辅导案例-CSC148-Assignment 2

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Assignment 2
CSC148:

Assignment 2: Blocky

Due date: Tuesday, March 31, 2020 before noon sharp (not
12:10).

You may complete this assignment individually or with a partner
who can be from any section of the course.

Learning goals

By the end of this assignment, you should be able to:

• model hierarchical data using trees

• implement recursive operations on trees (both non-mutating
and mutating)

• convert a tree into a flat, two-dimensional structure

• use inheritance to design classes according to a common
interface

Coding Guidelines

These guidelines are designed to help you write well-designed
code that will adhere to the interfaces we have defined (and thus
will be able to pass our test cases).

You must:

• write each method in such a way that the docstrings you
have been given in the starter code accurately describe the
body of the method.

• avoid writing duplicate code.

• write a docstring for any class, function, or method that
lacks one.

You must NOT:

• change the parameters, parameter type annotations, or
return types in any of the methods or function you have
been given in the starter code.

• add or remove any parameters in any of the methods you
have been given in the starter code.

• change the type annotations of any public or private
attributes you have been given in the starter code.

• create any new public attributes.

• create any new public methods.

• write a method or function that mutates an object if the
docstring doesn’t that it will be mutated.

• add any more import statements to your code, except for
imports from the typing module.

You may find it helpful to:

• create new private helper methods or functions for the
classes you have been given.

◦ if you create new private methods or functions you
must provide type annotations for every parameter and
return value. You must also write a full docstring for
this method as described in the function design recipe*

• create new private attributes for the classes you have been
given.

◦ if you create new private attributes you must give them
a type annotation and include a description of them in
the class’s docstring as described in the class design
recipe*

• import more objects from the typing module

• override the inherited version of the __eq__ special method in
some cases (this is not the same as creating a new public
method).

While writing your code you can assume that all arguments
passed to the methods and functions you have been given in the
starter code will respect the preconditions and type annotations
outlined in the methods’ docstrings.

Introduction: the Blocky game

Blocky is a game with simple moves on a simple structure. But,
like a Rubik’s Cube, it is quite challenging to play. The game is
played on a randomly-generated game board made of squares of
four different colours, such as this:

Each player has their own goal that they are working towards,
such as creating the largest connected “blob” of blue. After each
move, the player sees their score, which is determined by how
well they have achieved their goal and which moves they have
made. The game continues for a certain number of turns, and the
player with the highest score at the end is the winner. Next, let’s
look in more detail at the rules of the game and the different ways
it can be configured for play.

The Blocky board and terminology

We call the game board a ‘block’, which is best defined
recursively. A block is either:

• a square of one colour, or

• a square that is subdivided into 4 equal-sized blocks.

The largest block of all, containing the whole structure, is called
the top-level block. We say that the top-level block is at level 0.
If the top-level block is subdivided, we say that its four sub-
blocks are at level 1. More generally, if a block at level k is
subdivided, its four sub-blocks are at level k+1.

A Blocky board has a maximum allowed depth, which is the
number of levels down it can go. A board with maximum allowed
depth 0 would not be fun to play on – it couldn’t be subdivided
beyond the top level, meaning that it would be of one solid
colour. This board was generated with maximum depth of 5:

For scoring, the units of measure are squares the size of the
blocks at the maximum allowed depth. We will call these
blocks unit cells.

Actions and Moves

A number of actions can be performed in Blocky. A move is an
action that is performed on a specific block. The actions are:

1. Rotate clockwise

2. Rotate counterclockwise

3. Swap Horizontally

4. Swap Vertically

5. Smash

6. Paint

7. Combine

8. Pass

The Smash action can only be performed on blocks with no
children. If a block is smashed, then it is sub-divided into four
new, randomly-generated sub-blocks. Smashing a unit cell is
also not allowed (it is already at the maximum depth).

The Paint action sets a block’s colour to a new, specified colour.
It can only be performed on unit cells.

The Combine action turns a block into a leaf based on the
majority colour of its children. It can only be performed on a
block that is subdivided and whose children are at the maximum
depth. If there is a majority colour among the four children, then
the children are discarded and the block has the majority colour.
A majority colour means that one colour is the majority amongst
all children; a tie does not constitute a majority.

The Pass action does not mutate the block. It can be used by a
player who wishes to skip their turn.

Choosing a block and levels

What makes moves interesting is that they can be applied to any
block at any level. For example, if the user selects the entire top-
level block for this board:

and chooses to rotate it counter-clockwise, the resulting board is
this:

But if instead, on the original board, they rotated the block at
level 1 (one level down from the top-level block) in the upper left-
hand corner, the resulting board is this:

And if instead they were to rotate the block a further level down,
still sticking in the upper-left corner, they would get this:

Of course there are many other blocks within the board at various
levels that the player could have chosen.

Players

The game can be played solitaire (with a single player) or with
two to four players. There are three kinds of players:

1. A human player chooses moves based on user input.

2. A random player is a computer player that, as the name
implies, chooses moves randomly.

3. A smart player is a computer player that chooses moves
more intelligently: It generates a set of random moves and,
for each move, checks what its score would be if it were to
make that move. Then it picks the one that yields the best
score.

Goals and scoring

At the beginning of the game, each player is assigned a
randomly-generated goal. There are two types of goal:

1. Blob goal.

The player must aim for the largest “blob” of a given colour
c. A blob is a group of connected blocks with the same
colour. Two blocks are connected if their sides touch;
touching corners doesn’t count. The player’s score is the
number of unit cells in the largest blob of colour c.

2. Perimeter goal. 

The player must aim to put the most possible units of a
given colour c on the outer perimeter of the board. The
player’s score is the total number of unit cells of colour c
that are on the perimeter. There is a premium on corner
cells: they count twice towards the score.

Notice that both goals are relative to a particular colour. We will
call that the target colour for the goal.

In addition to the points gained by the player from achieving their
goal, a player can also lose points based on the actions they
perform.

• Rotating, Swapping, and Passing cost 0 points.

• Painting and Combining cost 1 point each time they are
performed.

• Smashing costs 3 points each time it is performed.

Configurations of the game

A Blocky game can be configured in several ways:

• Maximum allowed depth.

While the specific colour pattern for the board is randomly
generated, we control how finely subdivided the squares
can be.

• Number and type of players.

There can be any number of players of each type. The
“difficulty” of a smart player (how hard it is to play against)
can also be configured.

• Number of moves.

A game can be configured to run for any desired number of
moves. (A game will end early if any player closes the game
window.)

Setup and starter code

1. Download the zip file that contains the starter code
here a2.zip.

2. Unzip the file and place the contents in pycharm in
your a2 folder (remember to set your a2 folder as a sources
root)

3. You should see the following files and directories:

◦ actions.py

◦ block.py

◦ blocky.py

◦ game.py

◦ goal.py

◦ player.py

◦ renderer.py

◦ settings.py

◦ example_tests.py

◦ the images directory

Task 1: Understand the Block data
structure

Surprise, surprise: we will use a tree to represent the nested
structure of a block. Our trees will have some very strong
restrictions on their structure and contents, however. For
example, a node cannot have 3 children. This is because a block
is either solid-coloured or subdivided. If it is solid-coloured, it is
represented by a node with no children. If it is subdivided, it is
subdivided into exactly four sublocks. Representation invariants
document this rule and several other critically important facts.

1. Open block.py, and read through the class docstring carefully.
A Block has quite a few attributes to understand, and the
Representation Invariants are critical.

2. Draw the Block data structure corresponding to the game
board below, assuming the maximum depth was 2 (and
notice that it was indeed reached). You can just write a letter
for each colour value. Assume that the size of the top-level
block is 750.

 

Did you draw 9 nodes? Do the attribute values of each node
satisfy the representation invariants? Note: If you come to
office hours, we will ask to see your drawing before
answering questions!

Task 2: Initialize Blocks and draw
them

File(s): block.py, blocky.py

With a good understanding of the data structure, you are ready to
start implementing some of the key functionality. You should be
able to run the game, though it will only show you a blank board.
In order to see an actual Blocky board, you must:

1. To make a Block drawable, you must
implement _block_to_squares in blocky.py

2. To make a Block interesting, you must
implement Block.smash in block.py

For implementing _block_to_squares, read the documentation
from Block, paying special note of the positions and sizes of
a Block and its children. Here is the strategy to use for
implementing Block.smash: If a Block is not yet at its maximum depth,
it can be subdivided; this method will decide whether or not to
actually do so. To decide:

• Use function random.random to generate a random number in the
interval [0, 1).

• Subdivide if the random number is less than math.exp(-0.25 *
level), where level is the level of the Block within the tree.

• If a Block is not going to be subdivided, use a random integer
to pick a colour for it from the list of colours
in settings.COLOUR_LIST.

Method Block.smash is responsible for giving appropriate values to
the attributes of all Blocks within the Block it generates. Notice that
the randomly-generated Block may not reach its maximum allowed
depth. It all depends on what random numbers are generated.

Check your work: We have provided an implementation
of Block.__str__ that allows you to print a Block in text form. Use this
to confirm that your Block.__smash__ method works correctly. We have
also provided some pytest code for testing
the _blocks_to_squares function in the blocky.py module.
See example_tests.py for the test case. If both are working properly,
then you should see a correctly initialized game board when you
run the game.

Task 3: The goal classes and
random goals

File(s): goal.py, settings.py

We need to have some basic ability to set goals and compute a
player’s score with respect to their goal. Get familiar with the
abstract Goal class in goal.py. It defines two abstract
methods: score and description. Goal has two
subclasses: BlobGoal and PerimeterGoal. The basic skeletons for these
classes are provided.

Implement the function generate_goals in the goal.py module. This
function generates a list of random goals. Each goal is of the
same type (i.e., BlobGoal or PerimeterGoal) but has a different colour.
The supported colours can be found in the settings.py module in a
Python list called COLOUR_LIST.

Once you have appropriately implemented generate_goals, implement
the BlobGoal.description and PerimeterGoal.description methods. You should
see these descriptions at the bottom of the window when
running the game.

Task 4: The Player class and random
players

File(s): player.py

Get familiar with the abstract Player class in player.py. A concrete
implementation of a human player is given to you; see: HumanPlayer.
In order for the user to be able to play the game, they must be
able to select by hovering over it with the mouse. See
the HumanPlayer.get_selected_block method. For this to work, you must
implement the function _get_block in the player.py module. Note:
Do not make changes to the HumanPlayer class.

In order to support more than one player, you will need to
implement the create_players function in players.py. This function will
generate the right number of human players, random players,
and smart players (with the given difficulty levels), in that order.
Give the players consecutive player identifiers (IDs), starting at 0.
Assign each player a random goal.

Check your work: You should be able to run a game with only
human players. Try running function two_player_game – you can
uncomment out the call to it in the main block of module game. To
select a block for action, put the cursor anywhere inside it and
use the W and S keyboard keys to select the desired level. The
area to the right of the game board gives you instructions on the
key to press for each action.

So far, no real moves are happening and the score never
changes. But, you should see the board and see play pass back
and forth between players. Finally, the game should end when
the desired number of moves has been reached.

Task 5: The Blocky actions

Let’s improve playability by supporting all the actions in Blocky.
Each of these actions will mutate Blocks in some way.

Before you begin, you should review the representation invariants
for class Block. They are critical to the correct functioning of the
program, and it is the responsibility of all methods in the class to
maintain them. When you are done, double check that each of
your mutating methods maintains the representation invariants of
class Block.

Implement also the Block._update_children_positions method and
consider it as a handy helper method for other Block methods than
change the order of children. The (x, y) coordinates for the upper
left corner of a child block are different depending on which child
it is!

Check your work: Now when you play the game, you should see
the board changing. You may find it easiest to use
function solitaire_game to try out the various moves.

Task 6: Implement scoring for
perimeter goals

File(s): goal.py

Now let’s get scoring working. The unit we use when scoring
against a goal is a unit cell. The size of a unit cell depends on the
maximum depth in the Block. For example, with maximum depth of
4, we might get this board:

If you count down through the levels, you’ll see that the smallest
blocks are at level 4. Those blocks are unit cells. It would be
possible to generate that same board even if maximum depth
were 5. In that case, the unit cells would be one size smaller,
even though no Block has been divided to that level.

Notice that the perimeter may include unit cells of the target
colour as well as larger blocks of that colour. For a larger
block, only the unit-cell-sized portions on the perimeter
count. For example, suppose maximum depth were 3, the target
colour were red, and the board were in this state:

Only the red blocks on the edge would contribute, and the score
would be 4: one for each of the two unit cells on the right edge,
and two for the unit cells inside the larger red block that are
actually on the edge. (Notice that the larger red block isn’t
divided into four unit cells, but we still score as if it were.)

Remember that corner cells count twice towards the score.
So if the player rotated the lower right block to put the big red
block on the corner (below) the score would rise to 6:

Now that we understand these details of scoring for a perimeter
goal, we can implement it.

1. It is very difficult to compute a score for a perimeter goal or
a blob goal by walking through the tree structure. (Think
about that!) The goals are much more easily assessed by
walking through a two-dimensional representation of the
game board. Your next task is to provide that possibility: in
module goal.py, define function _flatten.

2. Now implement the score method in class PerimeterGoal to truly
calculate the score. Begin by flattening the board to make
your job easier!

Check your work: Now when you play the game, if a player has
a perimeter goal, you should see the score changing. Check to
confirm that it is changing correctly.

Task 7: Implement scoring for blob
goals

File(s): goal.py

Scoring with a blob goal involves flattening the tree, iterating
through the cells in the flattened tree, and finding out, for each
cell, what size of blob it is part of (if it is part of a blob of the
target colour). The score is the biggest of these.

But how do we find out the size of the blob that a cell is part of?
(Sounds like a helper method, eh?) We’ll start from the given cell
and

• if it’s not the target colour, then it is not in a blob of the
target colour, so this cell should report 0.

• if it is of the target colour, then it is in a blob of the target
colour. It might be a very small blob consisting of itself only,
or a bigger one. It must ask its neighbours the size of blob
that they are in, and then use that to report its own blob
size. (Sounds, recursive, eh?)

A potential problem with this is that when we ask a neighbour for
their blob size, they will count us in that blob size, and this cell
will end up being double counted (or worse). To avoid such
issues, we will keep track of which cells have already been
“visited” by the algorithm. To do this, make another nested list
structure that is exactly parallel to the flattened tree. In each cell,
store:

• -1 if the cell has not been visited yet

• 0 if it has been visited, and it is not of the target colour

• 1 if it has been visited and is of the target colour

Your task is to implement this algorithm.

1. Open goal.py and read the docstring for helper
method BlobGoal._undiscovered_blob_size.

2. Draw a 4-by-4 grid with a small blob on it, and a parallel 4-
by-4 grid full of -1 values. Pick a cell that is in your blob,
and suppose we call BlobGoal._undiscovered_blob_size. Trace what
the method should do. Remember not to unwind the
recursion! Just assume that when you ask a neighbour to
report its answer, it will do it correctly (and will update
the visited structure correctly).

3.Implement BlobGoal._undiscovered_blob_size.

4. Now replace your placeholder implementation
of BlobGoal.score with a real one. Use _undiscovered_blob_size as a
helper method.

Although we only have two types of goal, you can see that to add
a whole new kind of goal, such as stringing a colour along a
diagonal, one would only have to define a new child class of Goal,
implement the score method for that goal, and then update the
code that configures the game to include the new goal as a
possibility.

Check your work: Now when you play the game, a player’s
score should update after each move, regardless of what type of
goal the player has.

Task 8: Add random players

File(s): player.py

Before you can implement a Player sub-class, you need to
understand the game loop. In game.py, the Game.run_game method
contains what seems like an infinite loop. This is the game loop,
and it will iterate many times per second. On each iteration, the
game will ask the operating system for any events that have
occured (i.e., it will call pygame.event.get()). The game itself reacts to
only the events it is interested in – we call this event-driven
programming. The loop will exit if the event indicates that the
user would like to quit the game (e.g., if they have closed the
window). Otherwise, the event is forwarded to a Player object.
After all events are processed, the game is updated by asking the
player to make a move. Because the game loop needs to keep
iterating quickly, our Player object must respond quickly.

The HumanPlayer object is already implemented and reacts to specific
keyboard events. When a keyboard key is pressed,
the HumanPlayer object will translate the key into a desired action (if
possible). A very short time (fractions of a second) later, the game
will ask the player to make a move. If there is no desired action,
then the HumanPlayer will not make a move (i.e., by returning None).
Otherwise, the action that was translated from a keyboard event
is converted into a move based on the block the user is
selecting.

For both RandomPlayer and SmartPlayer, we have provided a private
attribute _proceed. This attribute is initially False. Only when the user
clicks their mouse will the attribute be set to True (e.g.,
see RandomPlayer.process_event) This communicates that
the RandomPlayer or SmartPlayer should make a move. Once a move is
determined, you must set the _proceed attribute back to False so that
the next time it is this player’s turn, the player will wait for a
mouse click again. The skeleton code for this is already provided
for you in both RandomPlayer.generate_move and SmartPlayer.generate_move.

We will now implement the class RandomPlayer. Do not change the
following methods:

• RandomPlayer.get_selected_block

• RandomPlayer.process_event

Your first task is to implement the initializer (RandomPlayer.__init__). You
must inherit the attributes of the Player class and document them.
Once that is done, you will need to implement how
the RandomPlayer will make a random but valid move on the board.
We will do this in the RandomPlayer.generate_move method. You must
note mutate the given board parameter when generating a
random move! In order to assess whether a move is valid,
the RandomPlayer must create a copy of the board for each move it
wants to try. To do this, to implement the Block.create_copy method.
Once you have a copy, you can mutate that copy by applying the
move on it and checking to see if it was successful. If you
implemented Block.create_copy correctly, then mutating the copy
should not impact the original board.

Hint: No block from your copy should not have the same id as a
block from the original board. But you can always find the block
you copied from the original board based on
the position and level of the copy. Do you already have a function
that can do this?

Task 8: Add smart players

File(s): player.py, block.py

We will now implement the class SmartPlayer. Do not change the
following methods:

• SmartPlayer.get_selected_block

• SmartPlayer.process_event

Your first task is to implement the initializer (SmartPlayer.__init__). You
must inherit the attributes of the Player class and document them.
A SmartPlayer has a “difficulty” level, which indicates how difficult it
is to play against it.

Next, implement how the SmartPlayer will make moves on the board
by completing the SmartPlayer.generate_move method.
A SmartPlayer randomly generates n valid moves, where n is
the SmartPlayer’s difficulty value. It then picks the one that yields the
best score, without taking into account any penalty that might
apply to an action.

When scoring each of the valid moves, you must not mutate the
given board parameter. The SmartPlayer must create a copy of the
board for each move it wants to assess. One you have a copy,
you can mutate that copy by applying the move on it.

If no best move was found and the current score is best,
the SmartPlayer should pass.

Check your work: Now you can run games with all types of
players.

Polish!

Take some time to polish up. This step will improve your mark,
but it also feels so good. Here are some things you can do:

• Pay attention to any violations of the “PEP8” Python style
guidelines that PyCharm points out. Fix them!

• In each module you are submitting, run the
provided python_ta.check_all() code to check for errors. Fix them!

• Check your docstrings to make sure they are precise and
complete and that they follow the conventions of the
Function Design Recipe and the Class Design Recipe.

• Read through and polish your internal comments.

• Remove any code you added just for debugging, such as
print statements.

• Remove any pass statement where you have added the
necessary code.

• Remove the word “TODO” and/or “FIXME” wherever you
have completed the task.

• Take pride in your gorgeous code!

Submission instructions

The following files are not to be
submitted: actions.py, game.py, renderer.py, settings.py. Your code should
run as if they were not modified from the original starter code.

1. Login to MarkUs and create a group for the assignment (or
specify that you’re working alone).

2. DOES YOUR CODE RUN?!

3. Submit the files: block.py, blocky.py, goal.py, player.py.

4. On a fresh Teaching Lab machine, download all of the files
you submitted, and test your code thoroughly. Your code
will be tested on the Teaching Lab machines, so it must run
in that environment.

5. Congratulations, you are finished with your third (and last)
assignment in CSC148! Go have some chocolate or do a
cartwheel. :)
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