Inspiration came from Quoridor and Hex, but this can be played with a 13x13 go board (or larger)
Put a red colored go stone or marker over the very center intersection: this is considered off-limits and does not connect to the other intersections.
Players take turns placing stones on empty intersections, as in go. There are no captures, and the first player to connect from one side to the other (top and bottom of board, not left and right) wins. Stones are “connected” by the lines, not diagonally. Each placement doesn’t have to be in a sequence; you can put on an empty intersection anywhere at any time. However, you may not place a stone that eliminates the last possible path for your opponent. In other words, after someone wins: if there is no path of intersections the other player could connect as well, then it means the winner has violated the rule (and the game results are a draw if no one noticed when it happened). If you notice your opponent has immediately closed off the last available path for you, then you win if you call them on it as your immediate response.
submitted by I looked up the meaning of "meeple" today. I always thought it meant people who go to churches because of a hand game (that has a part that goes "here comes the meeple" or something whose name I can't remember). Turns out it means people-shaped pieces, though I've always heard this being referred to as pawns (e.g. the player tokens in Quoridor have been referred to as pawns in my experience even though looking the word up, it should only refer to the pawns of chess). Online sources claim the term "meeple" was coined by an Alison. So who's this Alison? Are they some influential figure (like an internet person with a lot of following or something) or just a random person whose term happened to get popular?
submitted by Hello everyone, I'm studying Computer Science and I just started the 2nd year (Out of 4) and I want to expand my knowledge besides university. I know C/C++/Java at mid level. A highlight of my projects was a Quoridor game with AI(minimax with alpha beta) .Nevertheless, I don't know how to move forward.I mean ok. I know OOP principles,some design patterns but thats it. I can't implement anything that can't run locally etc. Any suggestions on what to do to proceed?
submitted by I'm making a quoridor style game for class and each turn the computer has to have a 50/50 chance to move or place a wall. I intend to use a import random coin flip but the instructions say: "All code that you write must be contained in this file and there should be no external dependencies other than the ones provided for you"
I'm assuming this means I cant import random.I'm not quite sure why but the only other way I can think of doing this is just copy and pasting the random code into my code and calling it directly. Any ideas that wouldn't result in such sloppy code?
submitted by Hi everyone! I’ve been learning Haskell on and off for about a year. Read books and a lot of blog posts tutorials etc.
Recently I started my first actual pet-project in the language. It is the abstract strategy game Quoridor. There’s no AI yet, so it’s only possible to play a 2-4 game, either locally or over TCP. There’s only a command line interface for now.
Although I’ve read a lot of material, and tried to apply as much of it into practice as I could, as a first project I guess it’s really rough on the edges. I’d like to hear your opinions on it. So, if I may ask, please criticize away, suggesting whatever makes sense, as I really want to learn and dig as much as possible into this language. My goal is purely educational, (i.e. not to make the best game possible, but to learn good, correct, idiomatic, pragmatic Haskell as much as possible)
Quoridor's Github repository I realize this forum consists of probably busy (and amazing) people, so I put here the parts which I think are due for reconstruction/advice.
The Big 3 The main play functions, which there are 3: for a local game, for hosting a game and for joining a game.
Those functions are monolithic and long and scary, with stairs. I tried rewriting just the local play function to see if I can extract some parts out. I’m not sure the ending result was more readable so I didn’t change the other 2 functions in the same spirit yet. I present them to you as they are.
In Quoridor.Cmdline, the main local play function:
playLocal In Quoridor.Cmdline.Network, the main server host function:
playClient In Quoridor.Cmdline.Network, the main client play function:
playServer The local game function has commonalities with some of the hosting server function and some of the joining client function, and those parts are separate from each other. So I’m not really sure how to go about extracting common functionality for those three.
Simple un-monadic functions vs monadic functions While programming the game logic, I always felt this tension between making a simple un-monadic function, and making a function in the Game monad, which is simply the monad for managing the game (a ReaderT of the configuration, a StateT of the state and the rest, in my case IO). If the function changes the state, the choice is easier, but if it doesn’t and it just needs a lot of properties from the GameState, it’s ugly to make a function that takes , say, 5 parameters and then each time I need to call that function I need to fetch everything in the outer function from the GameState just to call it. The alternative is to make that simple function take a GameState, but if, my GameState were to contain 20 fields, I wouldn’t want to pass in the whole state just to use those 5. I prefer to limit what is accessible to that simple function to lessen the chance of it breaking in the future because I change something in my GameState. Are those considerations justified? Or is there a simple rule of thumb I’m missing here? Or perhaps even an idiomatic solution?
An example from my code: In Quoridor.hs, unmonadic form of getValidMoves:
getValidMoves This is one of many functions which made me contemplate whether it’s best to leave them out of the Game monad or not. In the end I decided to have both versions by having a “monadic wrapper” In Quoridor.hs, monadic wrapper of getValidMoves:
getValidMoves wrapper in Game monad Now, this and many other examples are not a matter of life or death, however, when you have to make this decision for many small helper functions, the accumulated effect is not insignificant. Even if it’s just a matter of 2 parameters each time, if it’s for over 20 functions, that adds up to a lot of boilerplate each time you call those functions, at least from the way I understand it.
A recommended structure for the project The current structure is:
src Quoridor Cmdline Messages.hs Network.hs Options.hs Parse.hs Render.hs Cmdline.hs Helpers.hs Quoridor.hs
tests Tests.hs
Quoridor-exec Main.hs (just calls Quoridor.Cmdline.cmdlineMain) The general rule I tried to apply is that if a module B is meant to be used exclusively by module A it will be A.B, and that rule can be applied recursively with A.B.C (if a module is used by a couple of modules it can be in the same folder as them).
The exception here is Quoridor.hs which if going by the rule should use everything and not be used by anything, but is actually the business logic of the game itself, and was the file I started with at the beginning. I didn’t change not because I was afraid of breaking things, quite the opposite. It’s just felt for some reason the most natural way. So I’m basically torn between more than one method of naming and structuring the modules here.
For example, the Quoridor.Cmdline needs parsing facilities, so you have Quoridor.Cmdline.Parse, and it needs rendering facilities so you have Quoridor.Cmdline.Render. But Quoridor.Cmdline itself is Quoridor.Cmdline not because it is used by module Quoridor but because it is a command line interface for the game Quoridor and nothing else. That’s a whole different rule to name modules by. Which isn’t contradicting but could cause ambiguity when trying to defer meaning from a module’s name.
Not a Where clause or a Let/In but Do-notation’s Let I’m not sure if this is a bad form or not but I haven’t seen in this in other people’s code that much. Take for example this function:
renderBetweenRow The go recursive function is an inner helper. I don’t want to pass it a board size each time which is a constant (it can be a lot more parameters in other cases), BUT I did wanted to use it in a guard (or in a pattern match), but I first have to extract the board size with the reader monad’s function reader (ask/reader, get/gets). I could’ve done it inside the go function, but then I couldn’t ask about that parameter in the function’s guard or in pattern matching. The solution was to use the do-notation’s let to define the function. I have other examples in my code where I defined several functions that way inside a single encompassing function. Is it bad form? Is there an easier-on-the-eyes solution to this?
I have more questions, but this is already asking for a lot so I'll stop here.
Any kind of input is greatly appreciated. Thanks in advance!
submitted by How to say quoridor in Italian? Pronunciation of quoridor with 1 audio pronunciation, 1 translation and more for quoridor. Quoridor is a strategy game where each player has a pawn. The goal of the game is for the players to move their pawn to the opposite side of the board. One characteristic of the game is that the players have walls at their disposal that they can place on the board to slow down their opponents. quoridor in a sentence - Use "quoridor" in a sentence 1. The distinguishing characteristic of Quoridor is its twenty walls. 2. On Day 36, Robert won the " Quoridor " Power of Veto competition, and chose not to use the Power of Veto on either Jack or Nathan. click for more sentences of quoridor... Quoridor is played on a game board of 81 square spaces (9x9). Each player is represented by a pawn which begins at the center space of one edge of the board (in a two-player game, the pawns begin opposite each other). The object is to be the first player to move his/her pawn to any space on the opposite side of the gameboard from which it begins. As mentioned the objective of Quoridor is to advance your pawn to the opposite end of the board. With each turn, a player is given two decisions: move their pawn or place a wall. The standard setup of the game is two players each with ten walls. In turn, players can choose whether to move their pawn by one space Up,Down,Right,Left (no diagonals); or place a wall anywhere on the board. Pawns have to maneuver around walls with of course the end goal being to get to the other side. Nézd meg A Quoridor absztrakt stratégiai táblás játék 2, esetleg 4 személy részére. A játékos célja, hogy bábuját elsőként juttassa el a túloldalra, ellenfelét pedig megakadályozza ugyanebben. A játék neve a több nyelvben is létező corridor szóból ered, amely jelentése 'folyosó'.. Szabályok. A tábla 9×9 egyforma mezőből áll . Corridor - Angol-magyar Szótá Quoridor Quoridor is a 2- or 4-player abstract strategy game designed by Mirko Marchesi and published by Gigamic Games. Quoridor received the Mensa Mind Game award in 1997 and the Game Of The Year in the USA, France, Canada and Belgium. ==Rules of the game== Quoridor is played on a game board of 81 square spaces (9x9). Apr 30, 2017 - Deluxe Quoridor - 16 inches by 16 inches in size place a wall to a position on the board but always let an escape route for the opponent: unlike Quoridor the walls are placed on the square rather than between them. the game is won when the pawn reaches the opposite side; I'm curious if you know the name of this game. edit: It was actually qoridor but the rules was wrongly explained you can close the question as incorrect. identify-this-game Mastering Quoridor by Lisa Glendenning THESIS Submitted in Partial Fulfillment of the Requirements for the Degree of Bachelor of Science Computer Science The University of New Mexico Albuquerque, New Mexico May, 2005. c 2005, Lisa Glendenning iii. Acknowledgments I would first like to acknowledge and thank Dr. Darko Stefanov ic, my research mentor, for his guidance and encouragement
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