Question
What is the principal difference between a CAM and a RAM? [4 marks] (b) What is the difference between fully associative, set associative and direct
What is the principal difference between a CAM and a RAM? [4 marks] (b) What is the difference between fully associative, set associative and direct mapped lookup? [6 marks] (c) Why are TLBs always much smaller than caches? [4 marks] (d) Which of the lookup mechanisms in part (b) is usually used for a TLB and why aren't the other mechanisms usually used? This is the knowledge representation problem or the frame problem. In games, an array suffices; in other problems, more complex data structures are needed. Finally in terms of data structures, considering the water jug as a typical problem do we use a graph or tree? The breadth-first structure does take note of all nodes generated but the depth-first one can be modified. 30 Check duplicate nodes 1. Observe all nodes that are already generated, if a new node is present. 2. If it exists add it to the graph. 3. If it already exists, then a. Set the node that is being expanded to the point to the already existing node corresponding to its successor rather than to the new one. The new one can be thrown away. b. This is a programming project. It represents a significant amount of programming work and a substantial investment of your time. You will need to research programs using Internet resources and Landing discussions, and then design your program to include the major Elements of the User Experience (described below). Moreover, you will need to code your program, document it, and test it.
What you will be researching, designing, building, documenting and testing is an adventure game. Text-based adventure games were common and popular in the 1970s, 80s and 90s.
The grandfather of all text-based adventure games is Colossal Cave Adventure, which also went by the names Adventure and ADVENT (on early systems with file name limits). Adventure was created by Will Crowther and Don Woods in 1975-1977 and originally written in FORTRAN (a third-generation computer language) for PDP minicomputers. It has been ported to many other systems and rewritten in several other computer languages.
Your first line of research is to find out more about this game, especially the style of game play and how the game was constructed. An Internet search on topics such as "Adventure (game)" or "Colossal Cave Adventure" will turn up plenty of information. A good starting point is Wikipedia.
Ultimately, your game will comprise all the following elements, and will form a complete, playable game.
Elements of the User Experience
The game, itself, is a text-based adventure game. There are no graphics; only text is used for communication between the game and the player. All output is descriptive, in the form of paragraphs and short answers (e.g., "You can't go in that direction."). All input is in the form of simple text commands chosen from a limited set of options (e.g., "go north"). The input is sophisticated, though, as it recognizes "go north," "north," and "n" as identical commands, and acts accordingly. Punctuation and capitalization are ignored as input.
You are the main character or player. The game space is represented as a set of rooms, connections between rooms, characters you meet, and items. Items include things you will need to successfully complete the game, such as food, rope, flashlight, etc., as well as items you find that will increase your final score, such as treasure, rugs, coins, batteries, etc. Items found can be carried, dropped or used. Carried items are maintained in an inventory accessible with the "inventory," "invent" or "i" command.
Items can be combined with action words to cause action events in the game (e.g., "throw rock at goblin").
Sometimes action event outcomes are random. For example, if you throw a rock at a goblin, the goblin might duck or it might get hit.
The player might encounter other characters, such as a thief, goblin, bird, snake, etc. Some are good characters, and many are evil. Encounters are random and occur at any time or location. Encounters may be triggered by an item in the inventory (e.g., if you have a jewel, you are more likely to encounter the thief).
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