Card Game Engine
Built a scalable Euchre simulation demonstrating OOP principles, polymorphism, and modular system design with an AI player. Players, decks, and game state stay separate so a human and an AI player are interchangeable behind one interface.
- Stack
- C++OOPData StructuresGit
- Impact
C++
Written in
OOP
Design
- Highlights
- Scalable Euchre simulation with an AI player
- OOP, polymorphism, and modular system design
- Deterministic, testable game engine
The problem
A card game is a good stress test for object-oriented design: rules, state, and players change independently, and a fuzzy AI should not make the engine impossible to reason about.
Approach
Separate the concerns. Players, decks, and game state are modelled as their own abstractions. A human player and an AI player swap behind one interface.
Correctness before cleverness. The engine is deterministic and testable, which made trump selection and card-play decisions debuggable instead of mysterious.
What I'd do differently
Push more of the rule surface into explicit state machines and property tests so illegal transitions fail loudly in CI, not only in a long playthrough.