Full Project – Design and implementation of computerized snooker game

Full Project – Design and implementation of computerized snooker game

Click here to Get this Complete Project Chapter 1-5

CHAPTER ONE

INTRODUCTION

1.0     INTRODUCTION

Snooker is a cue sport (also known as billiard sports are wide variety of games of skill which is used to strike billiard balls and thereby cause them to move around a cloth-covered billiards table bounded by elastic bumpers known as cushions) that was first played by British Army officers stationed in India in the second half of the 19th century. It is played on a rectangular table covered with a green cloth, with six pockets: one at each corner and one in the middle of each long side. Using a cue stick, the players take turns to strike the white “cue ball” to pot the other twenty-one snooker balls in the correct sequence, accumulating points for each pot. An individual game of snooker is won by the player who has scored the most points by the end of the frame. A snooker match ends with one of the players having won a predetermined number of frames, thus winning the match (Callie, 2018).

Smith and Davis (2016) described Snooker as a popular billiards game of British origin that is played on a table similar in size and markings to the one used in English billiards. The game is played with 22 balls, made up of one white ball (the cue ball); 15 red balls, valued at 1 point each; one yellow, 2 points; one green, 3; one brown, 4; one blue, 5; one pink, 6; and one black, 7. Players try to pocket first the red and then the non-red balls, scoring one point for each red and the number value of the others.To begin, the balls are arranged as follows: all reds in a pyramid with its apex on the pyramid spot; black on the billiard spot near the foot of the table; pink touching the apex of the pyramid; blue at the centre spot; and green, brown, and yellow at the left, centre, and right of the straight line of the D, a semicircular area at the head of the table.

The first (break) shot must contact a red ball initially. A player shoots until he fails to pocket a ball or fouls, then yields play to an opponent. When playing at a nonred ball, the player must designate which ball is “on” (his target), although he need not specify where he intends to pocket the ball. Red balls remain pocketed, whether played legally or not, but the others are immediately replaced on their respective spots as long as any reds remain on the table. When all reds are pocketed, players attempt to pocket the other balls in numerical order. When the last ball is off the table, the game ends and the player with the highest score wins (Smith and Davis, 2016).

1.1     BACKGROUND OF THE STUDY

According to Hayton (2004), the origin of snooker dated back to the latter half of the 19th century. In the 1870s, billiards was a popular activity among British Army officers stationed in Jubbulpore, India, and several variations of the game were devised during this time. One variation which originated at the Officers’ Mess of the 11th Devonshire Regiment in 1875, combined the rules of two pocket billiards gamesplayed with fifteen red-coloured balls positioned in a triangle, and black pool, which involved the potting of designated balls. The game was further developed in 1884 when its first set of rules was finalized by Sir Neville Chamberlain, an English army officer who helped devise and popularize the game at Stone House in Ootacamund on a table built by Burroughes & Watts that was brought over by boat.

Nick (2007) further outlined that the word snooker was a slang term for first-year cadets and inexperienced military personnel, but Chamberlain would often use it to describe the inferior performance of one of his fellow officers at the table. Snooker was given its first definite reference in England in an 1887 issue of the Sporting Life newspaper, which led to a growth in popularity. Chamberlain was revealed to be the game’s inventor in a letter to The Field magazine, published on 19 March 1938, 63 years after the fact. Nick (2007) added that Snooker grew in popularity across the Indian colonies of the British Raj, and the United Kingdom, but it remained a game mainly for the gentry, and many gentlemen’s clubs that had a billiards table would not allow non-members inside to play. To cater for the growing interest, smaller and more open snooker-specific clubs were formed. In 1919, the Billiards Association and the Billiards Control Board merged to form the Billiards Association and Control Club (BA&CC) and a new, standard set of rules for snooker were first officialized.

Played in 1926 and 1927, the first World Snooker Championship was organized by Joe Davis and known as the Professional Snooker Championship. Being a professional English billiards and snooker player himself, Davis moved the game from a recreational pastime to a professional activity. He won every world championship until 1946, when he retired from taking part in the championships. Snooker went into a period of decline through the 1950s and 1960s, with little interest generated beyond those who played it. In 1959, in an attempt to boost the game’s appeal, Davis introduced a variation known as “Snooker Plus“, with the addition of two extra colours, but this failed to attract attention and was very short-lived.

In 1969, David Attenborough commissioned the television series Pot Black to showcase the potential of colour television, with the green table and multi-coloured balls providing an ideal opportunity to demonstrate the advantages of the new broadcasting technology. The series became a ratings success and was for a time the second-most popular show on BBC2. Interest in the game increased and the 1978 World Snooker Championship was the first to receive daily television coverage. Snooker quickly became a mainstream game in the United KingdomIreland, and much of the Commonwealth, and has remained consistently popular since the late 1970s, with most of the ranking tournaments being televised. In 1985, an estimated 18.5 million viewers watched the concluding frame of the World Championship final between Dennis Taylor and Steve Davis, a record viewership in the UK for any broadcast after midnight.

Martin (2016) stated in the early 2000s, a ban on tobacco advertising led to a reduction in the number of professional tournaments, which decreased from twenty-two events in 1999 to just fifteen in 2003. However, the popularity of the game in Asia, with emerging talents such as Liang Wenbo and more established players such as Ding Junhui and Marco Fu, boosted the sport in the Far East. By 2007, the BBC dedicated 400 hours to snooker coverage, compared to just 14 minutes 40 years earlier.

In 2010, promoter Barry Hearn gained a controlling interest in World Snooker Ltd. and the World Snooker Tour, pledging to revitalize the “moribund” professional game. Since then, the number of professional tournaments has increased, with 44 events held in the 2019 2020 season. Snooker tournaments have been adapted to make them more suitable for television audiences, one example being the Snooker Shoot Out, which is a timed, one-frame competition. The prize money for professional events has increased as the sport continues to grow, with the top players earning several million pounds over the course of their careers. The winner of the 2020 World Snooker Championship received £500,000 out of a total prize fund of £2,395,000 (Jones, 2020).

Initially, during the early days of computing only what you tell the computer to do is what it does, but nowadays, the computer can think and even act as human using Artificial Intelligence (AI). With the aid of AI, the computer can act pretty smart. Computers in a single second can perform a function faster than human beings that have programmed them to do these things. It is assumed that only experts are good enough to beat the computer in a game.

It is generally agreed that in all games, there is an element of chance, skill, enjoyment and strategy. Games range according to the degree to which these elements are present, but the most important factors is the strategy and enjoyment involved. For skills, it might not be of great importance.

1.2     STATEMENT OF PROBLEM

Often times in life, certain societal policies affects our social life like the case of the compulsory lockdown policy in 2020 due to the outbreak of the COVID-19. People were forced to be indoors for months and thus most of their social life were affected thereby bring interest to the rapid use/demand of computer technologies, both on phone, personal computers and video CD. This brings about the need for an improvement on our local (manual) snooker game.Though everybody does one or two games in their everyday life, computer games is mostly common to youths these days, especially on their android devices. In the manual gaming system, cheating and biasedness is often inevitable but in the aspect of computerized games, a player have a zero possibility of cheating the other or cheating the computer partner he plays with. The majority of computer games has a definitive objective, and with computer games, certain rules and restrictions are involved. These rules and restrictions frequently force players to problem solve and think about alternative moves. Acquiring these skills is not only relative to a computer game, but is translated into real life, helping those who play be able to problem solve effectively in real life.

1.3     AIMS AND OBJECTIVES OF THE STUDY

The main aim of this study is to design and implement a computerized game to enable players have fun unlimited anytime and in any place.

The objectives of the proposed design include:

  • Tohelpplayersreason faster and better.
  • To bring fun into people’s homes and offices.
  • To provide a gaming platform that will act as a good form of relaxation.
  • To be able to create a real life feature.
  • Relate computer games in various spheres of life e.g. business, art, engineering, science etc.

1.5     SCOPE OF STUDY

The scope of the project will cover the development process of a computerized snooker game, software designed to be played by one to two persons.

1.6     SIGNIFICANCE OF THE STUDY

In a society like ours, there is a need to calm nerves, streamline focus, sharpening intelligence and decision making skills after our rigorous and demanding social life. This brought about the initiation of the development of the computer snooker game.Since we are in the 21st century known as the Jet-Age, it is also expected that we introduce a modern approach in all things which also includes our games.

The inaccuracy in the manual snooker game and the limitation in the number of people that can play the game are worked on in this study. This computer snooker game has a human to computer mode, human to human mode and computer to computer mode.In line with the objectives of this study, the computer snooker game helps in the sharpening of the players’ intelligence and improving their ability to think analytically. Its simplicity (i.e. no complicated rules or interface) makes it playable by young children. Unlike most computer games, there is no requirement for registration or login details, and it has a minimal memory and storage requirement.

It is easy to play, no understanding is needed. It improves targeting skills for children, encourages competitiveness among them, all-in-all it brings about fantastic family fun.

1.7     LIMITATIONS OF THE STUDY

As every study has its limitation, the limitations of this study are time constraints, insufficient skill, time factor and the limited access to materials and packages that will aid the complete implementation of the game at the time of this study.

1.8     DEFINITION OF TERMS

GAME: An activity with rules in which people or term compete against each other.

3D (Computer) Graphics: are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for the purposes of performing calculations and rendering 2D images.

Heuristic: is any approach to problem solving, learning, or discovery that employs a practical method not guaranteed to be optimal or perfect but sufficient for the immediate goals.

AI (Artificial Intelligence): is the intelligence exhibited by machines or software. It is the name of the academic field of study which studies how to create computers and computer software that are capable of intelligent behavior.

UI (User Interface): in the industrial design field of human machine interaction, is the space where interactions between humans and machines occur.

PLATO System: Programmed Logic for Automatic Teaching Operations was the first generalized computer assisted instruction system.

PDP-11: is a series of 16-bit minicomputers sold by Digital Equipment Corporation (DEC) from 1970 into the 1990s, one of a succession of product in the PDP series.

DirectX: is a collection of application programming interfaces (APIs) for handling tasks related to multimedia, especially game programming and video.

OpenGL: Open Graphics Library is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics.

Searching: using a computer to find an item with specified properties (E.g. specified text) among a collection of items using a search algorithm.

Algorithms: is a self contained step-by-step set of operations to be performed. Algorithms exist that perform calculation, data processing, and automated reasoning.

Graphic User Interface (GUI): is a type of interface that allows users to interact with electronic devices through graphical icons and visual indicators such as secondary notation, as opposed to text-based interfaces, typed command labels or text navigation.

 

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Full Project – Design and implementation of computerized snooker game