MATHEMATICAL MODELLING FOR DICE FINDER GAME PROBLEM

Author

https://sites.google.com/site/drsanjayjaingca/ Government College, Ajmer Affiliated to M D S University, Ajmer India Department of Mathematical Sciences,Associate Professor

Abstract

Play is often episodic and mission-centric, with a series of challenges culminating in a final puzzle or enemy that must be overcome. Multiple missions played with the same characters may be related to each other in a plot arc of escalating challenges. The exact tone, structure, pace and end (if any) vary from game to game depending on the needs and preferences of the players, as in [9]. "THE CHANCE ELEMENT in thousands of indoor games is introduced by a variety of simple random-number generators. The most popular of such devices, ever since the time of ancient Egypt, have been cubical Dice. Cubical, Because of their symmetry, any of the five regular solids can be and have been used as gaming dice, but the cube has certain obvious advantages over the other four solids. It is the easiest to make, its six sides accommodate a set of numbers neither too large nor too small, and it rolls easily enough but not too easily", as in [1], [2]. In our proposed Dice Finder game problem, user can see the different dice number's on screen from 1 to 6. Using the property of Dice that “Opposite sides of a dice add up to seven”, user has to find that correct number of dice out all of that, for which one condition is true.
 

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