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TIC-TAC-TOE - ERNET PDF

25 Pages·2005·0.09 MB·English
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TIC-TAC-TOE a) player vs player b) player vs computer By :- 1) Abhinav golas – 2003cs50466 2) Shruti garg – 2003cs10189 Cycle No -1 INSTRUCTOR:- Anant Vishnoi 1 DESIGN SPECIFICATIONS Data Game diplay on (from 8*8 matrix keyboard) 4 16 TICTACTOE Reset ( * or # from keyboard) Score display On LED display 11 Functionality and User interface Ticatactoe on 8*8 matrix consists of 9 blocks ( 3 rows and 3 columns). a) PLAYER VS PLAYER In the player vs player version two players turn by turn enter the input from keyboard . Keyboard keys (1-9) map to 2 the 9 blocks of tictactoe . So in order to select an ith block on tictactoe player has to press ith key on the keyboard. Once the display on 8*8 gets updated , turn switches to the next player.Moves of players are shown by / and \ on the chosen block. In case one of the player wins or the game gets draw, the 8*8 display and score on LED display get refreshed automatically . Pressing * or # at any point of time will restart the whole game. Condition for win – A player wins the game when he completes a row or a column or a diagnol on the tictactoe. b) PLAYER VS COMPUTER In the player vs computer player , a single person can play the game vs an automated player . Here the automated player has been designed with always win strategy i.e it won’t ever allow the other player to win the game. In both these versions, score on the LED display will specify number of games won by each player and also show which player is currently playing. DATA PATH 3 i Input 2 player machine machine STORE OF GAME board 8*8 MATRIX INTERFACE WIN DECIDING MACHINE Output display machine SIX 7 SEGMENT SEVEN SEGMENT INTERFACE (SCORE DISPLAY) 4 8*8 MATRIX HIGH LEVEL DESCRIPTION The datapath comprises of 7 modules 1) Input Machine 2) 2 – player machine 3) Board, turn and score segment 4) 8x8 output display machine 5) 7 – segment output machine 6) Winning machine 7) Computer player The high level description of each of these is:- Input machine PLAYER VS PLAYER The input machine gets the requisite data from the keyboard and converts it into a 2-bit row select and a 2-bit column select(required for chosing an appropriate block of the tictactoe). It also ensures that the data is valid, i.e. the column and row options chosen are within valid limits. Refresh data signal send by overall control machine is 5 required as an enable to this input machine . It sends a status signal called valid which basically tells that the machine has received a valid input now and thus has done its job. PLAYER VS COMPUTER In this ,the input machine takes input from keyboard or the Computer player depending on whichever of them has the current turn. So the two inputs are basically multiplexed with the select coming from turn signal (described later). Inputs: • Col: 3 – bits, for the keyboard module • Clock 15hz: 1 – bit, for keyboard module • Clock 490hz: 1 – bit, for the keyboard module • Refresh_data: 1 – bit, enable signal for the circuit (control signal) • Clock 16kHz: 1 – bit, for circuit Outputs: • X: 2 – bit, row select ( from keyboard or computer player) • Y: 2 – bit, column select (from keyboard or computer player) • Valid: 1 – bit, data ready output (status signal) 6 COMPUTER PLAYER Our automated computer player has been designed in VHDL with always winning strategy which is described as follows:- 7 Board Board basically is a store for tictactoe values. The Board consists of a 3x3x2 register, i.e. we require a 3x3 set of boxes for the board, each of which is a 2 bit register. 3*3 set of boxes is needed to store value(2 bit) in each of the 9 boxes of tictactoe . So we have divided the board into 3 columns, each of which is a 6 – bit register with parallel – in – parallel – out. This is done by means of D – flip flops. In addition there is also a T – flip flop which contains the data as to whose turn is it. The coding scheme for the 2 – bit register is as follows:- 00 – empty 01 – X (shown by / on 8*8) 10 – O (shown by \ on 8*8) 11 – invalid Inputs: • Data in: 6 – bits ( comes from the two player machine which is described later) • Column select: 3 – bits (coming from input machine) • Board reset: 1 – bit resets the whole board( control signal ) • Dav :- enable to the board (control signal) • Clock: 1 -bit Outputs: 8 • Column A,B,C: 6 – bits each TURN LOGIC:- It consists of a T flipflop which has enable coming from done signal given by two player machine. Hence it toggles the turn whenever input from first player has been fed by the two player to the board. 9 2 – player machine The 2 – player machine gets the row and column in which to write from input machine and decides whether the selected spot is empty or not. It then updates the requisite column of the board with the appropriate data according to the turn of the player. Inputs: • Dav: 1 – bit, control signal when the machine is to be active • X: 2 – bit, row select • Turn – 1 bit will show which player is currently playing 0 or X • ColumnX: 6 – bit data • Clock: 1 – bit Outputs: • BA,BB,BC: 2 – bits each, data to be fed into each row of the specified column • Done :- status signal which gets on when the machine has done its work. 10

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1 TIC-TAC-TOE a) player vs player b) player vs computer By :- 1) Abhinav golas – 2003cs50466 2) Shruti garg – 2003cs10189 Cycle No -1 INSTRUCTOR:-
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