Implementing the game of Chomp in Java where the computer wins if it makes the first move involves creating a program that allows the computer to play optimally to force the opponent (in this case, the human player) into a losing position. You can implement this using a recursive approach or dynamic programming to find the winning strategy.
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Implementing the game of Chomp in Java where the computer wins if it makes the first move involves creating a program that allows the computer to play optimally to force the opponent (in this case, the human player) into a losing position. You can implement this using a recursive approach or dynamic
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- Write a program that draws a square fractal. Fractals are images that keep repeating their own image in ever-smaller versions. There exists numerous fractals and some fractals rely on computation of advanced mathematics. All fractals have a recursive quality and provide an ideal platform for practicing recursive concepts. You will note that from the four corners of the center rectangle, smaller rectangles are drawn and each rectangle in turn continues to draw three smaller rectangles until the rectangle is the size of one pixel. A CODE TEMPLATE & PICTURE OF OUTPUT IS ALREADY PROVIDED IN THE ATTACHED PICTURES Method drawSquare1 gets the ball rolling and draws a solid rectangle in the center of the screen. The initial rectangle needs to be 1/4 the size of the monitor. This explains why it is important to know the screen resolution and why this information is passed by parameter. Method drawSquare1 needs to make four method calls to draw each one of the four rectangles attached to…Write a program that draws a square fractal. Fractals are images that keep repeating their own image in ever-smaller versions. There exists numerous fractals and some fractals rely on computation of advanced mathematics. All fractals have a recursive quality and provide an ideal platform for practicing recursive concepts. You will note that from the four corners of the center rectangle, smaller rectangles are drawn and each rectangle in turn continues to draw three smaller rectangles until the rectangle is the size of one pixel.Write a code in Java Programming Your task is to simulate a coffee shop using the observer pattern (do not use the deprecate one). The coffee shop serves two types of coffee: espresso and cappuccino. The shop has two baristas, EspressoBarista and CappuccinoBarista. EspressoBarista generates random espresso orders between 1 and 3 every 2 seconds, while CappuccinoBarista generates random cappuccino orders between 1 and 3 every 3 seconds. The UML design diagram is shown below. Property ChangeListenerfac Observablenerfacto Coffeeshop HashMap Sting, integer> ingredients ExpresssCartate The CoffeeShop class holds the current stock of ingredients and the CoffeeShop constructor initializes the count for each ingredient. The required ingredients for each type of coffee are as follows: • Espresso: 1 shot of espresso, 1 ounce of milk Cappuccino: 1 shot of espresso, 2 ounces of milk, 1 ounce of foam If an order cannot be fulfilled because there are not enough ingredients, a warning message…
- Write a Java program (Hangman.java) to play the classic word game Hangman. In the game, a word is randomly selected from an array of possible words. Then, the user is prompted to guess letters in the word one at a time. When the user makes a correct guess, all instances of that letter in the word are shown. When all letters in the word have been guessed, the game ends and the score (number of missed guesses) is displayed. A user can play the game multiple times if they choose. Here is a sample run of a correct program (user input indicated by orange text):Enter a letter in word ******** > cEnter a letter in word c******* > rEnter a letter in word c******r > s s is not in the wordEnter a letter in word c******r > tEnter a letter in word c****t*r > mEnter a letter in word c*m**t*r > t t is already in the wordEnter a letter in word c*m**t*r > pEnter a letter in word c*mp*t*r > oEnter a letter in word comp*t*r > eEnter a letter in word comp*ter >…A Memory Matching Game in java code with a 4x4 grid of Squares that when you click on a square it shows a number. It would have to be 2 of each number 1-8 and if the two squares that are clicked match then the squares stay on the grid. If they do not match after picking 2 squares they flip back overWrite a recursive Java method that calculates the sum of n positive integer numbers. The math function is: f(n) = 1 + 2 + 3 + … + n. Jack, Peter and John were exploring a tunnel which allows only one person to pass through. Jack entered the tunnel first, followed by Peter. John entered the tunnel the last. The tunnel has a dead end. So the team has to turn back and retrieve from the tunnel one by one. Write a Java program based on a suitable data structure to simulate this process.
- Design a java program that simulates a checkout line at a supermarket. The line is a queue object. Customers (i.e., customer objects) arrive in random integer intervals of from 1 to 4 minutes. Also, each customer is serviced in random integer intervals of from 1 to 4 minutes. Obviously, the rates need to be balanced. If the average arrival rate is larger than the average service rate, the queue will grow infinitely. Even with “balanced” rates, randomness can still cause long lines. Run the supermarket simulation for a 12-hour day (720 minutes), using the following algorithm: Choose a random integer between 1 and 4 to determine the minute at which the first customer arrives .At the first customer’s arrival time, do the following: Determine customer’s service time (random integer from 1 to 4). Begin servicing the customer. Schedule the arrival time of the next customer (random integer 1 to 4 added to the current time). For each minute of the day, consider the following: If the next…Write a Java program to simulate a blackjack game of cards. The computer will play the role of the dealer. The program will randomly generate the cards dealt to the player and dealer during the game. Cards in this game will be represented by numbers 1 to 13 with Ace being represented by a 1. Remember, that face cards (i.e. Jack, Queen, and King) are worth 10 points to a hand while an Ace can be worth 1 or 11 points depending on the user’s choice. The numbered cards are worth their number value to the hand. Here are the details of how to play the game: To start the game, the player is given two randomly chosen cards and told their values. The dealer is then given two cards randomly. The human player should only be told the value of the first card given to the dealer. The other card in the dealer's hand is "hidden" until the end of the game. The player is then asked if they want to draw another card for their hand. While the player wishes to draw another card and neither hand has gone…Write a Java program to simulate a blackjack game of cards. The computer will play the role of the dealer. The program will randomly generate the cards dealt to the player and dealer during the game. Cards in this game will be represented by numbers 1 to 13 with Ace being represented by a 1. Remember, that face cards (i.e. Jack, Queen, and King) are worth 10 points to a hand while an Ace can be worth 1 or 11 points depending on the user’s choice. The numbered cards are worth their number value to the hand. Here are the details of how to play the game: To start the game, the player is given two randomly chosen cards and told their values. The dealer is then given two cards randomly. The human player should only be told the value of the first card given to the dealer. The other card in the dealer's hand is "hidden" until the end of the game. The player is then asked if they want to draw another card for their hand. While the player wishes to draw another card and neither hand has gone…
- how to answer the follow question in java In between is a well-known card game. Many variations exist- we define it as follows. One deck of card is used. A game consist of one or more hands. A player starts with a certain number of chips called the stake (say 100) and must risk one or more chips on each hand, before seeing any cards, as long as the player still has chips and there are three or more card left in the desk(enough to play one hand), the game continues. For each hand player must risk the player For each hand the player must risk between one and their total number of chips. Two cards are dealt face up. Then the third card is dealt. If the third card is in between the first two cards, based on ranks of the cards, the player’s chips are increase by the amount risked. Otherwise they decreased by the amount. A implement the game. The application user is the player (GUI not require) (only three cards is required to play). If the first two cards are the same rank, that hand is…I need to write a java program to draw one of four recursively defined patterns.The patterns are in the attached picture. In each pattern a smaller square is drawn at each of the four corners of the next larger square. This pattern repeats again and again. It might repeat any number of times or levels. In the picture, the pattern is repeated four times or levels. If another level were asked for, then 192 very small squares would have to be drawn. The patterns differ in which squares are drawn on top of the others and thus may be hidden from view. The largest square, the one at level one, is drawn in the center of a square canvas and the length of its side is one half the length of the side of the canvas. The center of the next smaller square is always at the corner of the larger square. And the size of the next smaller square is determined by a fixed ratio R. If the smaller square has a side of length s and the next larger square has a side of length b, then R is the ratio b/s. In…Write a FULL Java procedural program for one human player to play a “Higher or Lower” card game. In this game, each card has a value from 1..10 inclusive. There are 4 of each value in the deck, i.e., 40 cards in total. Cards are not replaced in the deck once drawn, i.e., no more than 4 of each value will be drawn. The program starts by asking the player for a target score. The game proceeds in a series of rounds with the program repeatedly drawing and showing a card from the deck to the player one at a time. Each time, it asks the player to enter "h" (higher) or "l" (lower) to guess whether the next card drawn will be higher or lower in value. The player gains a point if they guess correctly. The game continues until the player guesses incorrectly or the target score is reached. When the game ends, it prints either a "You win!" or a "Nice try, you scored …” message as illustrated below. The image provided shows two examples of the required program behaviour: (bold is keyboard input…