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Games::AlphaBeta::Reversi 0.4.6

Games::AlphaBeta::Reversi 0.4.6


Games::AlphaBeta::Reversi is a Reversi position class for use with Games::AlphaBeta. more>>
Games::AlphaBeta::Reversi is a Reversi position class for use with Games::AlphaBeta.

SYNOPSIS

package My::Reversi;
use base qw(Games::AlphaBeta::Reversi);

# implement drawing routine
sub draw { ... }

package main;
use My::Reversi;
use Games::AlphaBeta;

my ($p, $g);
$p = My::Reversi->new;
$g = Games::AlphaBeta->new($p);

while ($p = $g->abmove) {
$p->draw;
}

This module implements a position-object suitable for use with Games::AlphaBeta. It inherits from the Games::AlphaBeta::Position base class, so be sure to read its documentation. The methods implemented there will not be described here.

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Added: 2007-01-04 License: Perl Artistic License Price:
1023 downloads
Games::AlphaBeta::Position 0.4.6

Games::AlphaBeta::Position 0.4.6


Games::AlphaBeta::Position is a base Position class for use with Games::AlphaBeta. more>>
Games::AlphaBeta::Position is a base Position class for use with Games::AlphaBeta.

SYNOPSIS

package My::GamePos;
use base qw(Games::AlphaBeta::Position);

sub apply { ... }
sub endpos { ... } # optional
sub evaluate { ... }
sub findmoves { ... }

package main;
my $pos = My::GamePos->new;
my $game = Games::AlphaBeta->new($pos);

Games::AlphaBeta::Position is a base class for position-classes that can be used with Games::AlphaBeta. It inherits most of its methods from Games::Sequential::Position; make sure you read its documentation.

This class is provided for convenience. You dont need this class in order to use Games::AlphaBeta. It is, however, also possible to make use of this class on its own.

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Added: 2007-01-03 License: Perl Artistic License Price:
1026 downloads
AlphaBeta 0.1

AlphaBeta 0.1


AlphaBeta is a framework that implements MiniMax search with Alpha-Beta pruning. more>>
AlphaBeta is a framework that implements MiniMax search with Alpha-Beta pruning and is designed to make it simple to create two-player zero-sum perfect information games in Objective-C.

Both fixed-depth and iterative search is supported.

I created this project using Xcode, and the project checkout also includes the Reversi and TicTacToe frameworks. These are used in AlphaBetas test suite. The Reversi framework is additionally used by Desdemona, a Reversi game using AlphaBeta for its AI.
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Added: 2006-03-13 License: GPL (GNU General Public License) Price:
1324 downloads
Games::Alak 0.18

Games::Alak 0.18


Games::Alak is a simple game-tree implementation of a gomoku-like game. more>>
Games::Alak is a simple game-tree implementation of a gomoku-like game.

SYNOPSIS

% perl -MGames::Alak -e Games::Alak::play
...Or just run Alak.pm as if it were a program...
...Program responds with output, and a prompt:

Lookahead set to 3. I am X, you are O.
Enter h for help
X moves from 1 to 5, yielding .xxxx..oooo
alak>
...and now you enter the commands to play.

This module implements a simple game-tree system for the computer to play against the user in a game of Alak. You can just play the game for fun; or you can use this module as a starting point for understanding game trees (and implementing smarter strategy -- the modules current logic is fairly simple-minded), particularly after reading my Perl Journal #18 article on trees, which discusses this modules implementation of game trees as an example of general tree-shaped data structures.

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Added: 2007-01-02 License: Perl Artistic License Price:
1027 downloads
Games::Checkers 0.1.0

Games::Checkers 0.1.0


Games::Checkers is a Perl module that allows you to play the Checkers games. more>>


SYNOPSIS

# automatical computer-vus-computer play script
use Games::Checkers::Constants;
use Games::Checkers::Board;
use Games::Checkers::BoardTree;

my $board = new Games::Checkers::Board;
my $color = White;
my $numMoves = 0;
print $board->dump;

while ($board->canColorMove($color)) {
sleep(2);
# allow 100 moves for each player
die "Automatical drawn" if $numMoves++ == 200;
my $boardTree = new Games::Checkers::BoardTree
($board, $color, 2); # think 2 steps ahead
my $move = $boardTree->chooseBestMove; # or: chooseRandomMove

$board->transform($move);
print $move->dump, "n", $board->dump;
$color = ($color == White)? Black: White;
}

print "n", ($color == White? "Black": "White"), " won.n";
ABSTRACT ^
Games::Checkers is a set of Perl classes implementing the Checkers game play. Several national rule variants are supported. A basic AI heuristics is implemented using the Minimax algorithm. Replay of previously recorded games is supported too.
DESCRIPTION ^
This package is intended to provide complete infrastructure for interactive and automatic playing and manipulating of Checkers games. Some features are not implemented yet.
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Added: 2007-01-03 License: Perl Artistic License Price:
1032 downloads
Games::Mastermind 0.03

Games::Mastermind 0.03


Games::Mastermind is a simple framework for MasterMind games. more>>
Games::Mastermind is a simple framework for MasterMind games.

SYNOPSIS

use Games::Mastermind;

# the classic game
$mm = Games::Mastermind->new;

# make a guess
$marks = $game->play(qw( Y C W R ));

# results
print "You win!n" if $marks->[0] == $mm->holes();

# the game history is available at all times
$history = $mm->history();
$last_turn = $mm->history()->[-1];

# reset the game
$mm->reset();

Games::Mastermind is a very simple framework for running Mastermind games.

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Added: 2007-01-04 License: Perl Artistic License Price:
1024 downloads
Games::Battleship 0.05

Games::Battleship 0.05


Games::Battleship - You sunk my battleship! more>>
Games::Battleship - "You sunk my battleship!"

SYNOPSIS

use Games::Battleship;

$g = Games::Battleship->new(qw( Gene Aeryk ));
$g->add_player(Stephanie);
$winner = $g->play();
print $winner->name(), " wins!n";

@player_objects = @{ $g->players };

$player_obj = $g->player(Professor Snape);

A Games::Battleship object represents a battleship game between players. Each has a fleet of vessles and operates with a pair of playing grids One is for their own fleet and one for where the enemy has been seen.

Everything is an object with default but mutable attributes. This way games can have two or more players each with a single fleet of custom vessles. These vessles are pretty simple and standard right now...

A game can be played with the handy play() method or for finer control, use individual methods of the Games::Battleship::* modules. See the distribution test script for working code examples.

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Added: 2006-12-27 License: Perl Artistic License Price:
1035 downloads
Invasores 0.9 Beta 3

Invasores 0.9 Beta 3


Invasores was first designed as a proof of concept of which language would be faster to develop games. more>>
Invasores project was first designed as a proof of concept of which language would be faster to develop games.

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Added: 2007-04-15 License: GPL (GNU General Public License) Price:
922 downloads
Games::Roshambo 1.01

Games::Roshambo 1.01


Games::Roshambo is a brilliant module which manages a game of Rock/Paper/Scissors, aka Roshambo more>>

Games:Roshambo 1.01 is a brilliant module which manages a game of Rock/Paper/Scissors, aka Roshambo

Major Features:

  1. You can specify an optional hashref containing configuration items.
  2. Valid configuration items are: numthrows
  3. The number of separate valid throws for a game, for example, in Rock, Paper, Scissors, there are 3 throws, while in a spirited game of RPS-101, there are 101 valid throws. If not specified, this defaults to 3.
  4. sortable
  5. OPTIONAL: Behold the madness of Chris Prather. Passing a TRUE value to new for this item will cause the judge method to return values of -1 if Player 1 wins, 0 for a tie and 1 for Player 2, instead of the 0, 1 and 2 it does normally.
  6. The entirely dubious benefit of this is that the function can be used in conjunction with sort. It's his fault. He asked for it. Any questions as to the relative usefulness of this should be directed at him. The management disavows all knowledge.
  7. This method will judge a game of RPS, returning a 1 for Player 1 winning, a 2 for Player 2, and a 0 for a tie.
  8. It takes up to two arguments, indicating the throws for Player 1 and Player 2, as text representations.
  9. If one or both arguments are omitted, the method will internally call $self->gen_throw to randomly generate one.
  10. getaction
  11. When called with two throws, this will return the text of the action for this combination. For example, if called as $rps-getaction("rock", "paper")> the returned value will be "covers".
  12. This module contains actions for three throw (Rock, Paper, Scissors) and 101 throw games, in any other number of throws, this method will return undef.

Requirements: Perl

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Added: 2009-05-14 License: Perl Artistic License Price: FREE
1 downloads
Games::Euchre::Trick 1.02

Games::Euchre::Trick 1.02


Games::Euchre::Trick is a trick class for Euchre card game. more>>
Games::Euchre::Trick is a trick class for Euchre card game.

Only one Trick instance is alive at one time per Euchre game. The Trick keeps track of which cards have been played, and provides useful functions to determine which cards are legal plays, as well as who is the winner of the trick.

The trick class makes the determination of which card beats which card, given the current trump and lead. The trick class knows how to handle an alone hand and it calls the playCard() method for each player in turn in its play() method, usually called from the Games::Euchre->playHand() method.

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Added: 2007-01-02 License: Perl Artistic License Price:
1026 downloads
Games::Mastermind::Solver 0.02

Games::Mastermind::Solver 0.02


Games::Mastermind::Solver is a Master Mind puzzle solver. more>>
Games::Mastermind::Solver is a Master Mind puzzle solver.

SYNOPSIS

# a trivial Mastermind solver

use Games::Mastermind;
use Games::Mastermind::Solver::BruteForce;

my $player = Games::Mastermind::Solver::BruteForce
->new( Games::Mastermind->new );
my $try;

print join( , @{$player->game->code} ), "nn";

until( $player->won || ++$try > 10 ) {
my( $win, $guess, $result ) = $player->move;

print join( , @$guess ),
,
B x $result->[0], W x $result->[1],
"n";
}

Games::Mastermind::Solver is a base class for Master Mind solvers.

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Added: 2007-01-03 License: Perl Artistic License Price:
1040 downloads
Xreversi 2.0

Xreversi 2.0


Xreversi project is a networked Reversi/Othello program. more>>
Xreversi project is a networked Reversi/Othello program.

Xreversi is a complete implementation of the well-known Reversi (or Othello) board game.

It lets users play against the computer with 10 levels of AI, or against each other through a network.

Xreversi currently supports English and French languages.

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Added: 2006-12-04 License: GPL (GNU General Public License) Price:
1054 downloads
Games::Cards 1.45

Games::Cards 1.45


Games::Cards is a Perl module for writing and playing card games. more>>
Games::Cards is a Perl module for writing and playing card games.

SYNOPSIS

use Games::Cards;
my $Rummy = new Games::Cards::Game;

# Create the correct deck for a game of Rummy.
my $Deck = new Games::Cards::Deck ($Rummy, "Deck");

# shuffle the deck and create the discard pile
$Deck->shuffle;
my $Discard = new Games::Cards::Queue "Discard Pile";

# Deal out the hands
foreach my $i (1 .. 3) {
my $hand = new Games::Cards::Hand "Player $i" ;
$Deck->give_cards($hand, 7);
$hand->sort_by_value;
push @Hands, $hand;
}

# print hands (e.g. "Player 1: AS 2C 3C 3H 10D QS KH")
foreach (@Hands) { print ($_->print("short"), "n") }

$Hands[1]->give_a_card ($Discard, "8D"); # discard 8 of diamonds

This module creates objects and methods to allow easier programming of card games in Perl. It allows you to do things like create decks of cards, have piles of cards, hands, and other sets of cards, turn cards face-up or face-down, and move cards from one set to another. Which is pretty much all you need for most card games.

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Added: 2007-01-03 License: Perl Artistic License Price:
1034 downloads
Games::Lineofsight 1.0

Games::Lineofsight 1.0


Games::Lineofsight is a Perl module. more>>
Games::Lineofsight is a Perl module.

Many games (Ultima, Nethack) use two-dimensional maps that consists of the squares of the same size in a grid. Line-of-sight means that some of the squares may represent the items that block the vision of the player from seeing squares behind them. With this module you can add that behaviour to your games.

SYNOPSIS

use Games::Lineofsight qw(lineofsight);

# The map has to be a two-dimensional array. Each member (or "cell") of the array represents one
# square in the map. In this example each cell contains only one character but you can put strings
# to the cells also - practical with the graphical games.

my @map=(
[split //,"..:..::........."], # this is the map
[split //,".......:..X....:"], # . and : represents the ground
[split //,"...X.....:...:.."], # X is the barrier for the sight
[split //,".:...:....:....."],
[split //,"..X....:..X....."],
[split //,"..X..:........:."],
);

my($width)=scalar(@{@map[0]}); # the width of the map
my($height)=scalar(@map); # the height of the map
my($barrier_str)="X"; # string that represents the barrier
my($hidden_str)="*"; # string that represents a cell behind a barrier
my($man_str)="@"; # string that represents the viewer
my($man_x,$man_y)=(7,3); # view point coordinates - the player is here

# recreate the map with line-of-sight

@map=lineofsight(@map,$man_x,$man_y,$barrier_str,$hidden_str);

# draw the map

for(my $i=0;$i < $height;$i++){
for(my $j=0;$j < $width;$j++){
print $man_x == $j && $man_y == $i ? $man_str : $map[$i][$j];
}
print "n";
}
or
# The lineofsight() calls get_barriers() and analyze_map() each time its called. If the viewer
# moves around the map a lot, its much faster to read in the barriers once and call only
# analyze_map() each time before drawing it.

use Games::Lineofsight qw(get_barriers analyze_map);

# The map has to be a two-dimensional array. Each member (or "cell") of the array represents one
# square in the map. In this example each cell contains only one character but you can put strings
# to the cells also - practical with the graphical games.

my @map=(
[split //,"..:..::........."], # this is the map
[split //,".......:..X....:"], # . and : represents the ground
[split //,"...X.....:...:.."], # X is the barrier for the sight
[split //,".:...:....:....."],
[split //,"..X....:..X....."],
[split //,"..X..:........:."],
);

my($width)=scalar(@{@map[0]}); # the width of the map
my($height)=scalar(@map); # the height of the map
my($barrier_str)="X"; # string that represents the barrier
my($hidden_str)="*"; # string that represents a cell behind a barrier
my($man_str)="@"; # string that represents the viewer
my($man_x,$man_y)=(7,3); # view point coordinates - the player is here

# get_barriers() returns a hash with the information about barriers in the map. In this example we
# declare the "X"-character as a barrier. As well you can declare it to be a string in the graphical
# games; for example "barrier.jpg".

my %barrier=get_barriers($width,$height,@map,$barrier_str);

# analyze_map() returns an array containing the original map looked from the view point. The cells
# behind the barriers are replaced with given strings. The barriers should be told to the subroutine
# calling first get_barriers()-subroutine as we already did.

my @map2=analyze_map($width,$height,@map,%barrier,$man_x,$man_y,$hidden_str);

#draw the map with the lineofsight

print "nOriginal map:n";

draw($width,$height,$man_x,$man_y,@map2,$man_str);

# move the viewer two squares right

$man_x+=2;

# refresh the map

my @map2=analyze_map($width,$height,@map,%barrier,$man_x,$man_y,$hidden_str);

#draw the map again

print "nViewer has moved:n";

draw($width,$height,$man_x,$man_y,@map2,$man_str);

sub draw{
my($width,$height,$man_x,$man_y,$map,$man_str)=@_;
for(my $i=0;$i < $height;$i++){
for(my $j=0;$j < $width;$j++){
print $man_x == $j && $man_y == $i ? $man_str : $$map[$i][$j];
}
print "n";
}

}

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Added: 2007-01-03 License: Perl Artistic License Price:
1029 downloads
Games::GoogleWhack 1.4

Games::GoogleWhack 1.4


Games::GoogleWhack is a Perl module that finds, verifies, and/or submits GoogleWhacks. more>>
Games::GoogleWhack is a Perl module that finds, verifies, and/or submits GoogleWhacks.

SYNOPSIS

use Games::GoogleWhack;

my $googlewhack = Games::GoogleWhack->new();
my $is_googlewhack = $googlewhack->is_googlewhack(foo, bar);

die $googlewhack->errstr if $googlewhack->errstr;

print "Youve found a GoogleWhack! Congrats! :-)n" if $is_googlewhack;

NOTE: THIS MODULE MAKES EXTERNAL CONNECTIONS TO GOOGLE.COM, DICTIONARY.COM, and/or GOOGLEWHACK.COM. IT IS THE USERS RESPONSIBILITY TO ENSURE THAT THEY ARE IN COMPLIANCE WITH ANY RESPECTIVE TERMS OF USE CLAUSES FOR SITE USAGE. THE AUTHOR ASSUMES NO LIABILITY FOR THE USE OR MISUSE OF THIS MODULE.

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Added: 2006-11-28 License: Perl Artistic License Price:
1067 downloads
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