The main objectives of this project are

advertisement

INSTITUTE OF ENGINEERING

PULCHOWK CAMPUS

PULCHOWK, LALITPUR

A PROJECT REPORT ON ARTIFICIAL INTELLIGENCE

CALLBREAK

Submitted To:

Department of Electronics and Computer Engineering

Date of Submission: 2069-04-16

Submitted By:

Name: Sujit Maharjan

CRN: 066/BCT/540

Group: B

Abstract

This project is a part of course "Artificial Intelligence" and is intended for the fulfillment of practical course of this subject. This project was done in about one month's time starting from the last week of Ashar.

For the purpose, I have done CALLBREAK, in Adobe Flash. This is a typical popular Nepali card game which is played among four players.

Acknowledgement

I would like to thank our teacher and Head of Department, Dr. Shashidhar Ram Joshi and Dr.

Sanjeeb Prasad Pandey, for providing us an opportunity to work on an Artificial Intelligence based project and gain practical knowledge on th particular field. I am very grateful to him for his suggestion, ideas and encouraging us to work on this project. I would like to thanks for Mr. Anil Verma and Mr. Shayak Raj Giri for their valuable suggestions throughout the project.

I would also like to thank my friends for their ideas and help.

Sujit Maharjan

066 BCT 540

Introduction

Call Break is a strategic trick-based card game played by four players with a standard deck of

52 playing cards. The game is very similar to other trick-based game especially Spades.

In Call Break the term "hand" is used instead of trick, and "Call" is used instead of bid. After each deal player have to make a "Call" or "bid" for the number of hands he/she can capture, and the objective is to capture at least that many hand in a round, and try to break other player i.e. stop them from getting their Call.

After each round, points will be calculated and after five rounds of play each players five rounds points will be added as a total points and player with highest total point will win.

Objectives

The main objectives of this project are:

1. To build typical Nepali Card Game "CALLBREAK" using AI.

2. To implement various algorithms of AI.

Explanation

A deck of 52 cards is first randomly shuffled. Then, the cards are distributed among the four players by the host player, each will have 13 cards.

The host player is the one who distributes the cards. All of the players have to estimate some bids which should be at least 1. The player who exceeds the estimated points will have calls which will be added after a decimal of estimated points. Players failing to get the estimated hands will have negative marking. The turn of hitting the card goes cyclic but at a completion of a cycle, the player who wins the cycle hosts the next cycle.

There will be 5 games in all. And the player scoring the highest point wins the game. After completion of forth game, the aggregation will be made to make a definite strategy in the game and say the required estimated points.

Some of the rules of the games are: a) The host player who wins a round starts next round. The suit of the card thrown by the host will be the suit of that round and all other player have to throw higher cards of same suit, if higher card of same suit is not present, he can throw any card of same suit. In case of not having any card of same suit, he should throw card of spade which should be highest of all present if any otherwise can throw any suit of card. b) Card of Spade is the most powerful card but there would be hierarchy between the cards of

Spade. c) Player failing to follow the rules of the game will have negative point.

Methodology

This project is built on Adobe Flash Professional CS6 platform. We have used Action Script as a programming language for this project. We have used cards api from flashmath for displaying cards in the game.

Computer shuffles a deck of cards and distributes 13 cards to each game. When a player throws a card, then it checks the series of rules and if the rule is satisfied then the card is thrown.

This exam is alike an expert system, we have use a built a series of game rules and the computer chooses the best condition on the basis of cards in the player's hand and cards gone.

Some of the branches of AI that we have used in this project are: a) Search Algorithms b) Expert System

Output

Fig: A

View of the game when it starts

Fig: B

View of game while playing

Fig: C

View of points in the game

Limitations and Future Enhancement

a) The computer cannot detect the players in negative suit, so there is possibility of enhancing game by noticing the negative suit to players. b) The game can be enhanced using multiple level of difficulty. c) Point estimation can be enhanced through more efficient algorithms and adding more conditions. d) Further the game can be modified for public.

References

a) Flash Professional Help / Help and tutorials http://helpx.adobe.com/flash/topics.html b) Custom Classes for Playing Cards in ActionScript 3 http://www.flashandmath.com/howtos/carddeal/ c) ActionScript 3.0 for Adobe Flash Professional CS5 Classroom in a Book.pdf

Download