The slot machine is a game, and it comprises two steps: Generating three symbols randomly from 7 symbols and For the generated three symbols, computing score.
Algorithm:
- The symbols used in the slot machine are:
- Diamond
- Seven
- 3Bars
- 2Bars
- 1Bar
- cherry
- Zero
- We can take any symbol. It may depend on the choice of the individual.
- From the above symbols, three symbols are generated randomly.
- We can get random symbols using the sample() function in R programming.
- According to the symbols, some prize money will be there.
- Allocation of prize money to the generated symbols also depends on the individual.
So, for easy understanding let us consider the below amount of money as prize for this project. Diamond Diamond Diamond -------------------> 1000 Seven Seven Seven --------------------> 800 3Bars 3Bars 3Bars ------------------> 600 2Bars 2Bars 2Bars --------------------> 400 1Bar 1Bar 1Bar ---------------------> 250 Cherry Cherry Cherry ----------------------> 100 If three symbols are generated with the combination of all types of bars prize money will be 50 . If three symbols are generated with the combination of two Cs and remaining one empty or 0 prize money will be 50. 0 Cherry Cherry------------> 50 Cherry 0 Cherry ------------> 50 Cherry Cherry 0 -------------> 50
- If the 3 symbols are generated with the combination of one Cherry and the remaining two are empty or 0 prize money will be 20.
- If the three symbols are zeros prize money will be obviously 0.
- If we get Seven-Seven-Diamond, Diamond will be considered as Seven. If Diamond presents the prize money will be doubled so, the prize money will be 800 * 2 = 1600.
- If we get Seven-Diamond-Diamond, here Diamond occurred twice so, the prize money will be doubled twice. The prize money will be ( 800 * 2 )2.
- If the Diamond has occurred with any other characters, then it is called a wild card character. Like we call joker in cards.
- If we get all diamonds, prize money will be doubled, and it will be considered as ” Jackpot “.
- Symbols and prize money may be different, but the concept is the same.
- Let us implement a slot machine project without wild card characters.
Program1: This code will take replace and probabilities as parameters
R
gsy <- function () {
s <- c ( "Diamond" , "Seven" , "3Bars" , "2Bars" , "1Bar" , "Cherry" , "Zero" )
sample (s,size=3,replace= TRUE ,prob= c (0.02,0.04,0.05,0.12,0.15,0.04,0.5))
} gs<- function (s) {
# checking for same symbols
s1<- s[1] == s[2] && s[2] == s[3]
b <- s % in % c ( "1Bar" , "2Bars" , "3bars" )
if (s1) {
cash <- c ( "Diamond" =1000, "7" =800, "3Bars" =600, "2Bars" =400,
"1Bar" =250, "Cherry" =100, "Zero" =0)
cash_p <- unname (cash[s[1]])
}
# checking for all bars
else if ( all (b)) {
cash_p <- 5
}
# checking for cherries
else {
cherry1 <- sum (s == "Cherry" )
cash_p <- c (0,2,5)[cherry1+1]
}
# checking for diamonds d1 <- sum (s == "Diamond" )
cash_p * 2 ^ d1 } # run function for calling gsy function run <- function () {
s <- gsy ()
print (s)
gs (s)
} run ()
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Output:
Testcase !:
Test Case 2:
Test case 3:
Program 2: In this code, we are not passing probabilities parameters.
R
gsy <- function () {
s <- c ( "Diamond" , "Seven" , "3Bars" , "2Bars" , "1Bar" , "Cherry" , "Zero" )
sample (s,size=3,replace= TRUE )
} gs<- function (s) {
# checking for same symbols
s1<- s[1] == s[2] && s[2] == s[3]
b <- s % in % c ( "1Bar" , "2Bars" , "3bars" )
if (s1) {
cash <- c ( "Diamond" =1000, "7" =800, "3Bars" =600, "2Bars" =400,
"1Bar" =250, "Cherry" =100, "Zero" =0)
cash_p <- unname (cash[s[1]])
}
# checking for all bars
else if ( all (b)) {
cash_p <- 5
} else {
# checking for cherries
cherry1 <- sum (s == "Cherry" )
cash_p <- c (0,2,5)[cherry1+1]
}
# checking for diamonds d1 <- sum (s == "Diamond" )
cash_p * 2 ^ d1 } run <- function () {
s <- gsy ()
print (s)
gs (s)
} run ()
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Output:
Test case 1:
Test case 2:
Test case 3:
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