CS代考 FIT2102, Semester 2, 2021, Assignment 2: TwentyOne – cscodehelp代写

FIT2102, Semester 2, 2021, Assignment 2: TwentyOne
Due Date: 23:55, October 24^th, 2021
Weighting: 30% of your final mark for the unit
Uploader: https://www.fit2102.monash/uploader/
Overview: Your goal is to implement a player for the game of TwentyOne. Your player needs to be able to play a valid game; manage a “memory” string with a parser-combinator; and, leverage concepts from the course. You will also need to write a two-page-report describing your submission.
Building and using the code: The code bundle is packaged the same way as tutorials. To compile the code, run: stack build. To execute the code, run: stack exec staticgame. If you want to play with more players, you will need to edit staticgame/Main.hs. You cannot edit the stack configuration. Submission: Your player source code and your report in PDF format go in the submission/ folder of the code bundle. To submit you will zip up just the contents of this submission/ folder into one file named studentNo_name.zip.
TwentyOne
TwentyOne consists of numPlayers players and a dealer where the objective is to finish the game with the most points. Points are awarded to all players whose hand outperform the dealers. The amount of points awarded will depend on the amount you bid.
Your task for this assignment is to implement a player able to play a non-trivial game of TwentyOne. We will use three decks of 52 playing cards.
Rules
The object of the game is to get the hand value as close as possible to ‘21’. Numeric Cards (2-9) are worth the numeric value in points. Face cards are worth 10. Aces can be either high or low. Aces will take the highest value possible, as long as the total value does not go above ‘21’.
For example:
A♠ 2♠ 3♠ is worth 16. Ace will be high.
A♠ 9♠ 10♠ is worth 20. Ace will be low. If the Ace is high, the value will above 21, therefore, the Ace assumes 1.
The rules of the game are described below.
Before the Game
At the start of each game – each player will receive a starting balance of startingPoints
The dealer will shuffle three decks of cards to be in use. This will be used in a continuous manner until all cards have been dealt out. Once all cards have been dealt, three new decks will be shuffled and the game will be continued
Before Each Hand
Each player will place a bid. This bid can range between minBid and maxBid The order of the players will be randomized.
Each player will be dealt two cards face down.
Each player will see a singular ‘up card’ of the dealer.
These values which are the default for your code are shown below. However, these will be changed for the marking (see BotMarking) – so a good player should be able to adapt to slightly different setups of the game.
minBid 10 maxBid 1000
Parameter Value
startingPoints numPlayers 10
During Each Hand
Each player will take a turn playing a hand. This will be in the same order as the bidding round. The player has 4 options of moves: Hit, Stand, DoubleDown, Split, and Insurance.
Hit: The player receives another card from the deck.
Stand: The player ends their move
DoubleDown: The player doubles their bid. After the double down, the user must Hit and then Stand over the next two moves.
Split: If the player has pairs (two cards of the same rank, e.g two sixes or two Jacks). The player can choose to split the hand in to two hands, with one of each pair into each of the hands. The amount of the original bid will go on to both hands. The player will then play out both hands separately.
Insurance: When the dealers up card is an Ace. The player can make a side bid – which is half of the original bid – that the dealers face down card will be a card with a value of 10. This will form a Combo for the dealer. This move can only be done at the start of the hand after the bid.
The player can keep doing actions until the player is in one of the terminal states: Bust, Charlie, Combo, Value
Bust: The users hand value is above ‘21’
Charlie: The user has at least 5 cards
Combo: The user has an Ace and a card worth ten (Ten, Jack, Queen, King) Value: If the user stands, this is the final value of their hand
The player’s hand will be revealed (placed face up) when the player’s turn ends
Settling bids
The dealer will only play if there are players who are not Bust
If the dealer goes over ‘21’, the dealer pays each player who decided to Stand double the amount of the player’s bid
If the player’s hand has a higher value than the dealers hand, the dealer will pay double the amount of the players bid
If the player’s hand has an equal value, the player will receive their initial bid back
If the player has a Combo, the player will be paid back at 2.5 times (unless the dealer also has a Combo, in which the player receives their initial bid back)
The ordering for hand values is as follows:
1. Combo
2. Charlie
3. Value
4. Bust
After Each Hand
All cards played will be left face up on the table
The dealer’s hidden cards will only be shown if the dealer plays A new hand will be restarted
Game Over
The player will stop playing when Bankrupt (has 0 points)
The game will keep going, while there is at least one player and while there is less than 1000 rounds.
Final Standings
The final standings at the end of the game will be based on if the player had remaining points at the end of the game. 1. Players with points left – This will be sorted by the amount of points left by each player – Players with more points will have a higher standing 2. Players with no points left – This will be sorted by the order which the player ran out of points – Players who ran out of points earlier will have a lower standing
For example, consider a game with 5 players: Player A – Ran out of points after game 10 Player B – Finished with 100 points
Player C – Ran out of points after game 100 Player D – Finished with 10 points
Player E – Ran out of points after game 5
The final standings will be as follows. 1. Player B 2. Player D 3. Player C 4. Player A 5. Player E
Deliverable
For this assignment, you are required to implement a player exposing a single function. This function is: 1. playFunc, called when it is your turn to play a move. This includes bidding and playing each round.
A skeleton for the file can be found in submission/Player.hs in the code bundle.
To keep the playing field level, and to allow us to evaluate your code, we ask you use only the libraries provided. In short, you cannot edit the stack.yaml and package.yaml or add functionality to the source code (in src/).
You will need to submit a file called studentNo_name.zip which you will create by zipping the contents of the submission/ directory.
If you have any extension, you will need to include them in a directory titled extensions/ in your zip file. If your extension requires additional library, feel free to include your whole project – except build files, e.g. .stack-work/ – in the extensions/ folder.
Choosing an action
You will need to write a single function. This functions chooses your action.
This function will also be given information about the state of the game. This information is:
Maybe Card The dealers up-card. If this is Nothing, this represents the dealer has no cards. This can only happen on the bidding turn at the start of a round.
[PlayerPoints] – The amount of points remaining for each player
[PlayerInfo] – The most up to date information about all players (updating whenever a player plays their turn).
The order of players is randomised each game; therefore, you will need to keep track of the previous round’s information to determine which information is new.
Note that the dealer’s information is also included, but only updates after all other players have played.
Four players: A, B, C, YOUR_PLAYER Your function will also receive information on each player, which we will show with id_{round}. Therefore, the info for A after round 1 will be A_1.
Order in round 1: A, YOUR_PLAYER, B, C, dealer Information Supplied: A_1
Order in Round 2: A, YOUR_PLAYER, B, C, dealer
Information Supplied: A_2, YOUR_PLAYER_1, B_1, C_1, dealer_1
Order in Round 3: A, YOUR_PLAYER, B, C, dealer
Information Supplied: A_3, YOUR_PLAYER_2, B_2, C_2, dealer_2
PlayerId – The id of your player, to identify yourself in PlayerInfo and PlayerPoints Maybe String – Your memory string. On the first turn of the game, this will be Nothing.
[Card] – Your current cards
Managing the memory
An important component of the function above is the String which is your player’s memory. Your player needs to be able to keep track of some parameters of the game through time. This is enabled by returning a String after playing.
Internally, your player should use a custom datatype to store information rather than a String. To enable conversion to and from your datatype, you will have to use parser-combinators as presented in the course notes. The source code is included in src/Parser/. You will have to extend what we have given you, and use them in interesting ways to achieve the highest marks.
Another thing that can be considered as memory is the score. At each of your function calls, you will be given the score of the last round as: (your score, opponent score). This can help you adjust your strategy.
Note: Your memory cannot exceed 10,000 characters.
Assessment
The assessment for this assignment will be in four parts:
1. Report (30%)
2. Code quality (30%)
3. Memory and parsing (20%) 4. Player (20%)
Report
You are required to provide a report in PDF format of two pages (penalties will be applied if you go over), description of extensions can be included on additional pages. You should summarise the workings of the code, and highlight the interesting parts and difficulties you encountered.
In particular, describing how your strategy, and thus your code, evolved will be beneficial. You should focus on the “why” not the “how”.
Importantly, this report must include a BNF grammar and a description about why and how parser combinator helped you complete the parsing.
In summary, it should include the following sections: – Design of the code (including data-structures) – Memory and Parsing (including BNF grammar) – Functional Programming and Features Used (focusing on the why) – Description of Extensions (if applicable)
Code quality
The code quality will be the main evaluation criterion for your assignment. You can think of this as a two-part marking scheme:
1. Apply concepts from the course. The important thing here is that you need to actually use them somewhere. For example, defining a new type and its Monad instance, but then never actually needing to use it will not give you marks. (Note: using bind (>>=) for the sake of using the Monad when it is not needed will not count as “effective usage.”)
2. Have readable and functional code, commented when necessary. Readable code means that you keep your lines at a reasonable length (< 80 characters). That you provide comments above non-trivial functions. And, that you comment sections of your code whose function may not be clear. Common Mistakes Haskell is a functional language. Do not write very large do blocks which handle all of your logic. Think carefully about your context and only use do notation when applicable. Please do not write things such as the following function. This is just a map. Try to use appropriate Prelude functions when you can. For examples of this, please see the ‘Exercises’ files that have been included since Week 6 Eta-reduce when easy. The add2List function should be eta-reduced to remove the l. Do not write code like this (please): Remember, the point of documentation is to give a manual rather than describe the code. In the case of a function, you would explain how to use it rather than what are the parameters, return types, etc. The point of section/block comments are to describe blocks of code at a high level to aid in readability and support the overall logical flow of your code. The point of inline comments are to justify the usage of particular constructs (e.g. using a foldr instead of reduce) or to explain how a particularly non-obvious part of the code works (e.g. describing what a complex maths expression does; note that excessive inline comments may indicate overly complex or poorly designed code). Memory and parsing One of the key features of your player is the ability to keep track of the game. To enable everyone to use their own datatypes, the game code will consider your memory to be a String. Handling complex data as strings is cumbersome. This means you will have to implement serialisation and deserialisation. This will be done using a parser-combinator – of which you can see an explanation here. The source code is provided in src/Parser/. You can use the Show instance to serialise your data structures. However, you must not use (or derive) the Read instance. We require you to use the parser-combinator supplied to handle deserialisation. Your memory should help you make build a strategy across iterations. This means your player needs to use the memory to compute relevant parameters for choosing an action. Simply storing past information is not sufficient. For example, your player could use the memory to compute statistics about unseen cards, your opponent’s remaining points, etc. Player We will run a tournament online based on the code provided. Except the interface, this will be the same game. Important: Your rank in the online tournament will not have a direct impact on your mark. A high-performing player with spaghetti code will be graded lower than an average, well-written player. However, we will also upload a number of bots on the server. They will be identifiable by having ids below 10. These bots can be used to get an indication of your player’s performance. You will also be marked on your player’s performance against the bots in a separate tournament (not the online tournament). Having a higher rank than them will award you marks: 5% for having a valid player, that is one which can play a game. 5% for having a continuing player, that is one which does not error during the tournament – e.g., timeouts, breaking the game rules. 5% for beating at least one of the bots. 5% for beating all of the bots. Marking rubric Pass: The code compiles without warnings and your player has some heuristic strategy (see Game AI below), you use some form of memory with parsing. The report supports the code. Credit: You use the memory to store non-trivial information and have a clear report outlining your efforts. Distinction: The code is well structured and uses some advanced concepts from the course – higher order functions, function composition, monadic operations, etc. High Distinction: The code does not contain any excess parts, functions are broken down appropriately, the memory is used to store curated data about the game, the player can defeat all training opponents, and the documentation supports the submission. High Distinction +: Extension that demonstrates advanced understanding of the unit material, code is easy to read and understand, leverages the type system. Do note you can expect a higher mark with an average level AI with very neat code, rather than a high- performing AI with spaghetti code. Game AI The goal of this assignment is not for you to develop a sophisticated AI which can compete with OpenAI or AlphaGo. The emphasis should be on code quality and applying functional concepts. A well implemented heuristic player that is excellent with respect to all the criteria above is sufficient for an HD. Caveat: A more complex player will give you more opportunities to show off what you know and so to achieve the highest marks, it would be recommended to have a suitably complex player. If you do want to try to develop a more sophisticated AI, below, is a non-exhaustive list of AI algorithms, ranked by implementation difficulty, which you can use as reference. Once again, a good heuristic is sufficient for an HD. On the contrary, a complex Monte Carlo player (see below) which has very bad code quality and makes no use of the memory may very well not get a passing grade. Naïve AI: tries to play its best card given the current state of the game, you can start by implementing one to make sure you respect the game’s rules. However, this will not get a passing grade. Heuristic player: has a procedure (heuristic) to determine the strength of its hand versus its opponent’s and saves additional information about the game being played to enhance its decision at each turn. MinMax:1 tries to minimise the maximum loss of a player by building a tree of possible moves and playing against itself. This method was developed for two-player, zero-sum game with perfect information. In this context, you will have to take into account the uncertain nature of the game. Probabilistic player: will make use of probabilities to determine which cards have the highest chance of winning the game (i.e., appearing in the stock) or how good their opponent’s hand is. It will make use of the memory to keep track of played cards and refine its calculations. Extensions This assignment is fairly open-ended. You can achieve an HD with a solid player and very neat code, but getting a high HD will require you to go beyond. Here, you can find some ideas of what we consider extensions. All extensions need to be supported by additional description in your report. Feel free to come up with your own ideas for extensions but do check with tutors to see if they are worthwhile. And don’t forget, you will only be awarded marks for extension work that extends an already high quality submission. If the core of your submission is not already HD-worthy, the extension will not grant you many marks. Note: The purpose of the extension is to demonstrate more advanced understanding of the unit content, consider carefully what part of the assessment criteria you want to supplement with an extension. Using logs to build a player The game server (see below) will keep logs of your games against other players. Reports for each game will come in two files named: 1. .csv the logs of the turns taken by each player, anonymised.
2. -score.csv the score for each round of the game, along with the action taken.
You can write a Haskell program to data-mine these reports and tailor some parts of your player accordingly.
Note: The specifications for the logs may change due to student requests, we will provide updates as required.
Turn file
Each file will be the record of one game – so, multiple rounds. The file will come without a header but here are the columns:
1. Round number.
2. Cards in the player’s hand – the format is separated by ‘;’. Note: these
are the cards at the end of the turn, so they include the drawn card – as opposed to what your function
receives.
3. The id of the player.
4. Whether it is your turn to play – ‘0’ means your opponent’s turn and ‘1’ your turn.
5. The second id of the hand. This is normally 0, unless you have split. If you have split it will goto 1.
6. The Action which the player took
7. The current bid amount of the player
8. And, the upcard of the dealer.
Score file
Each file will record one round per row, formatted as:
1. Round number.
2. Your score.
3. Opponent’s score sorted by their playerId, seperated by ‘;’
Monte Carlo Tree Search
Monte Carlo Tree Search (MCTS) is the fusion between (tree) search algorithms such as minmax and using probabilities (Monte Carlo simulation) to determine the branching in the search tree. It makes use of a simulation phase to explore deeper. In this context, you can leverage the memory to save already explored branches, or weight, etc.
Hint: Building a MCTS player requires having access to a source of entropy for side-effect-free random number generation; you can use your hand as it comes from a shuffled deck.
Writing an extensive test suite
Testing in functional languages is often done semi-automatically. This is because the test framework can leverage the type system to generate arbitrary inputs – think fuzzing.
In the course material, we use Doctest. You may have seen lines starting with prop>. These mean “properties” and what is great, for us programmers, is that we do not need to come up with inputs, the testing framework does it itself.
The leading test framework in Haskell is QuickCheck. It is actually what is called in the prop> example above. Identifying properties (sometimes called invariants) of your code can help you write better functions.
This is normally the hardest extension to do well – the test suite must be extensive. By that we mean that your tests need to show the correctness of your functions (not just “returns a Card”). Furthermore, you will need a compelling report showing how you used the test suite to design your code – think Test Driven Development, where you determine the function’s behaviour first rather than writing it and adding tests for cases you think of.
Plagiarism
https://www.monash.edu/students/admin/policies/academic-integrity
We will be checking your code against the rest of the class, and the internet, using a plagiarism checker. Monash applies strict penalties to students who are found to have committed plagiarism.
Any plagiarism will lead to a 0 mark for the assignment and will be investigated by the staff. There is a zero- tolerance policy in place at Monash. So be careful and report any collaboration with other students.
Also, it is your responsibility to keep your code private. If you use an online repository like GitHub you must ensure that it is not public.
Tournament server
We will run a server for the course at https://www.fit2102.monash with the following pages:
The uploader: after logging in, this page will allow you to upload your code and compete in the tournament.
The handout: this document.
The ladder: this page will display the scores of the last tournament run.
One thing to note is that the server only accept submissions as whole files. If your code uses a multi-file structure, you will need to concatenate them into your Player.hs before uploading.
Once you upload your player, you will see two links on the page:
home.php: shows your current ranking, last upload, and previous games played.
status.php: shows the status of your current upload. Furthermore, you can inspect your games by clicking on their number.
Before uploading your player, please check that the following runs:
This will run a single game with two instances of your player. You can modify this code (found in staticgame/Main.hs) to run different versions of your code.
You cannot import external libraries because the server cannot know about them. In a nutshell, you cannot edit the stack.yaml or the package.yaml.
The code provided uses the Safe pragma2 to make sure the code you use is okay to run. It is also compiled with the -Werror flag which means that all warnings will throw errors and prevent your code from compiling. So make sure you run the test suite before you upload your player.
Debugging your Code
Students often ask how to debug their haskell code. A common strategy is to use Debug.Trace. You are welcome to use this in your development. However, please be careful to comment out any Trace code before you submit to the server.
Summary of tournament submission rules
Respect the rules: your player must always play valid actions or it will be eliminated.
Be timely: to give everyone a fair chance, your function must return in under one second. Be safe: your player must compile with all flags provided, including the import safe. Single file: your code must be submitted on the server as a single file.
data Action = Bid Points | Hit | Stand | DoubleDown | Split | Insurance
— | Action function type.
type PlayFunc
= Maybe Card
-> [PlayerPoints]
-> [PlayerInfo]
-> PlayerId
-> Maybe String
-> Hand
-> (Action, String)
— Dealer’s up-card
— Points for all players in game
— the most recent information for all players
— the player’s id
— the player’s memory
— the player’s hand
— the player’s chosen action and new memory
applyToList f (x:xs) = f x : applyToList f xs
applyToList f [] = []
add2ToList l = map (+2) l
10000
find’ = (. ((find .) . (.) . (==))) . (.) . (.) . maybe -1
1,SQ;H3;D6,0,0,0,Stand,10,DK
16,10015,9960;9920;9985;9950;10055;10240;10120;9975;9960;10005
stack exec staticgame

Single file: your code must be submitted on the server as a single file.
1. https://en.wikipedia.org/wiki/Minimax↩
2. More info at SafeHaskell, but this should not hinder your work.↩

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