This paper presents a study of the computer game ”Minesweeper”. The aim of the game is to search through a rectangular area of mined squares without hitting any mines. By using a strategy based on making every operation as safe as possible, series of the game have been simulated. The size of the playground is four times four squares. The si- mulations indicate how often the game will succeed and which square is the best one to start at. The strategy demands advanced mathematical calculations. The account of these is the ma- jor part of my work. My investigation shows that if there are three hidden mines the game will succeed about two times out of three. It also shows that the best startingpoint is a corner.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:umu-51342 |
Date | January 2000 |
Creators | Lindgren, Petter |
Publisher | Umeå universitet, Institutionen för matematik och matematisk statistik |
Source Sets | DiVA Archive at Upsalla University |
Language | Swedish |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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