by jose GMY (nepenthes)
Mancala is a bead game where each player takes a stack of coins from a circle of pits and redistributes the coins by putting a bead on each pit, from (selected pit+1) to (selected pit+ # of beads). Beads falling on two special pits at opposite sides are awarded to player. Player with most beads at own special pit wins.
This is a Chipmunk Basic program that plays a minified version of Mancala, called MiniMancala, that appeared in a issue of Scientific American.
10 rem MINI MANCALA 20 rem BASED ON CHRISTIAN FREELING "Glassbead and company" document. 30 dim pit(4) 40 for f = 1 to 4 : pit(f) = 2 : next f 50 input "Select starting player: Computer or Human (C/H)";r$ 60 start = -1 70 if r$ = "C" or r$ = "c" then start = 1 80 if r$ = "H" or r$ = "h" then start = 0 90 if start = -1 then 50 100 print "Me: [";pit(4);"] [";pit(3);"]" 110 print "You: [";pit(1);"] [";pit(2);"]" 120 if start = 0 then gosub 1000 130 if start = 1 then gosub 2000 135 winner = -1 140 if (pit(4) or pit(3)) = 0 then winner = 0 150 if (pit(1) or pit(2)) = 0 then winner = 1 160 start = (start+1) mod 2 170 if winner = -1 then 100 180 if winner = 1 then print "I "; : else print "You "; 190 print "win" 999 end 1000 rem Human plays 1010 input "Take stones from which pit (1 or 2)";r 1020 b = pit(r) 1030 if b > 0 then 1050 1040 print "That pit is out of stones!" : goto 1010 1050 b = pit(r) : pit(r) = 0 : for f = 1 to b 1060 r = r+1 : if r > 4 then r = 1 1070 pit(r) = pit(r)+1 1080 next f 1090 return 2000 rem Computer plays 2010 rem Take from pit 4 or pit 3? 2020 rem Strategy: 2030 rem a) if a pit is empty, take from the other (it's compulsory). 2040 rem b) if pit3 has 1, take from pit3 to pit4 2050 rem c) if pit4 has 3 2060 if pit(3) = 0 then r = 4 : goto 1050 2070 if pit(4) = 0 then r = 3 : goto 1050 2080 if pit(3) = 1 then r = 3 : goto 1050 2090 rem PROBAR 2 MOVIMIENTOS 2100 dim ph(4) : dim score(4) 2110 for r1 = 3 to 4 2120 for f = 1 to 4 : ph(h) = pit(h) : next f 2130 r = r1 2140 gosub 2500 2150 for r2 = 1 to 2 2160 r = r2 2170 gosub 2500 2180 if ph(1) = 0 and ph(2) = 0 then score(r1) = score(r1)+1 2190 if ph(3) = 0 and ph(4) = 0 then score(r1) = score(r1)-2 2200 next r2 : next r1 2210 maxscore = -999 2220 for f = 3 to 4 2230 if score(f) > maxscore then r = f : maxscore = score(f) 2240 next f 2250 print "Computer has its move:" 2260 goto 1050 2500 b = ph(r) : ph(r) = 0 : for f = 1 to b 2510 r = r+1 : if r > 4 then r = 1 2520 ph(r) = ph(r)+1 2530 next f 2540 return 5000 dim p(4) 5010 for f = 1 to 4 5020 p(f) = 0 5030 next f 5040 n = 1 5050 p(n) = p(n)+1 5060 if p(n) > 8 then p(n) = 0 : n = n+1 : if n <= 4 then 5050 5070 if p(1)+p(2)+p(3)+p(4) = 8 then print p(1);p(2);p(3);p(4) 5080 if n <= 4 then 5040
Juego de los pozos (cuatro pozos con reglas tipo mancala/kalah) Jugadas ganadoras (gana el que las produce si juega las piezas de la izquierda) 1) Gana el que produce una combinación como XX/0n, donde n<3. Por tanto, son ganadoras las jugadas: XX/01=07/0116/01 25/01 34/01 43/01 52/01 61/01 70/01 XX/02=08/0217/02 26/02 35/02 44/02 53/02 62/02 71/02 80/02 0 4 /3 1: Los movimientos posibles son: a) 04/31>15/02>06/02>26/00 pierde. b) 04/31>14/30>05/30>16/01, entonces > 26/00 pierde.