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Description
Experience Level: Intermediate
Task comes with a Slotframe Zip including each part of the task:
This task consists of writing an object-oriented program that reproduces the behavior of a slot machine, specifically one that is usually called "slot machine". The type of slot machine that is relevant to the task, three wheel symbol and a single pay line.
Each wheel has ten symbols, and all three wheels is identical. The machine has no wheel stops, no jackpot mode but there is a (simulated) coin insertion, and each coin gives credit for 10 games. Any profit(win) is added to the credit.
Pay Table The machine should have a pay table in the long run, provide at least 80 and at most 99% profit. If we represent the symbols on the reels with numbers so you can for example be based on this table:(you'll get from me)
There are of course allowed to experiment with different kinds of profit tables, as long as the expected payout is within the limits above. The program will print the expected profit on System.out when it starts. It may therefore be helpful to have the pay table is implemented as a method that examines a particular symbol combination and returns how much the win. Since the machine has only 1000 different combinations so it's easy to go through all the combinations, sum profit and divide by ten. The table above gives 98.5% back to the players.
Machine behavior:
Player 'commands' are limited to two documents: put in money or to play by spinning the reels. When you insert a coin to get 10 credits. Each game deducts one credit, so there must be at least 1 credit in the machine for it to go to play. It should of course go to see how many credits you have left. If you win, you gain added to the credits.
To make the game more exciting and retain the player, the machine should use the following internal procedure for each game (this is pretty close to how it works in real life):
• Pull off a credit.
• The three wheels next combination randomly selected using a random number generator.
• The combination is compared against the paytable.
• If it is a losing combination to determine whether there is an almost winning combination, for example: 9, 4, 9. If so, then change the combination in 50-75% of cases to show a losing combination that looks more like almost winning, for example, 9, 8, 9. The idea is that the player should feel that it was close, best to play again.
• The wheels spun and stopped with the combination, as determined on the pay line. All wheels will spin at about 1000 ms, then stopped the first wheel. After another 300 ms second wheel stopped, and after a further 300 ms, the third wheel.
• If there was profit so this is signaled clearly visible.
• Earnings counting up the credit by about 50 ms between each credit.
This task consists of writing an object-oriented program that reproduces the behavior of a slot machine, specifically one that is usually called "slot machine". The type of slot machine that is relevant to the task, three wheel symbol and a single pay line.
Each wheel has ten symbols, and all three wheels is identical. The machine has no wheel stops, no jackpot mode but there is a (simulated) coin insertion, and each coin gives credit for 10 games. Any profit(win) is added to the credit.
Pay Table The machine should have a pay table in the long run, provide at least 80 and at most 99% profit. If we represent the symbols on the reels with numbers so you can for example be based on this table:(you'll get from me)
There are of course allowed to experiment with different kinds of profit tables, as long as the expected payout is within the limits above. The program will print the expected profit on System.out when it starts. It may therefore be helpful to have the pay table is implemented as a method that examines a particular symbol combination and returns how much the win. Since the machine has only 1000 different combinations so it's easy to go through all the combinations, sum profit and divide by ten. The table above gives 98.5% back to the players.
Machine behavior:
Player 'commands' are limited to two documents: put in money or to play by spinning the reels. When you insert a coin to get 10 credits. Each game deducts one credit, so there must be at least 1 credit in the machine for it to go to play. It should of course go to see how many credits you have left. If you win, you gain added to the credits.
To make the game more exciting and retain the player, the machine should use the following internal procedure for each game (this is pretty close to how it works in real life):
• Pull off a credit.
• The three wheels next combination randomly selected using a random number generator.
• The combination is compared against the paytable.
• If it is a losing combination to determine whether there is an almost winning combination, for example: 9, 4, 9. If so, then change the combination in 50-75% of cases to show a losing combination that looks more like almost winning, for example, 9, 8, 9. The idea is that the player should feel that it was close, best to play again.
• The wheels spun and stopped with the combination, as determined on the pay line. All wheels will spin at about 1000 ms, then stopped the first wheel. After another 300 ms second wheel stopped, and after a further 300 ms, the third wheel.
• If there was profit so this is signaled clearly visible.
• Earnings counting up the credit by about 50 ms between each credit.

Leo L.
100% (3)Projects Completed
5
Freelancers worked with
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Last project
7 Sep 2016
Italy
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