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        COMP3411代做、python語言程序代寫

        時間:2024-04-17  來源:合肥網hfw.cc  作者:hfw.cc 我要糾錯



         COMP3411/9814 Assignment 3
        1/6
        COMP3411 Artificial Intelligence
        Term 1, 2024
        Assignment 3 – Nine-Board Tic-Tac-Toe
        Due: Friday 19 April, 10 pm
        Marks: 16% of final assessment
        Introduction
        In this assignment you will be writing an agent to play the game of Nine-Board Tic?Tac-Toe. This game is played on a 3 x 3 array of 3 x 3 Tic-Tac-Toe boards. The first
        move is made by placing an X in a randomly chosen cell of a randomly chosen board.
        After that, the two players take turns placing an O or X alternately into an empty cell
        of the board corresponding to the cell of the previous move. (For example, if the
        previous move was into the upper right corner of a board, the next move must be
        made into the upper right board.)
        The game is won by getting three-in-a row either horizontally, vertically or diagonally
        in one of the nine boards. If a player is unable to make their move (because the
        relevant board is already full) the game ends in a draw.
        Getting Started
        Copy the archive src.zip into your own filespace and unzip it. Then type You
        should then see something like this: You can now play Nine-Board Tic-Tac-Toe
        against yourself, by typing a number for each move. The cells in each board are
        numbered 1, 2, 3, 4, 5, 6, 7, 8, 9 as follows:
        cd src
        make all
        ./servt -x -o
        . . . | . . . | . . .
        . . . | . . . | . . .
        . . . | . . . | . . .
        ------+-------+------
        . . . | . . . | . . .
         COMP3411/9814 Assignment 3
        2/6
        . . . | . . . | . . .
        . . . | . . x | . . .
        ------+-------+------
        . . . | . . . | . . .
        . . . | . . . | . . .
        . . . | . . . | . . .
        next move for O ?
        +-----+
        |1 2 3|
        |4 5 6|
        |7 8 9|
        +-----+
        To play against a computer player, you need to open another terminal window (and to
        the directory). cd src
        Type this into the first window:
        ./servt -p 12345 -x
        This tells the server to use port for communication, and that the moves for will be
        chosen by you, the human, typing at the keyboard. (If port is busy, choose another 5-
        digit number.) 12345 X 12345
        You should then type this into the second window (using the same port number):
        ./randt -p 12345
        The program simply chooses each move randomly among the available legal moves.
        The Python program behaves in exactly the same way. You can play against it by
        typing this into the second window: You can play against a somewhat more
        sophisticated player by typing this into the second window: (If you are using a Mac,
        type instead of randt agent.py
        python3 agent.py -p 12345
        ./lookt -p 12345
         COMP3411/9814 Assignment 3
        3/6
        ./lookt.mac ./lookt )
        Writing a Player
        Your task is to write a program to play the game of nine-board tic-tac-toe as well as
        you can. Your program will receive commands from the server and must send back a
        single digit specifying the chosen move.
        (the parameters for these commands are explained in the comments of (init,
        start(), second_move(), third_move(), last_move(), win(), loss(),
        draw(), end()) agent.py)
        Communication between the server and the player(s) is illustrated in this brief
        example:
        Player X Server Player O
        ← init
        init →
        ← start(x)
        start(o) →
        second_move(6,1) →
        ← 6
        ← third_move(6,1,6)
        9 →
        next_move(9) →
        ← 6
        ← next_move(6)
        5 →
        last_move(5) →
        ← win(triple)
        loss(triple) →
        ← end
        end →
        Language Options
        You are free to write your player in any language you wish.
        1. If you write in Python, you should submit your .py files (including your program
        will be invoked by: agent.py);
        python3 agent.py -p (port)
         COMP3411/9814 Assignment 3
        4/6
        2. If you write in Java, you should submit your .java files (no .class files). The main
        file must be called your program will be invoked by: Agent.java;
        java Agent -p (port)
        3. If you write in C or C++, You should submit your source files (no object files) as
        well as a Makefile which, when invoked with the command "make", will produce
        an executable called your program will be invoked by: agent;
        ./agent -p (port)
        If you wish to write in some other language, let us know.
        Starter Code
        Two types of starter code are provided. The src directory contains a minimally
        functioning agent in each language which connects to the socket and plays random
        moves The directory code/ttt contains a standalone program in each language which
        plays normal (single board) tic-tac-toe and chooses its moves via alpha-beta search
        (agent.py, Agent.java, agent.c). (ttt.py, ttt.java, ttt.c).
        Note: You are free to use some method other than alpha-beta search if you wish. The
        starter code is simply meant to provide you with one viable option.
        Testing Your Code
        To play two computer programs against each other, you may need to open three
        windows. For example, to play against using port type as follows: (Whichever
        program connects first will play X; the other program will play O.)
        You can alternatively use the shell script and provide the executables and port
        number as command-line arguments. Here are some examples: The strength of can
        be adjusted by specifying a maximum search depth (default value is 9; reasonable
        range is 1 to 18), e.g. agent lookt 54**1,
        window 1: ./servt -p 54**1
        window 2: ./agent -p 54**1
        window 3: ./lookt -p 54**1
        playt.sh,
        ./playt.sh ./agent ./lookt 12345
        ./playt.sh "java Agent" ./lookt 12346
         COMP3411/9814 Assignment 3
        5/6
        ./playt.sh "python3 agent.py" ./lookt 123**
        lookt
        ./playt.sh "python3 agent.py" "./lookt -d 6" 31415
        Question
        At the top of your code, in a block of comments, you must provide a brief answer
        (one or two paragraphs) to this Question:
        Briefly describe how your program works, including any algorithms and data
        structures employed, and explain any design decisions you made along the way.
        Groups
        This assignment may be done individually, or in groups of two students. Groups are
        determined by an SMS field called . Every student has initially been assigned a
        unique which is followed by their student ID number, e.g. .
        pair3 pair3 "h" h1234567
        1. If you plan to complete the assignment individually, you don't need to do
        anything (but, if you do create a group with only you as a member, that's ok too).
        2. If you wish to form a pair, you should go to the WebCMS page and click on
        "Groups" in the left hand column, then click "Create". Click on the menu for
        "Group Type" and select "pair". After creating a group, click "Edit", search for
        the other member, and click "Add". WebCMS assigns a unique group ID to each
        group, in the form of followed by six digits (e.g. ). We will periodically run a script
        to load these values into SMS. "g" g012345
        Submission
        You should submit by typing:
        give cs3411 hw3 ...
        Remember to include all necessary files in your submission (including the one with
        the answer to the Question).
        You can submit as many times as you like – later submissions will overwrite earlier
        ones. You can check that your submission has been received by using the following
        command:
        3411 classrun -check
         COMP3411/9814 Assignment 3
        6/6
        The submission deadline is Friday 19 April, 10 pm.
        5% penalty will be applied to the mark for every 24 hours late after the deadline, up
        to a maximum of 5 days (in accordance with UNSW policy).
        Additional information may be found in the FAQ and will be considered as part of the
        specification for the project.
        Questions relating to the project can also be posted to the Forum on WebCMS.
        If you have a question that has not already been answered on the FAQ or the Forum,
        you can email it to cs3411@cse.unsw.edu.au
        Marking scheme
        10 marks for performance against a number of pre-defined opponents.
        6 marks for Algorithms, Style, Comments and answer to the Question
        You should always adhere to good coding practices and style. In general, a program
        that attempts a substantial part of the job but does that part correctly will receive
        more marks than one attempting to do the entire job but with many errors.
        Plagiarism Policy
        Your program must be entirely your own work. In addition, soliciting another person
        (or an AI bot) to write code for you – either in person or through the Internet – is
        never permitted. Generally, the copying of code already available on the Internet is
        also forbidden. If you find some piece of "standard" code in a textbook, or on the
        Internet, which you would like to adapt and incorporate into your own assignment,
        you must email the lecturer in charge to ask if it is permissible to do so in the
        particular circumstances – in which case the source would have to be acknowledged
        in your submission, and you would need to demonstrate that you had done a
        substantial amount of work for the assignment yourself. Plagiarism detection
        software will be used to compare all submissions pairwise and serious penalties will
        be applied, particularly in the case of repeat offences.
        DO NOT COPY FROM OTHERS; DO NOT ALLOW ANYONE TO SEE YOUR CODE
        Please refer to the UNSW Policy on Academic Integrity and Plagiarism if you require
        further clarification on this matter.
        Good luck!

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