代做CPT204-2324 Coursework 3 Task Sheet帮做Java编程

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CPT204-2324 Coursework 3 Task Sheet

Overview

Coursework 3 (CW3) is the final coursework component of the course this semester. It contributes to 40% of your final marks.

You will form. a team of two with your friend and apply object-oriented principles and advanced  data  structures  you   have  learned  throughout  the  semester  to  create intelligent game-playing  characters. You  will  be  tasked  with  writing  a  report  and creating a video presentation to demonstrate your problem-solving and testing skills, as well as your understanding of object-oriented concepts.

You are required to submit the following files: Java codes in a ZIP file, a Word and PDF report, an MP4 video, and a PowerPoint (PPT) presentation used in the video.

Timeline

Week 10, Friday,

CW3 is released

May 3, 2024, 13:00 CST

(This task sheet, skeleton codes, sample testcases)

Week 13, Sunday,

CW3 Java source code files, video files (MP4, PPT),

May 26, 2024, 23:59 CST

and report files (Word, PDF) are due

Late Submission Period

5% lateness penalty per-day

Max 5 days (Monday-Friday)

Reading Week, Friday,

End of Late Submission Period

May 31, 2024, 23:59 CST

No submissions are accepted thereafter

Outline

The  remainder  of  the  task  sheet  will   outline  the  game   rules,  provide  detailed specifications of the tasks, and specify the deliverables you are required to submit. Additionally, there is a marking rubric provided to guide you in achieving the best possible outcome.

Coursework 3 – Intelligent Rogue Chars

Intelligent game-playing characters have been used in the game industry to harness the power of graph algorithms to navigate complex virtual environments, strategically analyzing interconnected nodes and edges to optimize their movements and decision- making  processes.  By  leveraging  graph traversal techniques  such  as  breadth-first search (BFS) and depth-first search (DFS), these characters can efficiently explore vast game worlds, identify optimal paths, and anticipate opponent movements.

In this coursework, you will use graph algorithms you have learned in Lecture 10 to develop  an  effective  approach  to  track  and   intercept  a   moving  opponent   in  a (simplified version of the) 2D Game called Rogue. You will also create a viable plan to evade interception from said opponent.

Rogue

The  game   Rogue  was  created   by   Michael  Toy   and  Glen  Wichman,  who,  while experimenting with Ken Arnold's C library named curses in the late 1970s,designed a graphical adventure game shown below.

In 1984, CMU graduate students developed Rog-o-matic, an automated Rogue player, which became the highest-rated player. Rog-o-matic's algorithm prioritized avoiding monster  encounters  to  facilitate  health  regeneration,  posing  an  intriguing  graph search challenge, which inspired this coursework.

Rules of the Game

The game of Rogue is played on an N-by-N grid that represents the dungeon. The two players are a rogue and a monster. The rogue is represented with the character @. The monster is represented by an uppercase letter A through Z.

The monster and rogue take turns making moves, with the monster going first. If the monster intercepts the rogue (i.e., occupies the same site), then the monster kills the rogue, and the game ends. In each turn, a player either remains stationary or moves to an adjacent site.

There are three types of sites:

1.   Rooms represented by .

2.   Corridors represented by +

3.   Walls represented by  (a space)

The movement rules are:

.    If a player is in a room site, then they can move to an adjacent room site in one of the 8 compass directions (N, E, S, W, NW, NE, SW, SE) or a corridor site in one of the 4 directions (N, E,S, W).

.    If a  player  is  in a corridor site, then they can move to an adjacent room or corridor site in one of the 4 directions (N, E,S, W).

.    The walls are impenetrable.

Consider the following two dungeons.

In the first dungeon above, the rogue can avoid the monster I indefinitely by moving N and running around the corridor.

In the second dungeon, the monster A can use the diagonal moves to trap the rogue in a corner.

Monster's Strategy

The monster is tenacious and its sole mission is to chase and intercept the rogue. A natural strategy for the monster is to always take one step toward the rogue. In terms of the underlying graph, this means that the monster should compute a shortest path between itself and the rogue, and take one step along such a path. This strategy is not necessarily optimal, since there maybe ties, and taking a step along one shortest path may be better than taking a step along another shortest path.

Consider the following two dungeons.

In the first dungeon above, monster B's only optimal strategy is to take a step in the NE direction. Moving  N or E would enable the rogue to make a mad dash for the opposite corridor entrance.

In the second dungeon, the monster C can guarantee to intercept the rogue by first moving E.

Your first task is to implement an effective strategy for the monster. To implement the monster's strategy, you may want to consider using BFS.

Rogue's Strategy

The rogue's goal is to avoid the monster for as long as possible. A naive strategy is to move to an adjacent site that is as far as possible from the monster's current location.

That strategy is not necessarily optimal.

Consider the following two dungeons.

It is easy to see that that strategy may lead to a quick and unnecessary death, as in the second dungeon above where the rogue can avoid the monster J by moving SE.

Another potentially deadly strategy would be togo to the nearest corridor. To avoid the monster F in the first dungeon, the rogue must move towards a northern corridor instead.

A more effective strategy is to identify a sequence of adjacent corridor and room sites which the  rogue  can  run  around  in  circles  forever, thereby  avoiding the  monster indefinitely. This involves identifying and following certain cycles in the underlying graph. Of course, such cycles may not always exist, in which case your goal is to survive for as long as possible. To implement the rogue's strategy, you may want to use both BFS and DFS.


Implementation and Specification

In this section, you will discover the expected details regarding the implementation and specifications of the Rogue game, which you are required to adhere to.

Dungeon File Input Format

The input dungeon consists of an integer N, followed by N rows of 2N characters each. For example:

A  room  is  a  contiguous  rectangular  block  of  room  sites.  Rooms  may  not  connect directly with each other. That is, any path from one room to another will use at least one corridor site.

There will be exactly one monster and one rogue, and each will start in some room site.

You will be given 18 dungeon files to test your code with.

You may create your own dungeon files (explain the novelty in your report/video!).     In the rubric subsection below, you are required to show the correctness and the performance of your rogue and monster on at least 5 non-trivial dungeons in total.

Game of Rogue Specification

We will provide some files that are already completed as the game infrastructure. There are two files to complete: Monster.java and Rogue.java, for which some skeleton code is provided.

The given files are only for a quick start: you should modify the files so your program exhibits more object-oriented programming principles!

The following is the interface of Monster.java :

public Monster(Game g)      // create a new monster playing game g

public Site move()          // return adjacent site to which it moves

And the analogous program Rogue.java:

public Rogue(Game g)       // create a new rogue playing a game g

public Site move()         // return adjacent site to which it moves

The move() method should implement the move of the monster/rogue as specified by the strategy that you have created.

Game.java reads in the dungeon from standard input and does the game playing and refereeing.   It   has   three   primary   interface   functions   that  will   be   needed   by

Rogue.java and Monster.java. public Site getMonsterSite() public Site getRogueSite()

public Dungeon getDungeon()

// return site occupied by monster // return site occupied by rogue

// return the dungeon

public boolean isLegalMove(Site v, Site w)  // is moving from site v

to w legal?

public boolean isCorridor(Site v)

// is site v a corridor site?

public boolean isRoom(Site v)

// is site v a room site?

public int size()

// return N = dim of dungeon

In.java is a library from Algorithms optional textbook to read in data from various sources. You will have to create your own input library for your CW3 program.

Site.java is a data type that represents a location site in the N-by-N dungeon.

public Site(int i, int j)     // create new Site for location (i, j)

public int i()                        // get i coordinate

public int j()                        // get j coordinate

public int manhattan(Site w)         // return Manhattan distance

from invoking site to w

public boolean equals(Site w)        // is invoking site equal to w?

If you have two sites located at coordinates (i1, j1) and (i2, j2), then the Manhattan distance between the two sites is  |i1   - i2 | +  |j1  - j2 |. This represents the length you have to travel, assuming you can only move horizontally and vertically.

You should modify the files or create other Java files, so your final program exhibits more object-oriented programming principles.   Finally, you must only use libraries that  are  covered  in  CPT204  (including  in  Liang  textbook).    Violating  this  by  using libraries that are not covered in CPT204 will result in an automatic total mark of 0.

Deliverables

In this section, you will find the details regarding the files that you are required to submit,and the report and video specifications.

Submission Requirements

You are required to submit:

1)   The  Rogue.java  and  Monster.java  source code Java files, as well as any other auxiliary Java files and the dungeon files that you selected/created in your project, altogether combined in a ZIP file.

2)   Your report, in both Word and PDF format (2 separate files).

3)   The PPT of your video presentation.

4)   The video recording of your presentation in a MP4 file.

The submission deadline is Sunday, May 26, 2024, at 23:59 CST.

You may submit late, with a maximum grace period of 5 days, during which a 5% lateness penalty will be applied for each late day. Therefore, after Friday, May 31, 2024, at 23:59 CST, no submissions will be accepted.

Report Requirements

Write a report satisfying the following criteria:

1.   The purpose of your report is to explain your code, algorithms, algorithm

analysis,and OOP elements in well-detailed manner.

2.   Your report must consist of exactly 6 Chapters:

Chapter 1 – Object-oriented Principles

(you may add subchapters here)

Chapter 2 – Monster Algorithm

Chapter 3 – Rogue Algorithm

Chapter 4 – Monster Algorithm Analysis

Chapter 5 – Rogue Algorithm Analysis

Chapter 6 – My Java Code

For more details on the contents of each section, you should refer to the

Rubric on page 11.

3.   You must include all your code in Chapter 6 as a text, copy paste each source

file content into the report.

You must not use screenshots in Chapter 6.

Using screenshot in Chapter 6 will result in an automatic total marks of 0.

(you may use screenshot in other chapters)

4.   Write your report using Word with the following setting:

Font Calibri, Font Size 12, Line Spacing 1.5, Normal Margins.

The page limit is a maximum of 20 pages, not including Chapter 6.

5.   Consider using images and diagrams to improve the readability of your

report. Please refer to the rubric in the following subsection.

6.   Save your Word document as a PDF.

Submit to Learning Mall Assignment Box both the Word document file and the PDF file.

Video Requirements

Create a PPT presentation and video explanation using the PPT satisfying the following requirements:

1.   The purpose of your video presentation is to explain your code, algorithms,

and OOP design in a succinct manner.

2.   You can use any template for your PPT, not limited to the XJLTU standard

theme.

3.   The length of the video must be less than or equal to 8 minutes.

Violating the video length requirements will result in a total marks of 0 for

your coursework mark.

4.   Your video must display your face and include your audio for the purpose of

authenticity verification.

Do not use English audio translation software to narrate your video.

Violating the requirement to show your face and use your voice will result in

a total marks of 0 for your coursework.

5.   The clarity of the presentation will be graded. Please refer to the rubric in the next subsection.

6.   Submit to Learning Mall Assignment Box both:

a.   The video file in MP4 format,

b.   The PPT file you used to create a video.

Equal Contribution Requirements

In  adherence  to  academic  integrity  and  fairness,  it  is  imperative  that  both  team members contribute equally to the completion of the coursework:

1.   Each member should actively participate in the development process,

ensuring a balanced distribution of workload and responsibilities.

For example,one team member may mostly undertake the coding of the

rogue character while the other focuses on the monster character, and they

may divide tasks such as testing, documentation, report writing, and

presentation preparation equitably.

2.   Both team members must show their faces in the video, one at a time.

3.   Should there be any concerns regarding unequal contributions, team

members are encouraged to notify the module leader promptly to facilitate appropriate assessment and marking decisions, to ensure transparency and accountability.




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