The cheat is a really well-known game that is widely known world-wide, and it is one of the first game that uses the unreal intelligence, to accomplish this end the undertaking which is developed is a general version of a chess game with a user interface that can accessed on a computing machine, and the developed game has satisfied all the basic regulations of the game and besides has all the valid moves of the cheat game that is required, the game that is developed is between a human and a computing machine where the unreal intelligence techniques are used.
At the same clip the study will give a brief study on how the game developed and what sort of unreal intelligence techniques used and besides it gives a small debut about the cheat game and some of the work that was done in the old, the study will besides consists of some series of trial instances with screen shootings of them.
The game was developed and is played on an 8×8 board where on the left side corner starts with a black and consists of all 32 pieces that are required for the game.
Since there is a batch of development in the gambling, batch of people like to play these games whenever they like which resulted a major revolution in the field of unreal intelligence for the development of these games ( Chess, Tic-Tac-Toe, Go, Checkers and so many ) so out of those cheat is one of the most enthusiastic head game that is played world-wide, harmonizing the old records the game may be originated in India during the seventh century, which is so dispersed to western Europe, Arabia, and Persian, the game is non merely disputing but it involves as a one of the major factor for the development and addition of the unreal intelligence in the gambling, so that each participant or the user can experience the experience of the playing the of course such as tactics or doing smart determinations,
As cheat is one of the most well-known game that is played world-wide from the age of 10 to 70 where everyone can bask the game, due to which a batch of people likes to play on a computing machine where the unreal intelligence comes to importance and besides steady advancement has been evolved out.
So seeing all the above conditions I designed a cheat game that has a good graphical interface with twosome of easy maps like undo and redo if they wish to alter the measure they have moved, and the most of import thing in this development is they will be played with computing machine where the unreal intelligence takes the major portion. For that purpose the designed game account has been given below where the board size and the valid moves of the pieces have been explained below.
A cheat board has eight columns and eight rows with 64 square boxes with different colorss in instead and besides the board has 32 pieces which are shared every bit by two sides with alternate colorss where all the pieces are arranged in the same manner. To get down the game the participant has to set the board in such a manner that a white colored square should be at the utmost lower right manus corner with each pieces organised in two rows, the game ends when there are no moves for one of the side which ends like checkmate.
Let ‘s see the set of pieces are divided into white and black where each set consists of pawns, male monarchs, Queenss, bishops, castles, knights, so the game starts with first move of cheat and ends with decease of one of the pieces male monarch. ( Oehmen ) ( Bosman, 2003 )
The theoretical account that was developed is on the footing of Numberss and alphabets as shown below
When the undertaking is compiled a graphical interface of a cheat board where it shows the set all pieces which are arranged decently with some options.
The manner I consider the pieces is by delegating them with Numberss or words as shown below for a practical intent position consider Numberss, lets white be the positive Numberss and inkinesss be the negative figure and they will be arranged in the manner below at the start of the game as seen
1=white pawn and -1=black pawn
2=white castle and -2=black castle
3=white knight and -3=black dark
4=white bishop and -4=black bishop
5=white queen and -5=black queen
6=white male monarch and -6=black male monarch
Which are arranged as shown below Fig 2.1
A B C D E F G H A B C D E F G H
A | -2 -3 -4 -5 -6 -4 -3 -2 | A A Angstrom
B | -1 -1 -1 -1 -1 -1 -1 -1 | B B B
C | 0 0 0 0 0 0 0 0 | C C C
D | 0 0 0 0 0 0 0 0 | D D D
E | 0 0 0 0 0 0 0 0 | E E E
F | 0 0 0 0 0 0 0 0 | F F F
G | 1 1 1 1 1 1 1 1 | G G G
H | 2 3 4 5 6 4 3 2 | H H H
A B C D E F G H A B C D E F G H
The above representation is 8X8 array representation so if any move has taken topographic point it can be handled by utilizing arrays or arrows in indexes signifier. For illustration consider the basic measure in traveling a pawn is like this, the white pawn is at [ G ] [ A ] it can be moved either [ F ] [ A ] or [ E ] [ A ] .
Here is a little description of the pieces about their moves gazing with the male monarch and others
King: The male monarch is the most of import and critical piece as the whole game depends on it because the more closely the other pieces against the king the more likely the game finishes so it is one of the weakest piece in the game. The moves of the male monarch are to any square that following to it and around it and it is merely one measure. The male monarch can non be moved into a square where it may checkmate itself
The Black points are the topographic point where the KING can travel
Queen: The most powerful piece in the game is queen, and it is the lone piece in the game that can travel any manner in one way every bit long as it can and fulfill the demand such as it ca n’t leap and travel from its ain piece in its manner and besides it can kills any opposite piece in its manner, if the participant can manage the queen decently so most the opportunities of winning becomes easy or the game is in his/her control
The Black points are the topographic point where the QUEEN can travel
Bishop: The bishop can travel any figure of squares diagonally until unless it been interrupted by any piece, there will two different bishops for each side different squares of two different colorss which are placed in two different colorss. It besides powerful like queen when both bishops are managed together
The Black points are the topographic point where the Bishop can travel
Knight: knight moves otherwise than any other piece it is the lone piece that can leap from other pieces, it moves two stairss frontward or rearward and take a 90 degree bend any side, the manner it moves makes it powerful some pieces, if we use the knight decently we can support our side easy.
The Black points are the topographic point where the KNIGHT can travel
Fig 2.5.1 Fig 2.5.2
Castle: A castle is piece which cam move directly in one way merely whether horizontally or diagonally, the castles are really powerful pieces for supporting or assailing, with the proper usage of the castles back up a game can be easy finished.
The Black points are the topographic point where the ROOK can travel
The Black point is the topographic point where the PAWN can travel and arrows is the topographic point where it can killPawn: Pawn is different from other pieces it has so many characteristics in it, fundamentally pawn is the first piece that is near to the enemy pieces, it will travel directly but it kills diagonally, if any other piece is obstructed in between it does n’t hold any other moves, and it is the lone piece that can acquire the lost piece back into the game. The more pawns the more opportunities of win
Castle: Castle is a method of move where the male monarch and the castle can trade to a different place when there are no other pieces in between, until unless the castle and male monarch has non been at least one time from their original places, it ca n’t be performed during cheque or checkmate clip besides, the advantage of castle is the male monarch ca n’t be exposed to the enemy pieces easy.
The fig 2.8.1 is before Castling and fig 2.8.2 is after castling
Fig 2.8.1 Fig 2.8.2
( David B. Fogel ) ( Burns ) ( D.B.Quon, 2005 )
3. LITERATURE REVIEW
Bet oning is the most normally used word across the cyberspace universe and it is proved that a batch of gross is generated against these gamming plans. There are different types of desktop games and web based games available these yearss and most of them provide great amusement to the terminal users irrespective of their cognition degrees on the computing machines and the corresponding engineerings used across developing these games which includes a batch of research and old plants from the diary, articles, undertakings and so many plants related to them.
Most of the successful undertakings in the existent clip for a company or for the educational intent are considered on the batch of old research ; this old research will give a batch of chance to happen new things and besides gives the chance to do a challenging undertaking. And at the same clip there are a batch of promotion has developed in the game such as unreal intelligence has come into act, for this intent a the batch of old researches, web sites, and paperss has been given below
Harmonizing to the old work produced by writer ( Carolus, 2006 ) in the article Alpha-Beta with Sibling Prediction Pruning in Chess where the writer starts with mentioning the beginning of the zombi of cheat that was evolved during the twelvemonth in 1770 and depict the growing of it, so the writer describes about few peculiar countries which are interesting such as making a pursuit for an effectual and rapid hunt for the Fieldss that chiefly participates for sniping in the game hunt tree so the research has become in Artificial intelligence oriented manner, and likewise another country he largely concerned is about the representation of cheat cognition in computing machines, such the place of cheat board, and besides the usage of familial algorithms.
In mention to the above phrase it can be known that there is a batch of promotion in the present universe for chess game, but for a better and good development of any application the research has to be started from the early phases which has been taken into consideration for the development, In a old researches it states that in 1997 the IBM company has increased the processor and power of the computing machine which lead to a much better public presentation where computing machine is capable of analyzing 200 million moves per second which consequences the programmes developed are capable of bring forthing a big figure moves every bit speedy as homo is capable off.
So Consequently organize the early plants that produced, ( SHANNON, 1950 ) researched a proposed on programming a computing machine for playing a cheat which has become an idealistic theoretical account for the machine intelligence, and besides produced a paper on the topic where so many other besides helped him, but as the modern universe developed the big machine playing computing machine has been a existent job for the computing machine professional to manage them.
Harmonizing to an early research on game psychological science by ( Gluskin, 2009 ) where the writer discuss about the plans that have weak codifications will non bring forth a good game which will either underestimate or overestimates the opposition and makes the move which is non an interesting or exiting game, at the same clip the writer besides this type of weak scheduling can besides recover the human behavior and the human psychological science and instruction towards the drama of the game.
In another research article called The Effectss of Speed on Skilled Chess Performance ( Burns ) the writer describes the mechanism considered for the cheat accomplishment, that are whether traveling fast or decelerate, and besides he jsutified his research by carry oning some blitz cheat tourney for finding the hypothesis of the mechanisms.
For illustration ( Berliner, 1990 ) has developed an similar attack like Shannon which is Some necessary conditions for Master Chess Program produced a strong grounds that how good the programming the better the itelligence it shows.
Similarly some other surveies have ways of different attack, ( D.B.Quon, 2005 ) where the writer starts with the hunt velocity of the first cheat computing machine and the hereafter of the serach engine in the cheat games, and so goes with the ways of techniques that is used from acquiring the info from database and hunt engines like this the writer is chiefly concentrating on the algorithm and gambling tree ( search engines ) but non concentrating on the AI in the plan that has a major function, in the similar survey of this type ( S. Russell, 1995 ) has developed a game tree by bring forthing a minimax algorithm, russel has produced some moves from certain place by giving the tree rating manner, and besides he suggested to cut down the hunt whenever it reaches a certain point of bound. The writer besides evaluated a method called alpha-beta purning which will take the subdivisions of the tree so that it will non impact the concluding consequence.
At the same clip Andre Pereira ( Andre Pereira, 2009 ) suggests that permeant chess game like plans are really helpful for the AI techniques in games and he besides proposes a development that has made in chess game utilizing AI techniques has resulted a really succuess. So in mention for his manner ( Levinson ) proposed an article about function of cheat in unreal intelligence research which has evealuated that many AI techniques have their rating of devopment in the gambling field in manner to do the computing machine to expansive maestro degree and gives a perfect result.
For illustration, Hypothesis Model for developing the game, ( Lemeire ) ( Michelle Cowley, 2004 ) in this Lemeire comes with result that will come by the measure by measure where each measure is related with the following 1, in the initial measure that is ‘Cognitive survey ‘ he checks the design with the current bing algorithms and assumes whether the coveted result is expected or non, in the following measure that is the ‘Hypothesis Validation ‘ he makes an rating of the current state of affairs whether it is success or non, so in the following measure ‘Theoretical Proof ‘ after verifying the consequences from the above stages the inputs for the following measure are available so the writer has different hypothesis degrees for acquiring the coveted result, detecting the theoretical cogent evidence the following measure is the execution where the existent hypothesis manner starts, which is by speculating the forms for the result by traveling in an account based research and confirmation will done so that the expected result is delivered
A similar theoretical account which was given by Michelle Cowley is ‘Scoring Confirming and Falsifying hypothesis ‘ trial in this attack at each phase ways the way to the following phase, in the marking phase the inputs for the confirming phase are produced, so in the confirming phase the inputs from the marking are tested in the verification prejudice, so in the Falsification phase the existent consequences will be produced.
There is one more theoretical account that was produced on the footing of Search Tree Algorithms by the writer Bean ( 2007 ) , where the writer describes as there are precisely 69,352,859,712,417 Numberss of possible moves at the node deepness of 10 in the hunt tree constructed. The tree seeking algorithm based on their operation can be categorized in to two different types viz. type A and type B. Type A method trades with measuring all the possible moves and the corresponding results if the corresponding move is made and Type B trades with how good the move is based on the state of affairs of the game. Recent developed cheat games use the mix of both the Type A and Type B methods to make up one’s mind the move in the computing machine cheat game. Initially type A searching is done and so the existent polish is done utilizing the type B method to do the right move. Once the possible moves are decided, the following measure in the chess game design is to make up one’s mind the possible moves of the opposition. The most celebrated algorithm that can be used for make up one’s minding the moves of the opposition is alpha-beta sniping algorithm and this algorithm can be used to gauge the moves of the oppositions easy.
So from all the above old work that is proposed above an appraisal can be made as Computer cheat has a great history and the about the first version of computing machine cheat has emerged during the clip of the machines Turk and the initial version supports functionalities like frauds and hocus-pocus. It took about 60 old ages to develop a modern computing machine cheat game and this game is proved to be one of the best games of all time developed across the gambling universe. Chess is considered as the best and most attractive game and therefore it has drawn an ample attractive force of many academic research bookmans. The existent discovery for the computing machine cheat game has emerged around the center of twentieth century and the writers like Alan Turning and Claude Shannon has worked and presented work on the computing machine cheat game. Claude Shannon has published an article known as Programing for computing machine cheat game in 1950 and many other writers followed this. Both these writers has given a unsmooth thought how to plan a computing machine cheat game and even today many coders are following the same lines to code the modern computing machine cheat game with some extra characteristics. As the engineering has increased a batch during the last 40 old ages, the public presentation of the cheat game has besides increased due to the high terminal processors and proficient promotions in the scheduling linguistic communications. Computational power of computing machine has increased a batch such that it can do moves over million times faster when compared to worlds and a best illustration for this is a lucifer between Kasporv and Deep Blue machine, where the Deep blue has made 200 million moves, where the human user has made barely three moves. ( Marsland, 1990 ) ( Bernstein, Computer V ChessPlayer )
4. Discussion OF WORK DONE
The work done for the development of the undertaking is divided into twosome of stages which are
For a design and development of any package undertaking everyone needs to presume the demands for development and design so the demands are divided into few types they are
Requirement of engineerings for development: As the developed undertaking is a game which has to hold good graphical user interface that can be easy understood for this intent a good platform for the platform has selected.
For a development of a undertaking a proper research is non merely needed bargain there are some critical demand that has to be taken into consideration that is sing the cost that is required for the undertaking, which depends on the engineering and the platform we choose for the undertaking, as there are a batch tools that are quickly developing in the present universe for developing a undertaking a proper engineering is selected that is Java, because most of the undertaking in the present universe are compromising for 70 % towards automatic development and merely near by 30 % are manually built.
So for taking such a type of engineering a little analysis demand has been made harmonizing to the below standards given the choice for the engineering has been made they are
Deliverables for the undertaking has to be satisfied
The engineering that is selected has to be like an unfastened beginning package that can easy modified for farther developments
Should treat the maximal end product for the undertaking
The chosen engineering has to be in a manner that it saves most of the clip in the undertaking development
So by taking the above factors into consideration the engineering provided by Sun web that is Java is better for the development of this undertaking because Java is a platform where one time the codification is developed it can be run/compiled anyplace.
Benefits for choosing Java ( Sun Technology ) :
The Java is a platform independent linguistic communication that allows the user or developer to hook to this engineering with its broad scope of options such as choice of whatever back terminal the developer wants to utilize whether it is SQL or Oracle or anything and likewise it can work on any operating system the developer likes and besides can easy set up connexions to net waiters and batch of servlet engines.
By utilizing the Java it produces some particular characteristics like ( MS, 2007 ) ( Advantages of Java over Other Languages )
Java is a linguistic communication that can be easy learned and easy compiled and debugged, which offers platform independency which can non be easy produced by other linguistic communications.
Java is an object oriented linguistic communication that offers the use and creative activity of the objects, and besides it allows the coder to reusable the codification.
Java runs on a practical machine when compiled with the aid of translator utilizing the byte-code.
Java is a really unafraid linguistic communication which provides a batch of security for the developers and users.
Java is a low cost linguistic communication where the tools needed for physique and to prove plan are easy available.
And eventually Java is one of the linguistic communication that attracts pupils and developer because of its GUI Graphical User Interface.
Comparisons of Java with other linguistic communications:
These are some of the consideration which made Javas different than other linguistic communications and besides better than other engineerings,
Languages which are embedded with SQL in them are called host linguistic communications but Java is non a host linguistic communication as it an platform independent linguistic communication.
Java provides a different attack to null values which stands as a composite information for changing values which cant can be possible by the host linguistic communications ( C, C++ , and etc )
Java is linguistic communication that is developed in such a manner that it can easy back up the plans that has the portability which ca n’t be easy possible by other linguistic communications.
The package tools that are used in the development of the undertaking are
The Net beans IDE 7.0 and the basic Java environment from the bid prompt.
Microsoft word 2010 for the certification of the undertaking.
Microsoft undertaking for the development Gantt chart.
And eventually the basic constellation of the Windowss view.
Another major demand for a successful undertaking is to develop a undertaking program. For any successful undertaking in existent clip there must be proper undertaking program for the undertaking so that the developer can cognize the position of the undertaking decently, holding a proper undertaking program can present consequences like the countries where the undertaking has taken more clip and besides can cognize modify the development or can alter the undertakings of the undertaking,
The initial program of the undertaking would in such a manner as shown below
Project research and definition
Literature reappraisal and undertaking thoughts
Undertaking methods and hazards
Project ethical issues
Final reappraisal of proposal
Templates of design and paradigm
Initial design and GUI
Testing stage 2
1 twenty-four hours
The Gantt chart is one of the official manner to cognize the undertaking position and besides called as probationary agenda
Analyzing the Chess game resources:
The design of the cheat game is developed by doing a paradigm which has been taken it consideration by mentioning a batch of on-line cheat game sites such as
hypertext transfer protocol: //www.learn4good.com/games/board/chess.htm
hypertext transfer protocol: //www.sparkchess.com/
hypertext transfer protocol: //www.trinimon.de/Chess/
and so many, which helped non to fight in the early design of the game, so by acquiring a paradigm in head the undertaking is developed in such a manner that some demand ‘s like
An applet appears which contains set of all pieces of black and white,
Tee game is automatically designed between computing machine and human so there are no options to choose the type of the game but merely necessitate drama with the white when the applet appears.
There will be a message box exposing mistake if any incorrect move has been made
And eventually if the game is finished it would automatically halt.
For this development I had considered the min-max algorithm as the best one to develop but it more related for the game to play against each other but non playing with a computing machine where the unreal intelligence comes to move.
The Method and Assumption of design:
Board representation plays a critical function in make up one’s minding the moves and the move coevals is strictly depend on the board representation. Interpretation of the moves made by the computing machine depends on the representation of the board in the computing machine memory. A two dimensional array and an 8X8 grid is used to stand for the board in the computing machine memory. Each square in the cheat box is assigned a alone figure with in the scope of 64 Numberss and this procedure is known as beginning or mailbox representation. The squares in the boards are numbered from 0 to 63 along 0 to h8 receptively as shown in the below figure
Figure: Offset representation of the cheat board
Offset representation utilizing an 8X8 grid is a traditional method of stand foring the squares in the cheat board and the modern attack computing machine cheat games are developed in the lines of 10X12 grids to place the illegal moves easy and besides the borders of the board. The squares that were assigned to boot are given some big Numberss like 99 such that the out of edge moves can be easy tracked. A typical theoretical account this type of cheat board is given below
Figure: 10X12 grids offset representation
Moves of the computing machine cheat game are done with a separate enumeration system used based on few Numberss and the existent piece among all the possible 12 pieces that resides on a square is represented utilizing these Numberss. Following Numberss are few sample considered here. A 0 represents an empty square, pawn is represented with 1, King is represented with 6, 2 is for Knight, 3 for Bishop and 4 is used for Rook. Positive Numberss are used for white pieces and inkinesss are represented with negative Numberss. Once these pieces and their comparative place is distinct utilizing these Numberss, all the possible moves based on the place of the piece can be done easy. The cogency of the move is checked with regard to the mark piece on the desired square to travel and the figure of the piece on the on the mark square. If the figure 99 is observed on the mark square, so it is considered as the illegal move and the move is non accepted as per the logic and if the square contains 0 or any positive whole number, so it is considered as the legal move, as 0 represents the empty square and positive figure indicates a white piece. There are some advanced techniques to this offset appraisal are introduced subsequently and the chief logic in these techniques is based on the 64-bit whole number, where each and every spot represents the square in the cheat board and this attack is known as bit-board or bit-map attack. Spots are used as the of import entity in this attack and as mentioned each spot represent the square in the 8X8 board and the spot value 1 indicates that there is a piece in that peculiar square and 0 indicate that the corresponding square is empty.
AND THE PRODUCT
The critical rating of any procedure and merchandise is done spliting into two stages they are
Any undertaking ends or deliverables are depend upon them execution and testing, if these two factors are non decently considered so the quality of the undertaking would be less, so for this intent a steady and good testing is required for the undertaking, so for that purpose the examiner has to thoroughly prove the system and it is his responsibility to do certain that deliverables are achieved decently or non, harmonizing to the artifact given by magazine that in the present package field 50 % of the employers that are working in the proficient section are examiners. That means theoretically 50 % of the clip has been given for proving in the development of the undertaking, so by seeing these facts it is understood that for good package a proper testing is required.
Sing an of import study which is given the writers ( B Boehm & A ; V Basili, 2001 ) on the subject Software defect decrease top 10 lists, so see the stairss given below at the early phases for the development
It costs 100 times more hard for seeking and rectifying the bug when the package is developed than work outing the job in the early phases of the development during the development.
Most of the undertakings that are developed in the present universe consume 40 to 50 per centum of work to make over for repairing the jobs, so cut downing the most of the rework can significantly better the clip in the undertaking and the productiveness of the package.
Similarly the writer says that the 80 per centum of rework will happen due to 20 per centum of the defect merely, so cut downing more defects reduced will expeditiously turn the development of the undertaking.
The writer besides suggest that every examiner has a certain demand such as presuming a certain scenario in executing the testing which are stated below
Analyzing the demand: in this stage to make the work without any issues will be developed by presuming some map point in the undertaking look into the demand are executable or non
Planing: in this stage the examiner checks whether the designed undertaking is run intoing to the architecture that is taken into consideration at the initial measure, .
Cryptography: This is the stage where examiner test the existent merchandise wholly and besides asks a twosome of voluntary people to prove the system so that any package bugs would be detected.
For this undertaking some of the trial instances that are extremely taken into consideration and they are giving harmonizing to the precedence are
Tested whether each and every field is accessed on the applet or non.
The screen shootings of each and every trial field is decently described for the user
Thoroughly checked whether each and every mistake that was popped while proving is decently handled or non.
The proper testing of the system is shown below
Test Case 1:
Input given: To roll up the plan without the mistakes.
End product: The plan is compiled decently without any mistakes if any mistakes are occurred it will be displayed below the digest input, so in this trial instance there are no mistakes so the digest was successful and was preceded to the following measure.
Test Case 2:
Input given: To put to death the applet by giving the bid.
Status: applet displayed
End product: After come ining the codification for executing of the plan the bid prompt will automatically start up an applet which as shown below, if there are any internal mistakes in the plan the applet will non look.
After come ining the bid in the bid prompt as shown above and executed it will be redirected to the applet which is shown below
Test Case 3:
Input given: Check whether all the pieces of the both sides are available or non and besides check whether they are decently organised or non.
End product: All the pieces are available and reasonably organised for both sides which are fulfilling the basic regulations of the game is shown below.
Before traveling to play the cheat a proper cheque for the moves of each and every piece is tested and the trial instances of them and their consequences are shown below
Test Case 4:
Input signal: look intoing the move of the pawn.
End product: It is fulfilling the regulations of the game if any other move that is non a valid move of pawn is performed an duologue box will be displayed, the duologue boxes for the trial instances are shown below the screen shootings for the trial instances.
Fig 5.5 Fig 5.6
The above screen shootings shows the valid moves of the pawn, and if any other moves for the pawn are the duologue box appears as shown below.
Fig 5.7 Fig 5.8
Test Case 5:
Input signal: look intoing the move of the knight.
End product: It is fulfilling the regulations of the game if any other move that is non a valid move of Knight is performed an duologue box will be displayed, the duologue boxes for the trial instances are shown below the screen shootings for the trial instances.
Fig 5.9 Fig 5.10
The above screen shootings shows the valid moves of the Knight, and if any other moves for the Knight are the duologue box appears as shown below
Fig 5.11 Fig 5.12
Test Case 6:
Input signal: look intoing the move of the Rook.
End product: It is fulfilling the regulations of the game if any other move that is non a valid move of Rook is performed an duologue box will be displayed, the duologue boxes for the trial instances are shown below the screen shootings for the trial instances.
Fig 5.13 Fig 5.14
The above screen shootings shows the valid moves of the Rook, and if any other moves for the Rook are the duologue box appears as shown below
Fig 5.15 Fig 5.16
Test Case 7:
Input signal: look intoing the move of the Bishop.
End product: It is fulfilling the regulations of the game if any other move that is non a valid move of Bishop is performed an duologue box will be displayed, the duologue boxes for the trial instances are shown below the screen shootings for the trial instances.
Fig 5.17 Fig 5.18
The above screen shootings shows the valid moves of the Bishop, and if any other moves for the Bishop are the duologue box appears as shown below
Fig 5.19 Fig 5.20
Test Case 8:
Input signal: look intoing the move of the Queen.
End product: It is fulfilling the regulations of the game if any other move that is non a valid move of Queen is performed an duologue box will be displayed, the duologue boxes for the trial instances are shown below the screen shootings for the trial instances.
Fig 5.21 Fig 5.22
Fig 5.23 Fig 5.24
The above screen shootings shows the valid moves of the Queen, and if any other moves for the Queen are the duologue box appears as shown below
Fig 5.25 Fig 5.26
Test Case 9:
Input signal: look intoing the move of the King.
End product: It is fulfilling the regulations of the game if any other move that is non a valid move of King is performed an duologue box will be displayed, the duologue boxes for the trial instances are shown below the screen shootings for the trial instances.
Fig 5.27 Fig 5.28
Fig 5.29 Fig 5.30
The above screen shootings shows the valid moves of the King, and if any other moves for the King are the duologue box appears as shown below
Fig 5.31 Fig 5.32
Test Case 10:
Input signal: look intoing the move of the putting to deaths performed each and every piece.
End product: It is fulfilling the regulations of the game if any other move that is non a valid move for violent death is performed an duologue box will be displayed, the duologue boxes for the trial instances are shown below the screen shootings for the trial instances.
Fig 5.33 Fig 5.34
In the above figures when the white pawn is in a castle place with the black pawn harmonizing to the regulations of cheat it can kill the opposing piece.
Similarly in the instance of the male monarch.
Fig 5.35 Fig 5.36
In the above figures when the white pawn is in a castle place with the black pawn harmonizing to the regulations of cheat it can kill the opposing piece.
Fig 5.37 Fig 5.38
Like above each and every piece is following its regulation which are shown below
Gazing with knight:
Fig 5.39 Fig 5.40
Similarly with Rook:
Fig 5.41 Fig 5.42
Similarly with Bishop:
Fig 5.43 Fig 5.44
And eventually the Queen:
Fig 5.45 Fig 5.46
Test Case 11:
Input signal: when it is a cheque for the male monarch.
End product: if there was a cheque for the male monarch so the system should let any other moves except king if any other move has been made a message has to be displayed.
Fig 5.47 Fig 5.48
When there is any other move that is taking for cheque would be cautioned by a message box as shown below
Fig 5.49 Fig 5.50
Test Case 12:
Input signal: when it is a checkmate for the male monarch.
End product: if there was a checkmate for the male monarch so the system will expose a message box as shown below.
Fig 5.51 Fig 5.52
Mistakes that occurred during the development of the undertaking:
There are some mistakes that occurred during the development of the undertaking which are rectified are given below
Input signal: Traveling a pawn diagonally.
End product: Pawn has moved diagonally as shown below.
Fig 5.2.1 Fig 5.2.2
The above figures shows the illegal move of the pawn which is traveling diagonally, as per the regulations of the game moving of the pawn diagonally without holding a palace against the opposing piece is an illegal move and will non fulfill the regulations of the cheat.
So this is one of the type of mistake that is occurred at the start of the development which was later on rectified, likewise type of mistakes has occurred with the other pieces has besides been managed and rectified.
Error message 2:
Input signal: Traveling the black pawn
End product: The move is performed, black pawn moved a measure
Fig 5.2.3 Fig 5.2.4
From the above figures we can see the pieces of black can be moved which ca n’t be possible as the game is developed between homo and computing machine we ca n’t the move the pieces of the computing machine but which are moved here, so this type of mistake are notified and rectified.
Error Message 3:
Input signal: Kill the male monarch and travel following measure.
End product: The male monarch was killed and the following measure is besides moved.
Fig 5.2.5 Fig 5.2.6
The above figures describes that even after the male monarch is killed the game is still get downing without exposing any messages of whether the game is over or non, or it is a checkmate or non, this is mistake is besides rectified.
Sing all the consequences that obtained from all the stages of this undertaking, the undertaking has developed maintaining the factors from the literature reappraisal, design, proving and undertaking program which had made the undertaking to run successfully without any mistakes, the developed system would largely error free and really easy to utilize. The application will run on the desktop when compiled and straight off the game begins.
The whole undertaking has been developed harmonizing to the facts and premises that were produced in the proposal and was successfully developed taking to the possible solution for the proposal that was submitted before and certainly say the purposes and deliverables are satisfied decently.
Changes in the hereafter for the development ( Suggestions ) :
The merchandise that was developed was really good designed and decently running besides, if there is an chance to develop more by adding any alterations for the hereafter are notified below,
Making the application as a web based application and station in the cyberspace would be a good option.
Exposing any aid message box or giving the aid option in the bill of fare saloon would be a good alteration for the hereafter.
Delegating hallmark like participant names at the start of the game is besides a good option for the hereafter.
Adding any sound effects would besides be effectual for the clients in the hereafter.
Due to less clip the above suggestions are non implemented in this undertaking, if there is more clip for the development so above alterations would decidedly introduced in the undertaking.
Project Strengths and advantages:
The developed undertaking has a good graphical user interface
The developed interface does n’t overload with batch of bill of fare bars or buttons around the interface, it is developed in manner with cardinal position of cheat board and little option at the right manus corner which is attractive for the people who wants the experience of playing the game merely.
There are options for undo and redo at the right corner for easy entree for the participant so that every clip the user does n’t necessitate to travel for the bill of fare saloon for undo and redo options.
If any illegal moves are made in the game it will be warned by show a duologue box.
The developed game make the user or participant to experience like they are playing with an another or participant, which means the moves and tactics performed by the computing machine are speedy and good.
Project back locks or failing:
It is non a web based application
It does n’t hold any sound effects in the game which makes the game more practical.
Undertaking Feedback ( Real clip examiners ) :
After making a proper testing of the system it was one time once more tested by some existent clip users to do certain any bugs and unwanted informations is produced or non, the examiners who tested the system hold given their positions about the system processing, visual aspect and interface which all has taken into consideration.
Here are the inside informations of the people who spend their valuable clip for proving the sytem and given their suggestion, the inside informations of them have been given by their blessing and I am really grateful to them in assisting me,
Vamsi Kaisarla ( worked as CSR in company at London )
Email Idaho: Vamsi.valentino @ gmail.com
Telephone no: 07943 312189
Kiran Babu Kavili: ( Student in Wolverhampton University )
Email Idaho: kavili25k @ gmail.com
Telephone no: 07415 125660
Cite this essay
Design Of An Electronic Chess Game Computer Science Essay. (2020, Jun 01). Retrieved from https://studymoose.com/design-of-an-electronic-chess-game-computer-science-new-essay