COMPUTER MODELS FOR SNOOKER GAME AND TIP

Authors

DOI:

https://doi.org/10.35546/kntu2078-4481.2025.1.1.15

Keywords:

computer game, algorithm, computer model, object-oriented approach, function, program class, classic snooker, fast snooker, hints mode

Abstract

This article focuses on developing a computer model for the game of snooker, which, along with simulating a real game, analyses the game situation and suggests effective strategies for its continuation. The article shows the increasing popularity of snooker all over the world. The article reviews existing computer snooker games and highlights their shortcomings, particularly in supporting novice players. Many current models lack features that clarify rules in specific situations, suggest effective options for the next move, and assist in selecting the point and direction for the cue. Additionally, some game variants are not adequately implemented, and it is challenging to determine how closely they comply with the actual rules of the game and real-life scenarios on the playing field. The article proposes creating a computer version of the game based on algorithms that reflect the real game’s rules and the features associated with its implementation. An object-oriented design technology is used to support possible software modifications. Various models of game elements were created, including a model of a game table, cue ball, and target ball, as well as models for game control and time management. Each model has several functions that determine the behaviour of the corresponding object in certain situations. These models are implemented as program classes, allowing for updates and improvements to the software through inheritance and composition when necessary. Software implementing the proposed models has been created. Currently, a computer game for classic and fast snooker versions has been implemented. A hints mode has been developed, providing the player with information about the game situation, recommendations for shot selection, and the ability to restore the placement of balls. The software supports communication in both Ukrainian and English and has been successfully tested.

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Published

2025-02-25