DEV: 2nd version of the assignment (the code part)
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@ -57,6 +57,7 @@ class DirRange {
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static final int Begin =1; /**< Iterator style begin of range direction (starting north) */
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static final int End =8; /**< Iterator style end of range direction (one place after the last) */
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static final int Step =2; /**< Step for iterator style direction */
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static final int numOfDirections =4;
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}
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/**
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@ -18,12 +18,13 @@
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* all the supplies of the board before Minotaur catches him and before the
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* game ends.
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*
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* In this first assignment we deal with the board's creation and a basic
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* player-game logic. The game is build around a number of classes:
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* - \ref Tile
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* In this 2nd assignment we deal with the creation of a new heuristic player
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* who can cheat and manipulate the dice. Documented classes:
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* - Tile
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* - Supply
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* - Board
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* - Player
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* - HeuristicPlayer
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* - Game
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*
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* Which are the requested classes. We also provide some extra functionalities in:
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@ -157,6 +158,7 @@ public class Game {
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Board board = new Board(Session.boardSize, Session.supplySize);
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Player T = new HeuristicPlayer("Theseus", true, board, 0);
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Player M = new Player("Minotaur", false, board, Position.toID(Session.boardSize/2, Session.boardSize/2));
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Player players [] = {T, M};
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// Populate data to the board
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board.createBoard(T.playerTileId(), M.playerTileId());
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@ -169,34 +171,36 @@ public class Game {
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game.waitUser ();
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// Main game loop
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while (true) {
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int[] m;
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System.out.println();
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System.out.println("State after round: " + (game.round()+1));
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System.out.println("Round: " + (game.round()+1));
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// Player moves
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m = T.move(T.playerTileId());
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System.out.println(T.getName() + ":\t tileId =" + m[0] + " (" + m[1] + ", " + m[2] + ")");
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m = M.move(M.playerTileId());
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System.out.println(M.getName() + ":\t tileId =" + m[0] + " (" + m[1] + ", " + m[2] + ")");
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// Players moves
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for (Player p : players) {
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p.move(p.playerTileId());
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p.statistics();
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}
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board.printBoard(
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board.getStringRepresentation(T.playerTileId(), M.playerTileId())
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);
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// Loop termination cases
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if (T.getScore() == 4) {
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System.out.println(T.getName() + " Wins!!! Score =" + T.getScore());
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System.exit(0);
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System.out.println("**** " + T.getName() + " Wins!!! Score =" + T.getScore() + " ****");
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break;
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}
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if (M.getScore() == 4 || M.playerTileId() == T.playerTileId()) {
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System.out.println(M.getName() + " Wins!!! Score =" + M.getScore());
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System.exit(0);
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System.out.println("**** " + M.getName() + " Wins!!! Score =" + M.getScore());
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break;
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}
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if (!(game.nextRound() < Session.maxRounds)) {
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System.out.println("New day has come... Tie!!!");
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System.exit(0);
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System.out.println("**** New day has come... Tie! ****");
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break;
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}
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game.waitUser ();
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}
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for (Player p : players)
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p.final_statistics();
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System.exit(0);
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}
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catch (Exception e) {
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// We don't handle exceptions. Print error and exit with error status.
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@ -12,9 +12,6 @@
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package host.labyrinth;
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import java.util.ArrayList;
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//import java.util.Arrays;
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/**
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* @brief
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* This class represents the game's player who cheats.
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@ -23,14 +20,28 @@ class HeuristicPlayer extends Player {
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/** @name Constructors */
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/** @{ */
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/**
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* Create a new player and put him at the row-column coordinates
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* @param name The name of the player
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* @param champion Flag to indicate if a player is a `champion`
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* @param board Reference to the board of the game
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* @param row The row coordinate of initial player position
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* @param column The column coordinate of initial player's position
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*/
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public HeuristicPlayer(String name, boolean champion, Board board, int row, int column) {
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super(name, champion, board, row, column);
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path = new ArrayList<Integer[]>();
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}
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/**
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* Create a new player and put him at the row-column coordinates
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* @param name The name of the player
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* @param champion Flag to indicate if a player is a `champion`
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* @param board Reference to the board of the game
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* @param tileId The tileId coordinate of player's initial position
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*/
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public HeuristicPlayer(String name, boolean champion, Board board, int tileId) {
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super(name, champion, board, tileId);
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path = new ArrayList<Integer[]>();
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}
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/** @} */
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@ -74,34 +85,21 @@ class HeuristicPlayer extends Player {
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return Const.noOpponent;
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}
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double evaluate (int currentPos, int dice) {
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int opDist = opponetInDirection (currentPos, dice);
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int supDist = supplyInDirection(currentPos, dice);
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/**
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* This is the main move evaluation function.
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* @param currentPos The current position of the player (before the move to evaluate)
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* @param direction The direction (a.k.a. the move) to evaluate
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* @return A signed real number. The higher the output, the higher the evaluation.
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*/
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double evaluate (int currentPos, int direction) {
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int opDist = opponetInDirection (currentPos, direction);
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int supDist = supplyInDirection(currentPos, direction);
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// saturate
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opDist = (opDist == Const.noOpponent) ? Integer.MAX_VALUE : opDist;
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supDist = (supDist == Const.noSupply) ? Integer.MAX_VALUE : supDist;
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return 1.0/supDist * Const.supplyFactor
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- 1.0/opDist * Const.opponentFactor;
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}
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int directionOfMax (double[] eval, int[] eval_dir, int N) {
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double M = Double.NEGATIVE_INFINITY;
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int M_idx = -1;
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for (int i =0; i < N ; ++i) {
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if (eval[i] > M) {
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M = eval[i];
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M_idx = i;
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}
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}
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return eval_dir[M_idx];
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}
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boolean isUnevaluated (double[] eval, int N) {
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for (int i =0 ; i<N ; ++i)
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if (eval[i] != 0 && eval[i] != Double.NEGATIVE_INFINITY)
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return false;
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return true;
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opDist = (opDist == Const.noOpponent) ? 0: opDist;
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supDist = (supDist == Const.noSupply) ? 0 : supDist;
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return ((supDist != 0)? (1.0/supDist * Const.supplyFactor) : 0)
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- ((opDist != 0) ? (1.0/opDist * Const.opponentFactor) : 0);
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}
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// Must return a new move always
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@ -149,43 +147,119 @@ class HeuristicPlayer extends Player {
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* <li> int[3]: The supplyId in case player picked one (Const.noSupply otherwise).
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* </ul>
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*/
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@Override
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int[] move(int id) {
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// Initialize return array with the current data
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int[] ret = new int[Const.moveItems];
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ret[0] = getNextMove(id);
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ret[1] = y = Position.toRow(ret[0]);
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ret[2] = x = Position.toCol(ret[0]);
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int supplyFlag = 0;
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int supplyFlag =0, moveFlag =1;
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// In case of a champion player, try also to pick a supply
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if (champion && (ret[3] = board.tryPickSupply(ret[0])) != Const.noSupply) {
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++score; // keep score
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++supplyFlag;
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System.out.println(name + ":\t*Found a supply. [score: " + score + "]");
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}
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int dir = Direction.get(id, ret[0]); // update direction counters
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++dirCounter[dir];
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board.updateMove(ret, playerId);
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// Update supply and opponent distance
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int dir = Direction.get(id, ret[0]);
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int smin =DirRange.End, omin =DirRange.End;
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for (int d = DirRange.Begin ; d<DirRange.End ; d += DirRange.Step) {
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int s = supplyInDirection (ret[0], d);
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int o = opponetInDirection(ret[0], d);
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if (s < smin) smin = s;
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if (o < omin) omin = o;
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if (s >= 0 && s < smin) smin = s;
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if (o >= 0 && o < omin) omin = o;
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}
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Integer[] p = {dir, supplyFlag, smin, omin };
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// update path
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Integer[] p = {
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ret[0], dir, moveFlag, supplyFlag,
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dirCounter[Direction.UP], dirCounter[Direction.RIGHT], dirCounter[Direction.DOWN], dirCounter[Direction.LEFT],
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(smin != DirRange.End)? smin:Const.noSupply, (omin != DirRange.End)? omin:Const.noOpponent
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};
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path.add(p);
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return ret;
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}
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/**
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* Prints round information for the player
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*/
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void statistics() {
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if (!path.isEmpty()) {
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Integer[] last = path.get(path.size()-1);
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String who = String.format("%12s", name);
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System.out.print(who + ": score[" + score + "]" + ", dice =" + last[1] + ", tileId =" + last[0] + " (" + Position.toRow(last[0]) + ", " + Position.toCol(last[0]) + ")");
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if (last[2] == 0)
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System.out.println(" *Can not move.");
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else if (last[3] != 0)
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System.out.println(" *Found a supply.");
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else
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System.out.println("");
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// extra prints for heuristic
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if (last[8] != Const.noSupply) System.out.println(" supply distance =" + last[8]);
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else System.out.println(" supply distance = blind");
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if (last[9] != Const.noOpponent) System.out.println(" opponent distance =" + last[9]);
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else System.out.println(" opponent distance = blind");
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}
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}
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/**
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* Prints final statistics for the player
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*/
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void final_statistics () {
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String who = String.format("%12s", name);
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System.out.println();
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System.out.println(who + ": score[" + score + "]");
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System.out.println(" Moves up: " + dirCounter[Direction.UP]);
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System.out.println(" Moves right: " + dirCounter[Direction.RIGHT]);
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System.out.println(" Moves down: " + dirCounter[Direction.DOWN]);
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System.out.println(" Moves left: " + dirCounter[Direction.LEFT]);
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}
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/** @} */
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/**
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* A small utility to extract the direction of maximum evaluation result.
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*
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* We search into the \c eval results and find the index of the maximum evaluation.
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* Then we return the direction of \c eval_dir matrix at the same index we found.
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*
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* @param eval Array with evaluation results for each direction
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* @param eval_dir Array with the matching direction to \c eval array
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* @param N The size of both arrays
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* @return The direction of maximum evaluation. If \c eval is empty returns the first item \c eval[0]
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* @note
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* This function should not be called if there is at least one evaluation result in \c eval
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*/
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private int directionOfMax (double[] eval, int[] eval_dir, int N) {
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double M = Double.NEGATIVE_INFINITY;
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int M_idx = 0;
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for (int i =0; i < N ; ++i) {
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if (eval[i] > M) {
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M = eval[i];
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M_idx = i;
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}
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}
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return eval_dir[M_idx];
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}
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/**
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* A small utility to check if there is at least one evaluation result in the \c eval array
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* @param eval The array to check
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* @param N The size of the array
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* @return True if there is none, false otherwise
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*/
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private boolean isUnevaluated (double[] eval, int N) {
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for (int i =0 ; i<N ; ++i)
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if (eval[i] != 0 && eval[i] != Double.NEGATIVE_INFINITY)
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return false;
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return true;
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}
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/** @name Class data */
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/** @{ */
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private ArrayList<Integer[]> path; /**< our history
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* The integer[] format is:
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* { dice, tookSupply, SupplyDistance, OpponentDistance}
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*/
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/** @} */
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}
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@ -12,6 +12,8 @@
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package host.labyrinth;
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import java.util.ArrayList;
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/**
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* @brief
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* This class represents the game's player
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@ -22,7 +24,6 @@ class Player {
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/**
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* Create a new player and put him at the row-column coordinates
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* @param id The id of the player
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* @param name The name of the player
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* @param champion Flag to indicate if a player is a `champion`
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* @param board Reference to the board of the game
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@ -37,13 +38,16 @@ class Player {
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this.x = column;
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this.y = row;
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this.champion = champion;
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int[] m = {Position.toID(row, column), row, column, Const.noSupply};
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this.dirCounter= new int[DirRange.End]; // yes we spoil some memory. Java is worst.
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this.path = new ArrayList<Integer[]>();
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int[] m = {
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Position.toID(row, column), row, column, Const.noSupply
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};
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board.updateMove(m, playerId);
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}
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/**
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* Create a new player and put him at the row-column coordinates
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* @param id The id of the player
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* @param name The name of the player
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* @param champion Flag to indicate if a player is a `champion`
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* @param board Reference to the board of the game
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@ -57,7 +61,11 @@ class Player {
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this.x = Position.toCol(tileId);
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this.y = Position.toRow(tileId);
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this.champion = champion;
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int[] m = {tileId, Position.toRow(tileId), Position.toCol(tileId), Const.noSupply};
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this.dirCounter= new int[DirRange.End]; // yes we spoil some memory. Java is worst.
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this.path = new ArrayList<Integer[]>();
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int[] m = {
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tileId, Position.toRow(tileId), Position.toCol(tileId), Const.noSupply
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};
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board.updateMove(m, playerId);
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}
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/** @} */
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@ -89,9 +97,11 @@ class Player {
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ret[1] = Position.toRow(id);
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ret[2] = Position.toCol(id);
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ret[3] = Const.noSupply;
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int supplyFlag =0, moveFlag =0;
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int diceDirection = board.dice(); // throw the dice
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if (board.isWalkable(id, diceDirection)) { // The result is walkable
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moveFlag =1; // mark the successful move
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// Get next tile
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Position next = new Position(Position.toRow(id), Position.toCol(id), diceDirection);
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ret[0] = next.getId(); // Update player's and return data
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@ -99,16 +109,49 @@ class Player {
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ret[2] = x = next.getCol();
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// In case of a champion player, try also to pick a supply
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if (champion && (ret[3] = board.tryPickSupply(next.getId())) != Const.noSupply) {
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supplyFlag =1; // mark the successful supply pickup
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++score; // keep score
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System.out.println(name + ":\t*Found a supply. [score: " + score + "]");
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}
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++dirCounter[diceDirection]; // update direction counters
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board.updateMove(ret, playerId);
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}
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else
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System.out.println(name + ":\t*Can not move.");
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// update path
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Integer[] p = {
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ret[0], diceDirection, moveFlag, supplyFlag,
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dirCounter[Direction.UP], dirCounter[Direction.RIGHT], dirCounter[Direction.DOWN], dirCounter[Direction.LEFT],
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Const.noSupply, Const.noOpponent
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};
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path.add(p);
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return ret;
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}
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/**
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* Prints round information for the player
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*/
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void statistics() {
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if (!path.isEmpty()) {
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Integer[] last = path.get(path.size()-1);
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String who = String.format("%12s", name);
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System.out.print(who + ": score[" + score + "]" + ", dice =" + last[1] + ", tileId =" + last[0] + " (" + Position.toRow(last[0]) + ", " + Position.toCol(last[0]) + ")");
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if (last[2] == 0)
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System.out.println(" *Can not move.");
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else if (last[3] != 0)
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System.out.println(" *Found a supply.");
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else
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System.out.println("");
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}
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}
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/**
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* Prints final statistics for the player
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* @note
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* We add this final_statistics() wrapper in order to provide polymorphism to
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* Player class hierarchy and to be sure that we are not braking the
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* Liskov substitution principle
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* @see https://en.wikipedia.org/wiki/Liskov_substitution_principle
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*/
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void final_statistics () { }
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/** Utility to access player's tileID */
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int playerTileId() { return Position.toID(y, x); }
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/** Utility to access player's row position (row coordinate) */
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@ -147,7 +190,6 @@ class Player {
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void setChampion (boolean champion) {
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this.champion = champion;
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}
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/** @} */
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/** @name Class data */
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@ -159,5 +201,23 @@ class Player {
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protected int x; /**< The column coordinate of the player on the board */
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protected int y; /**< The row coordinate of the player on the board */
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protected boolean champion; /**< Champion indicate a player who plays against the Minotaur */
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protected int dirCounter[];
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protected ArrayList<Integer[]> path;
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/**<
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* our history. The integer[] format is:
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* <ul>
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* <li> Integer[0]: tileId - The tile id we choose for the move
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* <li> Integer[1]: dice - The dice (a.k.a direction) of move
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* <li> Integer[2]: moveStatus - True if it was successful (we can move in that direction)
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* <li> Integer[3]: tookSupply - True if we took supply
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* <li> Integer[4]: upCounter - Accumulator to count all the up moves
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* <li> Integer[5]: righrCounter - Accumulator to count all the right moves
|
||||
* <li> Integer[6]: downCounter - Accumulator to count all the down moves
|
||||
* <li> Integer[7]: leftCounter - Accumulator to count all the left moves
|
||||
* <li> Integer[8]: SupDistance - The distance of the nearest supply (only for heuristic players)
|
||||
* <li> Integer[9]: OppDistance - The distance of the nearest opponent (only for heuristic players)
|
||||
* </ul>
|
||||
* }
|
||||
*/
|
||||
/** @} */
|
||||
}
|
||||
|
Loading…
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Reference in New Issue
Block a user