Difference between revisions of "Computer Science/61b"
(→Additional methods in Gameboard class: reflect changes to generateMoves) |
(→Gameboard & chips ADT: validmove takes a color!) |
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# No chip may be placed in a square that is already occupied. | # 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. */ | # A player may not have more than two chips in a connected group, whether connected orthogonally or diagonally. */ | ||
− | boolean validMove(Move m) | + | boolean validMove(int color, Move m) |
// Chip abstract data type – Chip class | // Chip abstract data type – Chip class |
Revision as of 04:34, 30 October 2006
Contents
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(int color, 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() // returns the checked state of the chip (used for network detection) boolean Checked() // sets the checked state of the chip to newval void setChecked(boolean newval)
Additional methods in Gameboard class
This is the real meat of the project.
/* Andrew */ // generates a 2-d array of moves and resulting gameboards for a given color // @return[0] is an array of Gameboards (Gameboard[x]) // @return[1] is an array of Moves corresponding to each board in return[0] (Move[x]) // thus the board after performing g.performMove(color, return[1][i]) is return[0][i] 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.