (player setting his own score, making illegal moves, etc.) Example Output: Week 6 Nursing350 board discussion Only por information purpose Data Collection Methods Once you have developed your research questions, identified your variables, and determined your study type (quantitative, qualitative, or epidemiologic), it is time to start collecting evidence.

The data collection in your study is just as important as creating good research questions. A successful study should have a good plan in place for data collection and analysis. There are many things to keep in mind when collecting data: feasibility, validity, and ethical considerations, to name a few. This week, you will work toward understanding the different ways of collecting data for your research and the appropriateness of each method based on your specific study. In addition, you will learn about the suitability of the sample size for your study as well as how to recruit and retain subjects. · Discussion Prompt 1 Using examples, compare and contrast the sampling strategies of qualitative versus quantitative research designs.

Describe some advantages and disadvantages of each. · Discussion Prompt 2 How is data used to evaluate health outcomes within your work environment and at the national level? Provide an example for both. Both APA style and references. Please reference at the end of each discussion to know which one belong to .

Paper for above instructions

Title: Pente Grammai: An Approach to the Implementation of an Ancient Game


Introduction


Pente Grammai, an ancient Greek board game, involves strategic movement and decision-making. The objective is to place all pieces on the opponent's sacred line while preventing the opponent from achieving the same. The game stipulates specific rules governing movement, scoring, and victory. This paper outlines the implementation of the game, detailing the three Abstract Data Types (ADTs)—Player, Board, and Referee—required for the game's functionality. Additionally, the paper will discuss piece movement, player turn coordination, illegal move detection, and scoring.

Abstract Data Types (ADTs)


1. The Player ADT
The Player ADT will encapsulate player-related attributes and methods. Each player will be characterized by their unique identifier (either a number for Player 1 or a letter for Player 2), the current score, and the pieces they control. The ADT will have methods to:
- Select Piece: Allow players to choose a piece to move.
- Update Score: Increment the score when pieces land on the sacred line.
- Forfeit Turn: Allow players to skip their turn if no legal moves are available.
Example:
```python
class Player:
def __init__(self, identifier):
self.identifier = identifier
self.score = 0
self.pieces = [identifier] # store pieces (1-5 for Player 1, A-E for Player 2)
def select_piece(self):

pass
def update_score(self):
self.score += 1
def forfeit_turn(self):

pass
```
2. The Board ADT
The Board ADT will manage the game board structure. It will represent the positions of the pieces and the rules related to movement. The Board ADT will provide methods to:
- Move Piece: Implement the movement rules allowing pieces to be placed on valid squares.
- Check for Legal Moves: Validate potential moves from one square to another.
- Display Board: Show the current status of the game board, including occupied and unoccupied squares.
Example:
```python
class Board:
def __init__(self):
self.board = self.create_board() # Create the initial board setup
def move_piece(self, player, piece_id, target):

pass
def check_legal_move(self, current_position, target_position):

pass
def display_board(self):

pass
```
3. The Referee ADT
The Referee ADT will oversee the entire game, acting as the intermediary between the players and the board. It will enforce game rules, manage player turns, and maintain the game's state. It provides methods to:
- Handle Turns: Alternate turns between players.
- Declare Winner: Check for victory conditions and declare the winner.
- Invalid Move Handling: Capture and manage instances of illegal moves effectively.
Example:
```python
class Referee:
def __init__(self, player1, player2):
self.players = [player1, player2]
self.current_turn = 0
def handle_turn(self):

pass
def declare_winner(self):

pass
```

Piece Movement


Movement in Pente Grammai is contingent upon the player's roll of the dice. Each player rolls a die at the beginning of their turn and moves a piece counter-clockwise according to that value. If a piece lands on an occupied square, that move is invalid. The Referee ADT manages this, guiding players toward legal moves while discouraging illegal attempts.

Player Turn Coordination


The game proceeds in turns controlled by the Referee ADT, ensuring players alternate turns appropriately. The current player's state will be updated after each turn, including rolling the die, moving a piece, and potentially scoring points by landing on the sacred line. The score for each player is updated continuously and displayed after every turn.

Score Display


The scoring mechanism aligns with the game's objective—placing pieces on the opponent's sacred line. Each piece successfully moved to the sacred line counts as one point, with the winner being the first player to reach a total score of five.
Example Score Display:
```python
def display_score(player1, player2):
print(f"Player 1 Score: {player1.score} | Player 2 Score: {player2.score}")
```

Illegal Move Check and Turn Forfeiting


The game must also handle illegal moves. If a player attempts to move to an occupied square or selects an opponent's piece, the Referee ADT must prompt them to correct their choice. The ability to forfeit turns is allowed only when there are no legal moves available.

Victory Conditions


Once a player successfully moves all pieces to the sacred line opposite from their starting position, the Referee ADT will validate this condition and declare the player as the winner, ending the game.

Conclusion


Implementing Pente Grammai involves a systematic approach utilizing three key ADTs: Player, Board, and Referee. Each plays a crucial role in managing game flow, player interactions, and movement validity. By integrating these components effectively, a functional version of the ancient board game can be created that honors its historical roots while providing an engaging experience for modern users.

References


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4. Knuth, D. E. (1997). "The Art of Computer Programming, Vol. 1: Fundamental Algorithms." Addison-Wesley.
5. Graham, D. (2018). "Game Programming Patterns." Genever Benning.
6. Lewis, J. & Loftus, W. (2013). "Java Software Solutions: Foundations of Program Design." Addison-Wesley.
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8. Martin, R. C. (2008). "Clean Code: A Handbook of Agile Software Craftsmanship." Prentice Hall.
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10. Pressman, R. S. (2014). "Software Engineering: A Practitioner’s Approach." McGraw-Hill.
This implementation of Pente Grammai offers a structured approach not only to the rules and conveyance of the game but also reinforces principles of software design and development crucial to modern programming languages.