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Project 3: Life`s game

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1. 600 106 Pre programming Algorithmic Thinking Intersession 2009 Project 3 Life s game Introduction Life is a computational puzzle that simulates the up s and down s of a particular population through the time The puzzle s entities live in a two dimensional world namely a checker s board of any size Following a precise set of rules the entities appear disappear or remain in the world from one generation turn to the next The aim of this puzzle is that given an initial arrangement of entities and a fixed number of generations i e several pawns distributed over the board changing status each turn displays the configuration of the world in each generation Life s rule is in fact a very simplified model of a population the discrete simulation represents its life since the Big Bang to the Big Crunch and the visualization of the population status produces an interesting sequence of patterns that is some ceramics for your swimming pool s floor Description Design and test a paper based simulator for the Game of Life Goal Practice strategy and algorithm design handtracing and simple prediction of a well defined problem Objectives 1 Solve atypical programming exercise but aiming for a paper and pencil execution 2 Perform a documented search to find the information required to solve the problem 3 Elaborate the documentation for the solution given to a particular problem
2. That is a formal document containing the problem specification the analysis of resources inputs and outputs the design to transform inputs into outputs given only the resources and the data set used for testing i e board configurations initial state and changes for several time units 4 Recognize enlist low level problems component mechanics details that somehow have to be addressed to implement the solution 5 Determine the usefulness of the Basic Strategy for Algorithmic Problem Solving with respect to this project 6 Find algorithmic thinking concepts within a concrete situation see the Checklist for AT fluency Instructions By carefully following the last two stages of the General Strategy for Algorithmic Problem Solving http www cs jhu edu jorgev cs106 ProblemSolving html and the experience you may have had with the first ones make a document with qualitative and comprehensive explanation of the problem concepts involved tools required resources data and results along with an user s manual a clear and simple description written for an unknown third party who will used to play the game with paper and pencil Use the questionnaires to guide your thoughts and the flowchart to guide your search Keep a log of your work for every stage jot down comments and answers to the questions that best lead your work Also record the time date you start each stage Hints 1 2 3 4 You do not have
3. lator of Life can perform 13 Think of the population state visualization component and explain why it can be regarded as black box and how its internals could work
4. to elaborate a computer program as result of this project but you can use the computer at any stage as a tool to make your work easier Life s rules and examples are hosted in several sites of the WWW You may think that your solution will be played on a checkers board If of any help remember Excel Answer the following questions 1 What algorithmic principles were applied while planning the Life s Game What non computational concepts theory were needed to perform this activity In what way this problem was abstract In what way your solution is abstract or concrete 4 What assumptions did you have to make to work out the problem 5 How many components modules did you find in your model 6 Describe the mechanics used by your model to keep track of the population status from one generation to the next 7 What happens if the simulator does not remember the population status in the generation before to the current one 8 What happens if the simulator does not remember the population status in three generation before to the current one 9 Indicate why your plan for the simulator is just a model 10 If possible describe the architecture of your model by drawing a hierarchical scheme of its components use a rectangle for each part 11 What are the basic actions primitives the entities living in the Life s world can perform 12 What do you think are the basic actions primitives the simu

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