Design and Implementation of a Computerized Game
Ludo (latin word “ludus” -“I play”) is a board game for two to four players, in which the players race their four tokens from start to finish according to die rolls. Like other cross and circle games, Ludo is derived from the Indian game Pachisi , but simpler. The game and its variants are popular in many countries and under various names.
Pachisi originated in India by the 6th century. The earliest evidence of this game in India is the depiction of boards on the caves of Ajanta. This game was played by the Mughal emperors of India; a notable example is the great Mughal emperor Jalaluddin Muhammad Akbar, who used to play live Pachisi by using his harem girls.
In England, the game was published as early as 11th April 1862 (19th century). Pachisi was modified, using six-sided dice, and patented as Ludo, in 1896, patent number 14636.
Ludo is a game well known to most people, particularly those of advancing years. A simple game played by up to four players on a colourful board. But once the Royal Navy got hold of the game, it changed not only its name but also the way the game was played.
Briand (1999). A unified framework for coupling measurement in objectoriented systems”. Retrieved from http://web.mit.edu/sp.268/www/gamesearch.pdf on July 16, 2018.
Gaver et al. (2004). Cultural Probes and the Value of Uncertainty. Interactions. Retrieved from http://jrp.icaap.org/content/v1.1/johansson.html on July 16, 2018
Georgies (2012). Game AI Revisited. Retrieved from http://yannakakis.net/wp/content/uploads/2012/03/gameAI.pdf on July 15, 2018
Gomes, (n.d) Structure, Duality, and Randomization: Common Themes in AI and OR. Retrieved from http://www.cs.cornell.edu/gomes/aaai00.pdf on July 14, 2018
Gregor et al, (n.d). Theory of Fun for Game Designers. Retrieved from http://tampub.uta.fi/tup/951-44-5432-4.pdf on July 15, 2018
Parcheesi, (2012). A Theoretical Analysis of Cooperative Behavior in Multi-Agent Q-learning Ludo. Retrieved from http://en.wikipedia.org/wiki/Parcheesi on July 14, 2018
TD(λ) and Q-Learning Based Ludo Players (n.d) Retrieved from http://geneura.ugr.es/cig2012/papers/paper79.pdf on July 16, 2018
Veenus & Kuldeep, (2015). Artificial Intelligence: Game Techniques Ludo – A Case Study. Retrieved from http://www.krishisanskriti.org/acsit.html on July 15, 2018
Join Over 3,500 000+ Readers Online Now!
COPYRIGHT WARNING! Contents on this website may not be republished, reproduced, redistributed either in whole or in part without due permission or acknowledgement. All contents are protected by DMCA.
The content on this site is posted with good intentions. If you own this content & believe your copyright was violated or infringed, make sure you contact us at [[email protected]] to file a complaint and actions will be taken immediately.