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fp:homework04 [2022/05/03 17:23]
pdmatei
fp:homework04 [2023/05/09 15:27] (current)
pdmatei
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-===== H04Final homework ​=====+===== Homework 4Five in a row AI =====
  
-For the final homework, you **may** choose between two options: +Homework ​4 consists in developing ​complete five-in-a-row gametogether with an AI and very basic interface
-  * **A. Lab homework (0.5p)**. All students which **did not submit** ​Homework ​3, (or submitted ​solution which got under 30p or did not compile)may choose this homework. The **maximum** number of points that may be achieved is 0.5p. See details below. +
-  * **(B) Tic Tac Toe part 2 (1p)**. All students which **submitted** Homework 3 or consistent part of it may choose this homework. See details below.+
  
 +  * For this stage, you will decide on the structure of your project, as well as write tests to guide your implementation.
 +  * There are three parts of this homework, which will be evaluated independently;​
 +  * **The evaluation will take into account your working code, AS WELL AS THE TESTS THAT YOU WRITE** (If you write insufficient tests, an otherwise working code may not be graded).
 +  * There will be no other partial points, other than those mentioned explicitly in the statement.
  
-===== ALab homework ​=====+==== 4.1. Board analysis (0.2p) ​==== 
 + 
 +For this part, you need to implement a function ''​sequences'',​ that returns a map of the form: ''​(5,​a),​ (4,b), (3,c), (2,​d)''​ where: 
 +  * ''​a''​ is the number sequences of length 5 that the player has established (on lines, columns or diagonals). 
 +  * ''​b''​ is the number of sequences of length 4 **which can be filled-out in order to achieve a 5-sequence**. For example: ''​XX XX''​ is such a sequence for player ''​One'',​ however ''​XX0XX''​ is not, since this cannot be filled-out in order to achieve a 5-sequence. 
 +  * ''​c''​ (resp. ''​d''​) is the number of sequences of length 3 (resp. 2) which can be filled-out in order to achieve a 5-sequence. 
 + 
 +  * Proper testing is **essential** for this function, as the AI will take decisions based on it. It will be harder to spot problems with ''​sequences''​ in a later stage of the project. 
 +  * You can replace the implementation of ''​winner''​ with a call to this function, to make the code more compact and avoid partial re-implementations. 
 + 
 +<code scala> 
 +def sequences(p:​ Player)(b: Board): Map[Int,​Int] ​??? 
 +</​code>​ 
 + 
 +==== 4.2. Functionality (0.35p) ====  
 + 
 +For this part, you need to implement a functional project which consists of a running loop: 
 +  * Asks for the player to supply a move (expressed as a pair (x,y) of coordinates to play, or in any other manner that you prefer). 
 +  * Plays the opponent move via the AI 
 +  * Displays the board, and repeats, until either player wins. 
 + 
 +More details will be available during lecture. 
 + 
 +** For this particular part, tests are not necessary**. 
 + 
 +==== 4.3. Game AI (0.45p) ====  
 + 
 +This part is at the very core of the project, and essentially consists of a function ''​play'',​ which implements the AIs decision of selecting a move. 
 +<code scala> 
 +def play(p: Player, b: Board): Board = ??? 
 +</​code>​  
 + 
 +**You may slightly change the signature of this function**, to accommodate your project. 
 + 
 +You may start with a very basic (trivial) implementation,​ which will allow you to move on with **4.2.** and then refine it after **B.2.** is complete. 
 + 
 +We offer no guidelines about how this function should be implemented,​ this is entirely up to you, but you may consider: 
 + 
 +**Possible strategies:​** 
 +  * You may implement ''​play''​ by simply evaluating the sequences that are available in the current play, as well as those of the opponent. This **local** strategy may become complicated,​ require a lot of code, as the game may unfold in different ways. It is also important to have a good strategy for starting the game (e.g. a play in either corner of the board is a bad way to start). 
 + 
 +  * The //​standard//​ approach, is to implement a [[https://​en.wikipedia.org/​wiki/​Minimax|Minimax Tree]] which allows you to inspect the game unfolding for a few moves in advance (e.g. 3 moves). More details will be given during lecture. 
 + 
 +  * Very basic, but functional AI: **0.1p** 
 +  * Intermediate AI (which may win in some cases): **0.2p** 
 +  * Minimax-based AI **0.45p** 
 + 
 +==== 4.4. Bonus (0.2p) ==== 
 + 
 +During the last lecture, we will play a tournament of Five-in-a-row,​ in which all your AI programs will compete. 
 + 
 +**The author the best AI implementations will be awarded a bonus of 0.2p**. 
 + 
 +** The winner of the tournament will receive a maximal grade of 10 for the entire lecture (no attendance to the exam will be necessary)**.
  
-===== B. Tic Tac Toe part 2 =====