Create A MIPS Program To Simulate Playing Multiple Games

Create a Mips Program To Simulate Playing Multiple Games of Craps

This homework requires students to create a MIPS program to simulate playing multiple games of "Craps" (a popular casino game) to determine an approximate winning percentage. : To simulate throwing two independent dice, you need to get two random numbers in the range of 1 to 6 and add them together. Do not get a single random number in the range of 2 to 12, as each value will not reflect the odds of rolling a particular numbe PROBLEM STATEMENT: Using the rules of craps, for a given amount of simulated games, determine the probability of a player winning an individual game. ASSUMPTIONS: (a) Two dice that can be randomly “thrownâ€, each producing a value from 1 to 6. (b) Rules for playing one game of craps: First roll (“Come Outâ€): If combined value of dice is 7 or 11, the player wins and game is over If combined value of dice is 2, 3 or 12 the player loses and the game is over If not a win or loss, the value of the dice becomes the “point†value.

Keep rolling the pair of dice until their combined value matches the “point†(win; game over) or a 7 (loss, game over) INPUT: The number of games to be played to be entered (must be >= 1) OUTPUT: Average percentage (whole number) that the player wins an individual games of craps TEST PLAN (Inputs, expected results) NOTE: Consider trying these values for a single game and assign come-out value to defined values without random numbers to test your program. 1. Test 1.1 7 or 11 (player wins) 2. Test 1.2 2, 3, or 12 (player loses) 3. Test 1.3 4, 5, 6, 8, 9, or 10 (player neither wins or loses – continue rolling) Test 1.3a rolls a 7 (player loses) Test 1.3b roll matches come-out roll (“point†value) ALGORITHM (Pseudo-code) 1.

Prompt and get the number of games to simulate (error if

IF roll is 7 or 11 THEN Increment number of wins; end this game ELSE IF 4, 5, 6, 8, 9, or 10 THEN Repeat until player wins or loses this game Calculate new roll of two dice IF roll = point-value THEN increment number of wins; end this game ELSE IF roll=7 THEN player loses; end this game 4. Calculate and output the percentage of wins (wins / games played)

Paper For Above instruction

The task of simulating multiple games of craps using MIPS assembly language offers a compelling way to understand both the intricacies of the game mechanics and the fundamentals of programming in assembly. Craps is a dice game with straightforward rules that can be effectively modeled through simulation. The goal here is to determine the player's winning percentage over a specified number of games, giving insight into the game's odds from the player's perspective.

The simulation begins with the user inputting the total number of games to simulate. It is essential to validate this input to ensure it is a positive integer. The core of the program involves looping through each game, executing the game logic according to the rules, and keeping track of wins to calculate the overall winning percentage at the end.

Implementing Dice Rolls and Random Number Generation in MIPS

A crucial aspect of the simulation is generating random numbers to emulate dice rolls. In MIPS, random number generation can be achieved using the syscall> service with a seed based on the system clock or a pseudo-random function. Each die roll should produce a number between 1 and 6 by taking the modulus of the generated random number and adding 1. This ensures uniform probability distribution reflecting real dice.

Simulating a Single Craps Game

The simulation of one game involves following the established rules:

  • Perform the initial "Come Out" roll to determine an immediate win or loss or establish a "point" to aim for in subsequent rolls.
  • If the initial roll is 7 or 11, the player automatically wins.
  • If the initial roll is 2, 3, or 12, the player immediately loses.
  • If none of these, set the "point" and continue rolling until either the "point" value is rolled again (player wins) or a 7 is rolled (player loses).

Looping Through Multiple Games and Calculating Winning Percentage

The program will loop over the number of games specified by the user. For each iteration, it will simulate a single game. It maintains a counter for wins. After completing all games, it computes the winning percentage as (wins / total games) * 100, converting it to a whole number for output.

Control Structures and Data Management

Appropriate use of registers, loops, conditionals, and memory is vital. The program will utilize registers to store:

  • The total number of games and wins.
  • The "point" value for each game.
  • The outcomes of each dice roll.

It will employ branch and jump instructions to control flow based on the game rules.

Outputting Results

Finally, after all simulations, the program outputs the winning percentage as a whole number. Proper formatting ensures clarity and correctness, including converting numerical results to ASCII characters for display.

Testing and Validation

Testing can be performed by mocking dice rolls with predetermined values corresponding to specific outcomes, such as immediate wins, losses, or setting specific "point" values to verify the correctness of subsequent rolls. These unit tests confirm that the simulation adheres strictly to the rules of craps.

Conclusion

Creating a dice game simulation in MIPS offers valuable insights into system calls, randomness, and control flow in assembly language. It combines understanding the probabilistic nature of dice games with meticulous programming to accurately reflect rules and compute probabilities. This project not only enhances programming skills but also provides a practical approach for analyzing game odds systematically.

References

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