Yaktzee – Version
1.5.0.0 is an artificially intelligent dice rolling game based on the Milton
Bradley classic. The only real difference is that Yaktzee does not reward
points for extra Yaktzees.  This particular
version also has a computer player which utilizes a small artificially
intelligent neural network as a game engine which learns from its mistakes and
over time adjusts it tactics in order to score an overall high average score.
Game instructions are listed below the player interface descriptions under the
section titled “Yaktzee Rules
Overview”.

What’s New in
Version 1.5.0.0 – Minor update to help file. Used as a test
for updating from the Internet. User needs version 1.4 or greater in order for
update to execute.

What’s New in
Version 1.4.0.0 – Statistics for computer player synchronized with
text output files. Fixed situation where inappropriate buttons are enabled or
appropriate buttons disabled when roll is a keeper before third roll. Changed
Video On/Off button to be action button rather than status button. Streamlined
deployment package and reduced executable size. First version to be updateable
from Internet.

What’s New in
Version 1.3.0.0 – Provide ability for user to view output text
files that represent machine learning statistics. Human players can enter or
change their name at any time. Added additional information for output
statistics. Resolved minor “Startup” menu inconsistencies. Moved
“random number test iterations” and “learning mode automated
games” values to user editable configuration file. Replaced opening audio
with a more annoying sound. Resolved issue where application throws exception
when no handler is assigned to handle audio associated with good or bad roll
detected during games played after the first. Minor modifications made to game
engine.

Learning Mode
Statistics – The Yaktzee score card contains thirteen boxes
divided between two sections: the upper section, and the lower
section.

Yaktzee Scoreboard
– By clicking the “Roll” button die values change
and for human players all of the dice are green. Clicking on a die toggles
whether a player keeps (turns green) or throws away (turns red) a particular
die.  The computer player does this
automatically as part of the decision process. For computer learning mode no
actual scoreboard is displayed. It plays silently in the background and
finishes after playing 100 games.

When “Video On” is
displayed (whether button enabled or not) dice rolling videos are shown and
remain enabled until user clicks button and it turns to “Video
Off”. From that point rolling dice videos are disabled and the button is
also disabled until the user’s next turn, however; “Video On”
can be clicked to change to ”Video off” at any time after all
videos have finished and before the next “Roll” button click or
turn over.

When rolling is complete all dice
turn blue. Human players can load into a particular category by clicking on the
category on the left that is blue highlighted. Categories that are already
filled will not highlight blue. If the dice do not meet the minimum
qualification for a category then value 0 is loaded. Human players have the
option to “Undo” loading into a category but only have 2 seconds to
do so before the “Undo” button becomes disabled.

In the upper right hand corner
shows which turn (13 per game) and which roll (up to 3 per turn) is current. In
the lower right hand corner shows the par value for the top score. In order to
qualify for the top bonus the par value must be 0 or greater with all top
categories filled. The minimum score to get the bonus is 63 which is summation
of 3 times each category value.

The category button is used for
computer play where the buttons are played by human players in order to see the
computer thought process in action. The computer does not have the undo option
enabled.

The startup form is normally
blank, however; during computer play statistical analysis is displayed for the
current game and for the current turn. Most should information within should be
self explanatory, but some is not. If the machine makes a mistake there are
associated text files created under the application folder that can be used to
determine how or why a mistake was made. These small files can be e-mailed for
further analysis and will be used to make the internal engine stronger over
time.

Once a game is started the
“Game” and “Options” menu items are disabled until the
game is over. The “Exit” button has a dual purpose : 1) To stop any
current background processes (sometimes the game takes 5 or 6 seconds to
respond) and 2) to exit from the game. Under the “Options” menu the
user has the option to restore or backup database information associated with a
particular game strategy. If the computer player starts to play erratically
then restoring to original database should be performed. The computer game
engine will play 5 games before it makes any decision as to keep its current
strategy or revert to another strategy that has proven in the past to be a good
one.

Lastly, the game is free to try
and will play pretty well without adjusting its strategy, however; the learning
module is in beta testing and will be finalized during the next release. The
next release will also be network capable and include dice animations.

Yaktzee Rules Overview

The Yaktzee scorecard contains
thirteen boxes divided between two sections: the upper section, and the lower
section.

Upper section

In the upper section, each slot
is scored by summing the total number of dice values matching that slot. For
example, if a player were to roll three "twos," the score would be
recorded as 6 in the twos box. If a player scores a total of at least 63 points
in these boxes, a bonus of 35 points is added to the upper section score.
Though 63 points corresponds to three-of-a-kind for each of the six dice faces,
a common way to get the bonus is rolling four of a larger number so that fewer
of the smaller numbers are needed (a player can earn the bonus even if he or
she scores a "0" in an upper section slot).

Lower section

The lower section contains a
number of poker-themed combinations with specific point values:

Category

Description

Score

Example

Three-of-a-Kind

At least three dice showing the same face

Sum of all dice

Four-of-a-Kind

At least four dice showing the same face

Sum of all dice

Full House

Three of a kind and a pair or five of a kind

25

Small Straight

Four sequential dice

(1-2-3-4,
2-3-4-5, or 3-4-5-6)

30

Large Straight

Five sequential dice

(1-2-3-4-5 or
2-3-4-5-6)

40

Yaktzee

Five of the same value

50

(First Yaktzee
only)

Chance

Any combination. Often acts as discard box for a turn that
will not fit in another category (thus the name), although during a lucky
game it can be used to record a high score

Sum of all dice

A certain combination can be
scored in more than one appropriate category; e.g., a full house can be scored
in the Full House, Three-Of-A-Kind, or Chance categories.

On each turn, a player gets up to
three rolls of the dice. He or she can save any dice that are wanted to
complete a combination and then re-roll the other dice. After the third roll,
the player must find a place to put the score (though he or she can choose to
end the turn and score after one or two rolls, if desired). If the resulting
combination of dice will not fit in any unused scoring category, the player
must place a "zero" in one of the unused boxes. Each player's total
score is calculated by summing all thirteen score boxes.

Yaktzee occurs when all five dice have the same value
during one roll. Yaktzee is the most difficult combination to throw in a game
and has the high score of 50 points.