Assignment 5: Game-Playing Agents |
CSE 415: Introduction to Artificial Intelligence The University of Washington, Seattle, Spring 2017 |
This continues the search theme of Assignments 3 and 4 and has the same associated reading:
Chapter 5 (Search) of
Introduction to
Artificial Intelligence Using Python.
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Due Monday, May 8 via
Catalyst CollectIt
at 11:59 PM.
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Partnership Policy.
This assignment may be done in partnerships of two or individually. A partnership creates one Baroque-Chess player program. An individual creates one K-in-a-Row player program. Whether or not you are in a partnership, you should cooperate with another individual or team to produce a transcript of a game match between your player and another. (Although matches between your player and itself are allowed, they will only earn 5 of the 20 possible points for Part II.) |
What to Do.
In this assignment we explore two-person, zero-sum game playing using your choice of (A) a game called Baroque Chess or (B) a family of games called
"K-in-Row with Forbidden Squares." Here we put our agents into competition, adding lookahead (with the Minimax technique) and, optionally, pruning (with the alpha-beta method) to the search.
The assignment has two parts: creating your agent and engaging your agent in a first round of competition play.
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PART I: Creating a Game-Playing Agent (80 points).
Option A: Partnership and Baroque Chess For option A, you will work with a partner to create a Python module (typically just a single .py file) that will be able to play a game of Baroque Chess and compete in a tournament. Although the tournament is not part of the assignment itself, your program must be technically able to participate in it. (The tournament will take place after the assignment is due; we may offer some extra credit for programs that place highly in the rankings.) Your player's file name should be of the form [free_name]_BC_Player.py, where you get to choose an original name, but that name is followed by "_BC_Player.py". An example might be Magnifico_BC_Player.py. If you need to split your agent to use any additional modules, please name them using the convention: [free_name]_BC_module_[module_name].py. Here an example could be Magnifico_BC_module_staticevaluation.py.It will be essential that your program use the specified representation of states, so that it is compatible with all the other Baroque Chess programs developed in the class. Here is some code for representing states of Baroque Chess. BLACK = 0 WHITE = 1 INIT_TO_CODE = {'p':2, 'P':3, 'c':4, 'C':5, 'l':6, 'L':7, 'i':8, 'I':9, 'w':10, 'W':11, 'k':12, 'K':13, 'f':14, 'F':15, '-':0} CODE_TO_INIT = {0:'-',2:'p',3:'P',4:'c',5:'C',6:'l',7:'L',8:'i',9:'I', 10:'w',11:'W',12:'k',13:'K',14:'f',15:'F'} def who(piece): return piece % 2 def parse(bs): # bs is board string '''Translate a board string into the list of lists representation.''' b = [[0,0,0,0,0,0,0,0] for r in range(8)] rs9 = bs.split("\n") rs8 = rs9[1:] # eliminate the empty first item. for iy in range(8): rss = rs8[iy].split(' '); for jx in range(8): b[iy][jx] = INIT_TO_CODE[rss[jx]] return b INITIAL = parse(''' c l i w k i l f p p p p p p p p - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - P P P P P P P P F L I W K I L C ''') class BC_state: def __init__(self, old_board=INITIAL, whose_move=WHITE): new_board = [r[:] for r in old_board] self.board = new_board self.whose_move = whose_move; def __repr__(self): s = '' for r in range(8): for c in range(8): s += CODE_TO_INIT[self.board[r][c]] + " " s += "\n" if self.whose_move==WHITE: s += "WHITE's move" else: s += "BLACK's move" s += "\n" return s def test_starting_board(): init_state = BC_state(INITIAL, WHITE) print(init_state) test_starting_board() Your program should be designed to anticipate time limits on moves. There are two aspects to this: (1) use iterative deepening search, and (2) poll a clock frequently in order to return a move before time runs out.
Starter code is available. This code will help you debug your move generators and
handle the turn-taking between a pair of playing agents.
Note that this code archive includes a subdirectory We are playing Baroque Chess with rules that: do not permit (a) any choice of center-counter symmetry (see the Wikipedia description of Baroque Chess), or (b) long-leaper double jumping (it's considered detrimental to having balanced and dynamic games), or (c) "suicide" moves. We will assume that the game ends when either player loses a king. Your program should implement the following functions, so that they can be called by the game administration software:
The newRemark to be returned must be a string. During a game, the strings from your agent and its opponent comprise a dialog. (However, you may simply return a fixed string, such as "Your move!" For extra credit, you may make this more elaborate and context-sensitive, commenting on the current state or the direction in which the game seems to be heading.)
import The_Roman_BC_Player as player staticResult = player.stateEval(some_state) A portion (approximately 20 points) of your grade for Part I will depend on how well your staticEval function works. In the code example above, the starting board is shown using ASCII text, and the encoding is as follows: (lower case for black, upper case for WHITE): p: pincer l: leaper i: imitator w: withdrawer k: king c: coordinator f: freezer -: empty square on the board Option B: Individual Work and K-in-a-Row Create a program implementing an agent that can participate in a game of K-in-a-Row with Forbidden Squares (defined below). Your program should consist of a single file, with a name of the form [UWNetID]KInARow.py, where [UWNetID] is your own UWNetID. For example, my file would have tanimotoKInARow.py for its name.For this option, you will create a program -- consisting mainly of a collection of specific functions, for playing games of "K in a Row". We define a K in a Row game as a kind of generalized Tic-Tac-Toe with the following features:
In addition to being able to play the game, your program should make a comment in each move, as if participating in a dialog. Ideally, your program would have a well-defined "personality". Some examples of possible personalities are these: friendly; harmless joker; blunt joker; paranoid; wisecracker; sage; geek; wimp; competitive freak; fortune-teller (based on the state of the game). The personality will be revealed during games via the "utterances" made by the program. (For more details, see the description of the makeMove function below.) Your program must include the following functions. You can have helper functions if you like. Please keep all the functions required by your player in just one Python file that follows the naming convention mentioned earlier. For example, my player would be in a file tanimotoKInARow.py. This will facilitate your player's being part of the class tournament.
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PART II: Game Transcript (20 points).
If you are doing option A, use the BaroqueGameMaster.py program to create your Baroque Chess demonstration game. If you need to adjust the time limit for each move, you are free to do that to create your demonstration game. If you are doing option B, following the directions below to run your K-in-a-Row demonstration game. Using the TimedGameMaster.py program to run a K-in-a-Row match, create a transcript of a game between your agent and the agent of another student in the class. Set up the match so that your agent plays 'X' and your opponent plays 'O'. Use the following game instance for your match. Your player should play X and the opponent should play O. For this run, you should set a time limit of 1.00 seconds per move (e.g., by editing the appropriate line of code near the top of the TimedGameMaster.py program). Here is the starter code for this assignment (Option B) The following is the representation of the initial board in a KinARow game called "5 in a Row on 7-by-7 board with Corners Forbidden". [[['-',' ',' ',' ',' ',' ','-'], [' ',' ',' ',' ',' ',' ',' '], [' ',' ',' ',' ',' ',' ',' '], [' ',' ',' ',' ',' ',' ',' '], [' ',' ',' ',' ',' ',' ',' '], [' ',' ',' ',' ',' ',' ',' '], ['-',' ',' ',' ',' ',' ','-']], "X"] The TimedGameMaster program will automatically generate an HTML file containing a formatted game transcript of your game. Turn in that HTML file. |
Competition Option.
For either Option A or Option B, you may also choose to take part in a competition. To enter the competition, first your agent must qualify, and then you submit your evidence of qualification. For your agent to qualify, you must submit game transcripts for two games that meet the following criteria.
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What to Turn In.
For Option A, turn in your Baroque Chess agent files, named according to the guidelines, via Catalyst CollectIt. Also, turn in an ASCII file with a name such as Magnifico_vs_Goliath.txt, that represents the printed transcript of a game between your agent and another team's. We assume here that Magnifico was playing WHITE, because it is first in the name. For Option B,
turn in two (or three) files: your player program, which should be a single python file,
and your game file, which is the HTML file that is automatically created when you match up your
player with the opponent.
For your player file use the first partner's UWNetID (or your own if you are working alone).
The file name should follow this pattern:
[YourUWNetID]KInARow.py
If you are doing the extra credit items in Part I, then also turn in your file ExtraCredit.txt that explains
those special features of your agent.
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Updates and Corrections:
Updated on May 2 with information about how to enter a competition and receive extra credit for doing so. If necessary, further updates and corrections will be posted here and/or mentioned in class, in GoPost, or via the mailing list. |
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