代做CS112编程、代写java设计程序
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CS112 – Spring 2024
Project01 – Poker
Instructor: Paul Haskell
INTRODUCTION
For Project01 you will develop a program that plays the card game Poker. At the end of the project, we
will have a Casino Day in which everyone’s programs play a tournament together, with a single Dealer
coordinating the play. Grading is not based on the outcome of the tournament (maybe we play more
than one), but rather on code quality and sophistication of your approach to planning the game.
Your game is not an interface for a person to play Poker. Your program will be the player, making the
playing and betting decisions, playing against another computer program that acts as the Dealer. Your
player and the dealer may play hundreds of hands per second!
Before the actual Casino Day, you will have an opportunity to test your program in class with a simplified
Dealer.
The Game
There are many different variations of Poker. For this project, your program will play a simple version
that you probably have not played before called "Three card stud". Like all poker games, three card stud
is a betting game. Each player starts with a stack of money. Every round the player gets cards, places
bets, and wins or loses. The objective of the game is to not run out of money for as long as possible.
Multiple players (the entire class?) all play the game together, with the Dealer coordinating game play.
Ante
The word "ante" means "before" in Latin. In English, an "ante" is a bet that players must make in a
betting game before play starts.
In poker, there is a single "pot" of money. Every round begins with every player putting a $1 bet—the
"ante"—into the pot. All other bets made during the game also are placed into the pot. At the end of
each round, the winner or winners get the money in the pot. Then the next round begins.
Card Play
At the start of each round, after all the players ante, each player is dealt one card visible only to that
player ("face down" or "in the hole") and one card visible to everyone ("face up" or "up"). Beginning
with the player with the highest "up" card, each player has an opportunity to place an additional bet.
After a player makes a nonzero bet, all following players must:
match ("see") the bet with an equal one of their own
raise the bet by making a larger bet
"fold" i.e. withdraw from the current round of play, conceding a loss in the round
For this project, the maximum bet or raise shall be $10.
Copyright 2023 Paul Haskell. All rights reserved.
So for example, if we have four players playing, named Amit, Brian, Carlos, and Denise, the following
bets would be legal:
Amit bets $10
Brian raises to $15
Carlos folds
Denise sees the $15 bet
Amit adds $5 to match Brian's bet and also adds $10 more, raising the total bet to $25
Brian adds $10, to "see" the $25 bet
Denise folds
At this point, everyone playing either has folded or has matched the current bet.
After the first two cards have been dealt and the first round of betting, the Dealer gives one more card,
face up (visible to everyone), to each player who has not folded. Then there is another round of betting,
conducted with the same rules as the first round.
After the second round of betting, a winner is determined.
- Three-of-a-kind beat any other hand. If more than one player has three-of-a-kind, then the
player with the higher card value wins.
- The next highest hand is a pair (two cards with the same value). If more than one player has a
pair, the pair with the highest card value wins (ignoring the third card). If two players have pairs
with matching values, then the values of only those players' remaining cards are compared, and
the higher card wins. If all three cards match, then the two players are both winners and split
the winnings.
- If no player has a pair, then the player with the highest card wins. If more than one player has
the same highest card, then those players only compare their second-highest (and third-highest
if necessary) cards to determine the round's winner.
- One more rule to keep things fun: the player who wins the poker hand only wins half the pot!
The other half of the pot goes to the player with the highest "spade in the hole", that is, the
highest face-down card whose suit is Spades. If no player has a Spade "in the hole", then the
winner of the poker round wins the entire pot. If the same player wins the poker hand and has
the highest spade in the hole, that player wins the entire pot.
Reshuffling
The Dealer reshuffles the card deck before every round of play.
Betting
Bets must be made in increments of $1. A player is not permitted to bet more money than remains in
her stack, so a player may be forced to fold. When a player runs out of money, i.e. has no money left to
ante, then she is out of the game.
Betting Zero
A player may bet zero chips on any opening bet. This is a wise bet if the player's hand is not very strong.
Sometimes, every player in a round will bet $0, and only the ante bets will be claimed by the round's
winner.
Copyright 2023 Paul Haskell. All rights reserved.
Your Program
The instructor has written a Java program that will perform as Dealer. Each of your Poker.java
programs will communicate with the Dealer over the classroom WiFi network, using Internet Protocol
(“IP”). Luckily, Java makes it easy to set up this communication.
Communication with Sockets
Your Poker.java program should take two command-line arguments:
IpAddress: IP network of Dealer
IpPort: IP port number of server
Your program should include something similar to the following code—you need not understand all of
this code, please simply copy it into your program:
import java.net.Socket;
import java.io.IOException;
import java.io.DataInputStream;
import java.io.DataOutputStream;
Socket socket = new Socket(args[0], Integer.parseInt(args[1]));
DataInputStream dis =
new DataInputStream(socket.getInputStream());
DataOutputStream dos =
new DataOutputStream(socket.getOutputStream());
private void write(String s) throws IOException {
dos.writeUTF(s);
dos.flush();
}
private String read() throws IOException {
return dis.readUTF();
}
Your program will read commands from the Dealer by calling read() and looking at the
returned String. Your program will write responses to the Dealer by calling write(),
passing in your program's response.
Please think about where in your program to put the code that creates socket, dis, and
dos, and the read() and write() methods.
Copyright 2023 Paul Haskell. All rights reserved.
Game Protocol
A protocol is a set of rules by which two (or more) entities interact with each other. Your program will
communicate with the Dealer by implementing the following protocol. The Dealer will initiate
communications every time, by sending a command (along with data) to your program. Your program
should repeatedly try to read from the Dealer. When a command is received, your program interprets it
and responds. Several commands require a reply. Here are the Dealer commands and required replies:
login – whenever your program receives this command, it must reply with
<>:<>
For example
StephenCurry:Steph
Your program may receive the “login” command more than once. You always must reply with
the same values. Your “avatar” name will be shown on a graphics window, to update everyone
on the Casino Day game status. Your GitHubId will be known only to the instructor.
bet1:<>:<>:<beat>>:<>:<>:up:<>:<player's "up" card>>::etc
For example,
bet1:208:24:12:KS:10D:up:AS:8H:10D:QD:2C
Notice that your "up" card is in the list of dealt cards.
You must reply with one of the following:
bet:<>
fold
If you do not fold, your bet must be at least as large as the current bet, and no more than $10
larger. A sample response to the above open command could be:
bet:20
If players who bet after you raise your bet, you will receive another "bet1" command. The
format will be the same as shown above. Your "hole" card and "up" card values will be the
same, and the other players' cards will be the same. Your stack will be reduced by your previous
bet, and the current bet to match or beat may be different.
For example, after the above command, you may receive another command such as
bet1:188:68:5:KS:10D:up:AS:8H:10D:QD:2C
The "188" reflects the 20 that you bet previously (208 - 20 = 188), and the "5" is the new bet
amount you must match or beat, or else you must fold.
After the first round of betting finishes, if you have not folded, you will receive a "bet2"
command.
bet2:<>:<>:<match or beat>>:>:<>:<card>:up:<>:<>:<player's first "up" card>>:<>:etc
Copyright 2023 Paul Haskell. All rights reserved.
For example:
bet2:183:66:0:KS:10D:10S:up:AS:AQ:8H:6D:10D:4S:QD:JC:2C:4H
As with the first round, you must reply with one of the following:
bet:<>
fold
If you bet, you must bet at least the amount of the current bet and at most $10 more. As with
the first betting round, in the second round, betting continues until every player has bet the
same total amount or folded.
If you are the only player not to fold after the "bet1" round, you simply will receive a status
command, without a "bet2" command.
status:<>:<>:<hand>>:<> - you should not reply to this message. You can print it
out, parse it for use playing the game, etc. You get this message after each round ends.
done:<> – you should not reply to this message. You are done with the game, either
because you ran out of money or because you broke the rules. The message will explain why,
so it is a good idea to print out the message. After your program receives the done command, it
should close the socket and exit the program.
Details
As you see, commands and replies often use the colon character “:” as a separator.
Some of the commands contain a card or list of cards. A card is represented with two or three
characters. The last character is the “suit”: S for spades, H for hearts, C for clubs, D for
diamonds. The first character is the card value: 2-9, J for jack, Q for queen, K for king, A for Ace.
Only the 10 requires three characters: “10” plus the suit. Examples are:
2C
AD
10S
QH
It is a requirement that your program respond to every command within 1 second, or else your
program will be deemed nonresponsive, and you will be kicked out of the game.
Strategy for Play
Here are a few hints:
The only decisions your program must make are whether to fold or to bet, and how much to bet. Clearly
if you have three-of-a-kind, you should bet as much as possible. As a simple strategy, you also can bet
big if you have a pair, and bet $0 or fold if you do not have a pair or better.
More complicated strategies will consider the "up" cards from the other players to try to figure out the
probability that you will win the current hand. Even more complex strategies will consider the expected
pay-off of betting vs folding.
Copyright 2023 Paul Haskell. All rights reserved.
The object of the game is to keep playing as long as possible. If you have a bet that has a 70% chance of
winning, you bet your whole stack of chips, and you lose, then you are out of the game. A smaller bet
might be better.
The "high spade in the hole" is just as valuable as a good poker hand. If you have a high spade in the
hole, you should bet high. If you see high spades among the "up" cards, that helps confirm that other
players do not have those cards as their "hole" cards.
If you (almost) never bet, you will lose money steadily from having to ante as other players win the pot.
This strategy might keep you playing for a while, but it is unlikely to win any tournament.
Grading
Your program’s performance in the Casino Day tournament does not affect your grade—Casino Day is
just for fun.
Your deliveries for this project must come in two parts
- Part 1 supports Internet connectivity and legal response to commands
- Part 2 implements your best algorithms for betting and for playing
For grading, after Part 2, you must schedule a 10-minute time slot with the instructor to present your
code to the instructor or TA’s. (We will post a sign-up sheet with time slots for the interviews.) During
this meeting, you will explain your strategy for playing the game and will give a walkthrough of your
code. Your code will go through an automatic tester beforehand (separate from the class Casino Day) to
see how well it followed the rules of the Project.
Put your program into a subdirectory called “Project01” (not Lab15) inside your MyWork directory, and
remember to push your Project01 to GitHub before the deadlines.
- Part 1 must be turned in before 11:59pm Weds March 27
- Part 2 must be turned in before 11:59pm Fri April 5
Rubric
Milestone Points Comments
Part 1: Program is in
correct location, with
correct name, pushed to
GitHub before Part 1
deadline, compiles
successfully, and connects
to Dealer server
15
Part 1: correct play:
program gives correct reply
messages
35 Response must be given
within 1 second.
Always bets a legal
amount.
Always replies to "play"
command with legal reply.
Copyright 2023 Paul Haskell. All rights reserved.
Closes socket after "done"
command.
Part 2: correct play:
program gives correct reply
messages, plays correctly in
given test situations
70 Response must be given
within 1 second.
Always bets a legal
amount.
Always replies to "play"
command with legal reply.
Closes socket after "done"
command.
Part 2: Intelligent rules for
play
40 Auto grader tests multiple
game scenarios
Part 2: Intelligent rules for
play that take advantage of
other players' "up" cards
20 Auto grader tests multiple
game scenarios
Part 2: Software quality 30 Judged subjectively by
graders
10-minute interview shows
understanding of one’s
own software. Bring an
informal one-page
document describing how
you tested your program
40 Judged subjectively by
graders
Conclusion
I hope this project ends up being fun. You will implement a communication protocol, your program will
communicate with other computers, you will get to explore game strategy, and to decide what strategy
to implement.
This project is an excellent opportunity for you to practice testing! You might want to build a simple
Dealer to deal random cards to your Player, to see which playing strategies do well and which do poorly.
You will certainly want to test to ensure that your program implements the game protocol correctly.
CS112 – Spring 2024
Project01 – Poker
Instructor: Paul Haskell
INTRODUCTION
For Project01 you will develop a program that plays the card game Poker. At the end of the project, we
will have a Casino Day in which everyone’s programs play a tournament together, with a single Dealer
coordinating the play. Grading is not based on the outcome of the tournament (maybe we play more
than one), but rather on code quality and sophistication of your approach to planning the game.
Your game is not an interface for a person to play Poker. Your program will be the player, making the
playing and betting decisions, playing against another computer program that acts as the Dealer. Your
player and the dealer may play hundreds of hands per second!
Before the actual Casino Day, you will have an opportunity to test your program in class with a simplified
Dealer.
The Game
There are many different variations of Poker. For this project, your program will play a simple version
that you probably have not played before called "Three card stud". Like all poker games, three card stud
is a betting game. Each player starts with a stack of money. Every round the player gets cards, places
bets, and wins or loses. The objective of the game is to not run out of money for as long as possible.
Multiple players (the entire class?) all play the game together, with the Dealer coordinating game play.
Ante
The word "ante" means "before" in Latin. In English, an "ante" is a bet that players must make in a
betting game before play starts.
In poker, there is a single "pot" of money. Every round begins with every player putting a $1 bet—the
"ante"—into the pot. All other bets made during the game also are placed into the pot. At the end of
each round, the winner or winners get the money in the pot. Then the next round begins.
Card Play
At the start of each round, after all the players ante, each player is dealt one card visible only to that
player ("face down" or "in the hole") and one card visible to everyone ("face up" or "up"). Beginning
with the player with the highest "up" card, each player has an opportunity to place an additional bet.
After a player makes a nonzero bet, all following players must:
match ("see") the bet with an equal one of their own
raise the bet by making a larger bet
"fold" i.e. withdraw from the current round of play, conceding a loss in the round
For this project, the maximum bet or raise shall be $10.
Copyright 2023 Paul Haskell. All rights reserved.
So for example, if we have four players playing, named Amit, Brian, Carlos, and Denise, the following
bets would be legal:
Amit bets $10
Brian raises to $15
Carlos folds
Denise sees the $15 bet
Amit adds $5 to match Brian's bet and also adds $10 more, raising the total bet to $25
Brian adds $10, to "see" the $25 bet
Denise folds
At this point, everyone playing either has folded or has matched the current bet.
After the first two cards have been dealt and the first round of betting, the Dealer gives one more card,
face up (visible to everyone), to each player who has not folded. Then there is another round of betting,
conducted with the same rules as the first round.
After the second round of betting, a winner is determined.
- Three-of-a-kind beat any other hand. If more than one player has three-of-a-kind, then the
player with the higher card value wins.
- The next highest hand is a pair (two cards with the same value). If more than one player has a
pair, the pair with the highest card value wins (ignoring the third card). If two players have pairs
with matching values, then the values of only those players' remaining cards are compared, and
the higher card wins. If all three cards match, then the two players are both winners and split
the winnings.
- If no player has a pair, then the player with the highest card wins. If more than one player has
the same highest card, then those players only compare their second-highest (and third-highest
if necessary) cards to determine the round's winner.
- One more rule to keep things fun: the player who wins the poker hand only wins half the pot!
The other half of the pot goes to the player with the highest "spade in the hole", that is, the
highest face-down card whose suit is Spades. If no player has a Spade "in the hole", then the
winner of the poker round wins the entire pot. If the same player wins the poker hand and has
the highest spade in the hole, that player wins the entire pot.
Reshuffling
The Dealer reshuffles the card deck before every round of play.
Betting
Bets must be made in increments of $1. A player is not permitted to bet more money than remains in
her stack, so a player may be forced to fold. When a player runs out of money, i.e. has no money left to
ante, then she is out of the game.
Betting Zero
A player may bet zero chips on any opening bet. This is a wise bet if the player's hand is not very strong.
Sometimes, every player in a round will bet $0, and only the ante bets will be claimed by the round's
winner.
Copyright 2023 Paul Haskell. All rights reserved.
Your Program
The instructor has written a Java program that will perform as Dealer. Each of your Poker.java
programs will communicate with the Dealer over the classroom WiFi network, using Internet Protocol
(“IP”). Luckily, Java makes it easy to set up this communication.
Communication with Sockets
Your Poker.java program should take two command-line arguments:
IpAddress: IP network of Dealer
IpPort: IP port number of server
Your program should include something similar to the following code—you need not understand all of
this code, please simply copy it into your program:
import java.net.Socket;
import java.io.IOException;
import java.io.DataInputStream;
import java.io.DataOutputStream;
Socket socket = new Socket(args[0], Integer.parseInt(args[1]));
DataInputStream dis =
new DataInputStream(socket.getInputStream());
DataOutputStream dos =
new DataOutputStream(socket.getOutputStream());
private void write(String s) throws IOException {
dos.writeUTF(s);
dos.flush();
}
private String read() throws IOException {
return dis.readUTF();
}
Your program will read commands from the Dealer by calling read() and looking at the
returned String. Your program will write responses to the Dealer by calling write(),
passing in your program's response.
Please think about where in your program to put the code that creates socket, dis, and
dos, and the read() and write() methods.
Copyright 2023 Paul Haskell. All rights reserved.
Game Protocol
A protocol is a set of rules by which two (or more) entities interact with each other. Your program will
communicate with the Dealer by implementing the following protocol. The Dealer will initiate
communications every time, by sending a command (along with data) to your program. Your program
should repeatedly try to read from the Dealer. When a command is received, your program interprets it
and responds. Several commands require a reply. Here are the Dealer commands and required replies:
login – whenever your program receives this command, it must reply with
<
For example
StephenCurry:Steph
Your program may receive the “login” command more than once. You always must reply with
the same values. Your “avatar” name will be shown on a graphics window, to update everyone
on the Casino Day game status. Your GitHubId will be known only to the instructor.
bet1:<
For example,
bet1:208:24:12:KS:10D:up:AS:8H:10D:QD:2C
Notice that your "up" card is in the list of dealt cards.
You must reply with one of the following:
bet:<
fold
If you do not fold, your bet must be at least as large as the current bet, and no more than $10
larger. A sample response to the above open command could be:
bet:20
If players who bet after you raise your bet, you will receive another "bet1" command. The
format will be the same as shown above. Your "hole" card and "up" card values will be the
same, and the other players' cards will be the same. Your stack will be reduced by your previous
bet, and the current bet to match or beat may be different.
For example, after the above command, you may receive another command such as
bet1:188:68:5:KS:10D:up:AS:8H:10D:QD:2C
The "188" reflects the 20 that you bet previously (208 - 20 = 188), and the "5" is the new bet
amount you must match or beat, or else you must fold.
After the first round of betting finishes, if you have not folded, you will receive a "bet2"
command.
bet2:<
Copyright 2023 Paul Haskell. All rights reserved.
For example:
bet2:183:66:0:KS:10D:10S:up:AS:AQ:8H:6D:10D:4S:QD:JC:2C:4H
As with the first round, you must reply with one of the following:
bet:<
fold
If you bet, you must bet at least the amount of the current bet and at most $10 more. As with
the first betting round, in the second round, betting continues until every player has bet the
same total amount or folded.
If you are the only player not to fold after the "bet1" round, you simply will receive a status
command, without a "bet2" command.
status:<
out, parse it for use playing the game, etc. You get this message after each round ends.
done:<
because you ran out of money or because you broke the rules. The message will explain why,
so it is a good idea to print out the message. After your program receives the done command, it
should close the socket and exit the program.
Details
As you see, commands and replies often use the colon character “:” as a separator.
Some of the commands contain a card or list of cards. A card is represented with two or three
characters. The last character is the “suit”: S for spades, H for hearts, C for clubs, D for
diamonds. The first character is the card value: 2-9, J for jack, Q for queen, K for king, A for Ace.
Only the 10 requires three characters: “10” plus the suit. Examples are:
2C
AD
10S
QH
It is a requirement that your program respond to every command within 1 second, or else your
program will be deemed nonresponsive, and you will be kicked out of the game.
Strategy for Play
Here are a few hints:
The only decisions your program must make are whether to fold or to bet, and how much to bet. Clearly
if you have three-of-a-kind, you should bet as much as possible. As a simple strategy, you also can bet
big if you have a pair, and bet $0 or fold if you do not have a pair or better.
More complicated strategies will consider the "up" cards from the other players to try to figure out the
probability that you will win the current hand. Even more complex strategies will consider the expected
pay-off of betting vs folding.
Copyright 2023 Paul Haskell. All rights reserved.
The object of the game is to keep playing as long as possible. If you have a bet that has a 70% chance of
winning, you bet your whole stack of chips, and you lose, then you are out of the game. A smaller bet
might be better.
The "high spade in the hole" is just as valuable as a good poker hand. If you have a high spade in the
hole, you should bet high. If you see high spades among the "up" cards, that helps confirm that other
players do not have those cards as their "hole" cards.
If you (almost) never bet, you will lose money steadily from having to ante as other players win the pot.
This strategy might keep you playing for a while, but it is unlikely to win any tournament.
Grading
Your program’s performance in the Casino Day tournament does not affect your grade—Casino Day is
just for fun.
Your deliveries for this project must come in two parts
- Part 1 supports Internet connectivity and legal response to commands
- Part 2 implements your best algorithms for betting and for playing
For grading, after Part 2, you must schedule a 10-minute time slot with the instructor to present your
code to the instructor or TA’s. (We will post a sign-up sheet with time slots for the interviews.) During
this meeting, you will explain your strategy for playing the game and will give a walkthrough of your
code. Your code will go through an automatic tester beforehand (separate from the class Casino Day) to
see how well it followed the rules of the Project.
Put your program into a subdirectory called “Project01” (not Lab15) inside your MyWork directory, and
remember to push your Project01 to GitHub before the deadlines.
- Part 1 must be turned in before 11:59pm Weds March 27
- Part 2 must be turned in before 11:59pm Fri April 5
Rubric
Milestone Points Comments
Part 1: Program is in
correct location, with
correct name, pushed to
GitHub before Part 1
deadline, compiles
successfully, and connects
to Dealer server
15
Part 1: correct play:
program gives correct reply
messages
35 Response must be given
within 1 second.
Always bets a legal
amount.
Always replies to "play"
command with legal reply.
Copyright 2023 Paul Haskell. All rights reserved.
Closes socket after "done"
command.
Part 2: correct play:
program gives correct reply
messages, plays correctly in
given test situations
70 Response must be given
within 1 second.
Always bets a legal
amount.
Always replies to "play"
command with legal reply.
Closes socket after "done"
command.
Part 2: Intelligent rules for
play
40 Auto grader tests multiple
game scenarios
Part 2: Intelligent rules for
play that take advantage of
other players' "up" cards
20 Auto grader tests multiple
game scenarios
Part 2: Software quality 30 Judged subjectively by
graders
10-minute interview shows
understanding of one’s
own software. Bring an
informal one-page
document describing how
you tested your program
40 Judged subjectively by
graders
Conclusion
I hope this project ends up being fun. You will implement a communication protocol, your program will
communicate with other computers, you will get to explore game strategy, and to decide what strategy
to implement.
This project is an excellent opportunity for you to practice testing! You might want to build a simple
Dealer to deal random cards to your Player, to see which playing strategies do well and which do poorly.
You will certainly want to test to ensure that your program implements the game protocol correctly.