Difference between revisions of "Computer Science/61b"

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(Methods: correction – these methods aren't in MachinePlayer...)
(Gameboard & chips ADT: move methods to appropriate heading)
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  // returns the y coord of the chip
 
  // returns the y coord of the chip
 
  int getY()
 
  int getY()
 +
 +
===Additional methods in Gameboard class===
 +
This is the real meat of the project.
 +
/* Andrew */
 +
// generates an array of Gameboards of all the possible moves from the current Gameboard g for a given player. returns an array of Gameboards
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Object[][] generateMoves(Gameboard g, int color)
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----
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/* Paul */
 +
// evaluates all possible moves to be generated from the '''this''' board using the minimax algorithm and alpha-beta pruning.
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// continues searching until it reaches '''depth''' or a win, whichever comes first
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Move evalTree(int color, int depth)
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----
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/* Jordan */
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// evaluates the given network for a winning color
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// returns a probability of winning if there is no win
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// returns 999 if WHITE wins, -999 if BLACK wins
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int winner(Gameboard g)
  
 
===Changes to MachinePlayer class===
 
===Changes to MachinePlayer class===

Revision as of 02:49, 29 October 2006

Project 2 modules

Members: Paul, -bb; Andrew, -fe; Jordan, -er

Gameboard & chips ADT

/* Paul */
// Gameboard abstract data type – Gameboard class
// fields: public static final int SDEPTH = 10, given to no-depth constructor
// methods:
// inserts a chip of the given color in the specified place as determined by an x, y coord pair
// returns true if the insertion succeeds; false otherwise
boolean insertChip(int color, int x, int y)
// move a given chip to a specified place as determined by an x, y coord pair
// returns true if the move succeeds; false otherwise
boolean moveChip(Chip c, int x, int y)
// performs a move and returns true/false depending on whether it succeeded
boolean performMove(int color, Move m)
// returns the Chip at a given location as determined by an x, y coord pair
Chip retrieveChip(int x, int y)
// returns true if the given move is valid; false otherwise
/* Verified conditions:
# No chip may be placed in any of the four corners. 
# No chip may be placed in a goal of the opposite color.
# No chip may be placed in a square that is already occupied.
# A player may not have more than two chips in a connected group, whether connected orthogonally or diagonally. */
boolean validMove(Move m)

// Chip abstract data type – Chip class
// color field stores the chip's color as a static final int; x and y fields store the chip's x and y coords, respectively
// fields: public static final int WHITE/BLACK = 1/0 (this is how we refer to colors, though I don't think anyone would need to)
//         public final static int DIMENSION = 8 for the dimensions of the board
// methods:
// returns the chip's color
int getColor()
// returns the x coord of the chip
int getX()
// returns the y coord of the chip
int getY()

Additional methods in Gameboard class

This is the real meat of the project.

/* Andrew */
// generates an array of Gameboards of all the possible moves from the current Gameboard g for a given player. returns an array of Gameboards
Object[][] generateMoves(Gameboard g, int color)

/* Paul */
// evaluates all possible moves to be generated from the this board using the minimax algorithm and alpha-beta pruning.
// continues searching until it reaches depth or a win, whichever comes first
Move evalTree(int color, int depth)

/* Jordan */
// evaluates the given network for a winning color
// returns a probability of winning if there is no win
// returns 999 if WHITE wins, -999 if BLACK wins
int winner(Gameboard g)

Changes to MachinePlayer class

New fields

int color
int opponent
int depth
Gameboard board

Methods

As I mentioned to Jordan over e-mail, all of the methods and constructors in MachinePlayer class become pretty trivial after we write all of the methods in the Gameboard class. I (Paul) have already done all of them, so assuming everything else works as planned, we should be ok.