==Project 2 modules==Members: Paul, -bb; Andrew, -fe; Jordan, -er <!-- borokhov, vo, berk -->===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[Projects][] 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.