The game usually begins with four seeds in each pit. More can cause the game to drag on too long. When the seeds are sown, the capture pit is not included. Figure 1 shows the board before the Lower Player plays his Pit 3. Figure 2 shows the board after that move. Pit 3 had 8 seeds, and they were placed in Pits 2 and 1 of the Lower Player, and all of the pits of the Upper Player.
The capture pit was not included in the sowing. If there are enough seeds in a pit to go all the way around the board, then no seed is dropped in the original pit that is being played. In other words, the pit being played always remains empty after a move. More By This Developer. Black Jack - Vegas Style. Alphabet Animals. Addition Facts. Fractions: The Whole Story.
Scorepad Deluxe. You Might Also Like. Nine Mens Morris. Chinese Chess - Xiangqi Pro. Chinese Chess AI - Game board. Finally, we need to check to see if the game has ended. Recall that the end game condition is either row of small bins being empty.
The check for that looks like this:. In this section, we will outline how to make a computer opponent for the game. Our opponent will not do much thinking -- it will just make the play that earns the most points, given the current state of the board. The simplest way to do that is to loop through the top row of small bins from index 7 through 12 , simulate a turn taken at each bin, and keep the best resulting board. The trick to this is using the same starting board configuration each time through the loop.
This requires that we have a way to save the board, simulate a move, then restore the board:. Notice that we have to handle the case where the computer earns a bonus turn. This is tricky, because when this happens, we need to try all possible moves based on the new board configuration, then return to the original configuration and try the remaining possibilities.
For example, suppose that we're trying all possible moves, and on move 3, the computer gets an extra turn. We then need to check all possible moves based on the board state after making move 3. Once we have tested those, we need to return back to the original configuration and try moves 4, 5, and In this diagram, all the moves in green represent moves simulated starting from the board's current configuration.
The moves in black would be simulated using the state of the board after making move 3. This looks complicated. How are we going to use the new board configuration when simulating a bonus turn? How will we return to the old board configuration afterwards?
Fortunately, there's a clever way to do all this, but first we have to learn about variable scope. In everyday English, scope means, "extent or range," and broadly refers to the breadth of a region. It's much the same in computer jargon: "scope" refers to the region of a program over which a variable is accessible. Short answer: usually, no. We have been writing our programs in a very sloppy way, so far, putting all our variables in the "global scope", which is accessible everywhere, but this isn't great practice.
It's good for us because it makes life easier, allowing us to focus on the fundamentals of programming, but soon, we'll develop better habits. In a Javascript program, a variable is visible to anything within the same set of curly braces. In this case, valueOut is visible everywhere, because everything is contained within that outer set of curly braces.
The variable valueIn is visible only within the function myFunc , whose scope is defined by the curly braces wrapping its code. This means that myOtherFunc will throw an error because it's trying to access valueIn, which is defined outside its braces. Yes -- but myOtherFunc is contained within the same braces that contain valueOut, so valueOut is still visible to myOtherFunc -- they are both defined within the scopt of the outer braces.
In contrast, valueIn is defined only within the scope of myFunc , and myOtherFunc is defined outside of myFunc 's scope. The curly braces of the 'for' loop create a new local scope in which we define inVar. Therefore, inVar is available to any code inside those braces. Notice that the last console. There is one final note to add to this entire discussion: you can think of all the code you write as being surrounded by a single set of invisible braces.
This is known as the global scope , and variables defined in that scopre are visible everywhere in your program. So far, we have been defining everything in the global scope.
As we mentioned above, that makes it easy to focus on learning programming fundamentals, but it's generally not a good idea, especially for larger programs.
By itself, not so much, but in conjunction with the concept of the execution stack , it's going to solve our problem. Without getting too technical, it's the program that runs our program. It performs two important functions: 1 it makes sure our code runs in the correct order, and 2 it reserves memory our program needs to run, as it is running.
More specifically, every time the stack executes one of our game functions, it reserves memory required by the variables in that function's scope. This is true even if it's executing a function inside of another function. Think through how this might work when we call it. First, the exectuion stack creates a new scope, and within that scope, it creates the variable value , which contains 1. If the last bean is sown in an empty box, he gains all of the beans in the box directly opposite the one he ended in, and all of those beans are moved into his Home.
The opponent, either the second player or the computer, moves in a similar manner, and turns are taken, with beans accumulating in each Home box. When one side runs out of beans, whoever has the most in his Home wins. To play, click the button next to the box that you want to start from.
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