Computer Based Scrabble Game

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Chapter One

INTRODUCTION
1.1 Background of the Project
Scrabble is an old classic board game, with game rules that are not very
complicated. Compared to other classic board games, such as Chess,
there are more factors to take into consideration when making a move in
Scrabble. Apart from anagramming and generating words, there are other
crucial decisions to make. A player would probably find several legal
moves in one round, and then would have to decide which one to place.
Choosing the move that generates the highest score is not always the ideal
way to go. It could be that making such a move would create a situation
in the next round where nothing could be done, or let the opponent score
highly.
Making the choice of which move to use include many factors, and there
are several different techniques and strategies one can follow to make the
decision easier. Hitting the bonus squares can generate an extremely high
score, hence one strategy is to try to always hit the bonus squares and
prevent the opponent from doing the same. Another way of being
successful is to prioritize using letters with high score, since they would
not only generate a high total score to the player, but could also create
difficult situations in the future if not used as soon as possible.
Scrabble game is a simple game played by four, three, two even one
person. Scrabble game is also played with tiles and encountered on a
special and well-designed board. The game can be played with a board
disserted with a cross-like path. In between any of the two arms of the
cross path is a center square calved out as a square box, which has a
symbol of star.
At the down side of this board, there is a device called a Rack where the
tiles are been placed before they are picked. This rack can be any colour
depending on the developer or the user, titles and the rack can have the
same colour. This rack is occupied by seven tiles at a starting and can be
change or shuffle when the need arises. Each player has a starting point
(middle) where he/she will place the tiles when picked. This spot is of
different colour as the box (others) and is called the starting point. Other
features of the board include smaller square boxes that make up the steps
on the path which each tile steps on as it enters the path to produce a
word. There are double and tripple word squares on the board. In the
double word lines or square if two tiles that will generate a meaning are
placed there, the player will score a high mark likewise the tripple word
square. There are tiles, which are used to call for placement, which
determine how the score is been ranked on the score device. Some makes
use of the standard set number, while some make use of only seven (7)
depending on the players.
When the game is being played, the objective of each player is to
navigate his tile on the path to achieve a meaningful word. And any
player whose tiles finished first wins the games or any player that scores
the highest point wins the game i.e. top score or best player. But in other
hand, the player whose tiles remain after number-of- players have finish,
come last and become the worst looser. Each player must abide by the
rules and regulation of the game that will be specified in subsequent
chapters.

1.2 Statement of the Problem
Because scrabble game is played manually, young people do not have
much interest in it. But making it computer based will make young
people to enjoy it.

1.3 Objective of the Project
The objective of this study is stated as following:
To make scrabble game join the most other games in computer “world”
To handle cheating in scrabble game and to standardize the game.
To simulate scrabble game using computer.

1.4 Project justification
This project is justified because making scrabble computer based
enhances learning.

1.5 Scope of the Project
The scope of this project is to design a computer based scrabble game.

1.6 Project Report Organization
This project is organized into six chapters. Chapter one is the
Introduction, chapter two is the Literature Review, chapter three is the
Methodology and System Analysis, chapter four is the System Design,
chapter five is the System Implementation and Testing and chapter six is
the Summary, Conclusion and Recommendation.
1.7 Definition of terms
Anchor square: Vacant board square adjacent to a placed tile.
Bag: Tiles that have not been drawn by players.
BOR: Balance on rack player.
BS: Bonus square player.
Cross check set: Set of possible letters on an anchor square with regard
to adjacent word going vertical from named square.
DAWG: Directed acyclic word graph.
HSW: High score word player.
Vowel ratio: Ratio describing how many of the total number of tiles are
vowels.
Game: game is any activity which is executed only for pleasure and
without conscious purpose
Programming: The act of instructing a computer to do your bidding
Center star Square: This is a start square n the board that doubles the
word.
Database: Organized store computerized data.
Entertainments: This is a condition that is considered favourable
Exchange: The act of taken and replacing.
Hints: Piece of practical formation.
Human: This is a type of game choose in scrabble
I spy: This is a game played by order children.
Kits: Instruments used in playing scrabble game.
Play Now Button: A command button that make the game to start.
Premium Square: This is a start up square, which double the words.
Quit Button: A button used to terminate the operation of the game.
Rack: A device that holds the tiles in a scrabble game.
Score: To win or obtain a point in a competitive activity.
Scrabble Game: A game played on a board covered in square in which
player wins point by combining letter.
Scrabble Dictionary: A device in the scrabble game where words are
listed
Shuffle: Often to give an appearance of activity when nothing useful
is being done.
Solitaire: One persons game e.g. word game.
Submit: This makes the letter to be permanent on the board and also
score the player.
Tiles: A piece of plastic used in playing game.
Triple word score: This triples the number of word on it.
Triple letter score: This triples the number of letter placed on it.

Chapter Two

2.0 LITERATURE REVIEW
2.1 Introduction

The chapter presents a review of related literature that supports the current research on the Computer Based Scrabble Game, systematically identifying documents with relevant analyzed information to help the researcher understand existing knowledge, identify gaps, and outline research strategies, procedures, instruments, and their outcomes

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