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Game, set, match : a mathematical perspective of the creation of a tennis board game : an honors thesis (HONRS 499)

机译:游戏,设置,匹配:创建网球棋盘游戏的数学视角:荣誉论文(HONRs 499)

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摘要

Game, Set, Match is my created version of a tennis game wherein 2 opposing players simulate a tennis match. My game is based on the baseball version of the Strat-O-Matic game. These games are predicated on the mathematical principles of probability and statistics to provide an accurate, realistic, and entertaining simulation of a tennis match. The first section of my project explains why I chose to develop my game. I begin by briefly explaining my love for tennis and mathematics, the foundation and motivation for designing "Game, Set, Match". I wanted to illustrate that mathematical principles are useful in developing games. I list my interest in tennis as another reason to develop this game, along with the lack of tennis games not associated with computer games or video games. I explain the importance of designing a game for players to compile player statistics, and finish my first section by explaining the reasoning of giving my game a unique touch with the "wild card" feature.My second section focuses on the game and player design. Basically, I go through a stepby-step process of how I designed my player cards and the mathematics involved. I include how the scoring rules of my game are similar or different from the professional scoring rules of tennis. I also include instructions, game symbols, and the equipment needed to play my game. The third section provides an example of a set simulation, along with player comments and feedback. My last section provides a summary of what I learned during the whole process, and what I could do to improve the game or develop it further.
机译:游戏,设定,比赛是我创建的网球比赛的版本,其中2个对立的球员模拟网球比赛。我的游戏基于Strat-O-Matic游戏的棒球版。这些游戏基于概率和统计的数学原理,以提供准确,逼真的和有趣的网球比赛模拟。项目的第一部分说明了为什么我选择开发自己的游戏。首先,简要说明我对网球和数学的热爱,以及设计“比赛,比赛,比赛”的基础和动机。我想说明一下数学原理对开发游戏很有用。我将对网球的兴趣列为开发该游戏的另一个原因,同时也缺乏与计算机游戏或视频游戏无关的网球游戏。我解释了为玩家设计游戏以编辑玩家统计数据的重要性,并在第一部分中解释了通过“通配符”功能赋予游戏独特感的原因。第二部分着重于游戏和玩家设计。基本上,我将逐步设计我的玩家卡和所涉及的数学。我介绍了我的比赛得分规则与网球专业得分规则是相似还是不同。我还包括说明,游戏符号和玩游戏所需的设备。第三部分提供了场景模拟的示例,以及玩家的评论和反馈。我的最后一部分总结了我在整个过程中学到的知识,以及我可以做些什么来改进游戏或进一步开发它。

著录项

  • 作者

    Blievernicht Peter M.;

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  • 年度 2002
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