Task
The task in this programming assignment is to implement an agent that plays the Max-Connect4 game using search. Figure 1 shows the first few moves of a game. The game is played on a 6x7 grid, with six rows and seven columns. There are two players, player A (red) and player B (green). The two players take turns placing pieces on the board: the red player can only place red pieces, and the green player can only place green pieces.
It is best to think of the board as standing upright. We will assign a number to every row and column, as follows: columns are numbered from left to right, with numbers 1, 2, ..., 7. Rows are numbered from bottom to top, with numbers 1, 2, ..., 6. When a player makes a move, the move is completely determined by specifying the COLUMN where the piece will be placed. If all six positions in that column are occupied, then the move is invalid, and the program should reject it and force the player to make a valid move. In a valid move, once the column is specified, the piece is placed on that column and "falls down", until it reaches the lowest unoccupied position in that column.
The game is over when all positions are occupied. Obviously, every complete game consists of 42 moves, and each player makes 21 moves. The score, at the end of the game is determined as follows: consider each quadruple of four consecutive positions on board, either in the horizontal, vertical, or each of the two diagonal directions (from bottom left to top right and from bottom right to top left). The red player gets a point for each such quadruple where all four positions are occupied by red pieces. Similarly, the green player gets a point for each such quadruple where all four positions are occupied by green pieces. The player with the most points wins the game.
Your program will run in two modes: an interactive mode, that is best suited for the program playing against a human player, and a one-move mode, where the program reads the current state of the game from an input file, makes a single move, and writes the resulting state to an output file. The one-move mode can be used to make programs play against each other. Note that THE PROGRAM MAY BE EITHER THE RED OR THE GREEN PLAYER, THAT WILL BE SPECIFIED BY THE STATE, AS SAVED IN THE INPUT FILE.
As part of this assignment, you will also need to measure and report the time that your program takes, as a function of the number of moves it explores. All time measurements should report CPU time, not total time elapsed. CPU time does not depend on other users of the system, and thus is a meaningful measurement of the efficiency of the implementation.
Figure 1. The first 15 moves of a Max-Connect4 game.
Interactive Mode
In the interactive mode, the game should run from the command line with the following arguments (assuming a Java implementation, with obvious changes for C++ and Lisp implementations):
java maxconnect4 interactive [input_file] [computer-next/human-next] [depth]
For example:
java maxconnect4 interactive input1.txt computer-next 7
- Argument interactive specifies that the program runs in interactive mode.
- Argument [input_file] specifies an input file that contains an initial board state. This way we can start the program from a non-empty board state. If the input file does not exist, the program should just create an empty board state and start again from there.
- Argument [computer-first/human-first] specifies whether the computer should make the next move or the human.
- Argument [depth] specifies the number of moves in advance that the computer should consider while searching for its next move. In other words, this argument specifies the depth of the search tree. Essentially, this argument will control the time takes for the computer to make a move.
After reading the input file, the program gets into the following loop:
- If computer-next, goto 2, else goto 5.
- Print the current board state and score. If the board is full, exit.
- Choose and make the next move.
- Save the current board state in a file called computer.txt (in same format as input file).
- Print the current board state and score. If the board is full, exit.
- Ask the human user to make a move (make sure that the move is valid, otherwise repeat request to the user).
- Save the current board state in a file called human.txt (in same format as input file).
- Goto 2.
One-Move Mode
The purpose of the one-move mode is to make it easy for programs to compete against each other, and communicate their moves to each other using text files. The one-move mode is invoked as follows:
java maxconnect4 one-move [input_file] [output_file] [depth]
For example:
java maxconnect4 one-move red_next.txt green_next.txt 5
In this case, the program simply makes a single move and terminates. In particular, the program should:
- Read the input file and initialize the board state and current score, as in interactive mode.
- Print the current board state and score. If the board is full, exit.
- Choose and make the next move.
- Print the current board state and score.
- Save the current board state to the output file IN EXACTLY THE SAME FORMAT THAT IS USED FOR INPUT FILES.
- Exit
Sample code
The sample code needs an input file to run. Sample input files that you can download are input1.txt and input2.txt. You are free to make other input files to experiment with, as long as they follow the same format. In the input files, a 0 stands for an empty spot, a 1 stands for a piece played by the first player, and a 2 stands for a piece played by the second player. The last number in the input file indicates which player plays NEXT (and NOT which player played last).
Sample code is available in:
- Java: download files maxconnect4.java,
GameBoard.java, and
AiPlayer.java. Compile on omega using:
javac maxconnect4.java GameBoard.java AiPlayer.java
An example command line that runs the program (assuming that you have input1.txt saved in the same directory) is:
java maxconnect4 one-move input1.txt output1.txt 10
- C++: download file maxconnect4.cpp. Compile on omega using:
g++ -o maxconnect4 maxconnect.cpp
An example command line that runs the program (assuming that you have input1.txt saved in the same directory) is:
maxconnect4 one-move input1.txt output1.txt 10
The sample code implements a system playing max-connect4 (in one-move mode only) by making random moves. While the AI part of the sample code leaves much to be desired (your assignment is to fix that), the code can get you started by showing you how to represent and generate board states, how to save/load the game state to and from files in the desired format, and how to count the score (though faster score-counting methods are possible).
Measuring Execution Time
You can measure the execution time for your program on omega by inserting the word "time" in the beginning of your command line. For example, if you want to measure how much time it takes for your system to make one move with the depth parameter set to 10, try this:
time java maxconnect4 one-move red_next.txt green_next.txt 10
Your output will look something like:
real 0m0.003s
user 0m0.002s
sys 0m0.001s
Out of the above three lines, the user line is what you should report.
Tournament
We will have a playoff-style tournament of peoples' submissions. We will configure the depth argument for each submission so that a move is made in at most one second on omega. In each matchup, two games will be played, where each program will play first in one of the two games. The cumulative score (total number of points won after two games) will be used to determine the winner, and program efficiency will be used as a tiebreaker.
The final will take place in class.
Interim report
The interim report should be submitted via e-mail to the instructor and the TA, and should contain the following:
- On subject line: "CSE 4308/5360 - Programming Assignment 2 - Interim report".
- On body of message: Your name and UTA ID (all 10 digits, no spaces).
- On body of message, or as an attachment (in text, Word, PDF, or OpenOffice format): a description (as brief or long as you want) of what you have done so far for the assignment, and any difficulties/bottlenecks you may have reached (in case you encounter such difficulties, it is highly recommended to contact the instructor and/or TA for help).
For purposes of grading, it is absolutely fine if your interim report simply states that you have done nothing so far (you still get the 10 points allocated for the interim report, AS LONG AS YOU SUBMIT THE REPORT ON TIME). At the same time, starting early and identifying potential bottlenecks by the deadline for the interim report is probably a good strategy for doing well in this assignment
Grading
The assignments will be graded out of 100 points. There is also a total of 20 possible extra credit points. Extra credit points are used at the end of the semester, after grade thresholds have been determined, to adjust cumulative course scores and possibly give higher grades when the adjusted cumulative scores reach the threshold for a higher grade.
- 10 points: Submitting the interim report according to the instructions, and on time.
- 25 points: Implementing plain minimax.
- 25 points: Implementing alpha-beta pruning.
- 25 points: Implementing the depth-limited version of minimax (if correctly implemented, and includes alpha-beta pruning, you also get the 25 points for plain minimax and 25 points for alpha-beta search, you don't need to have separate implementations for those). For full credit, you obviously need to come up with a reasonable evaluation function to be used in the context of depth-limited search. A "reasonable" evaluation function is defined to be an evaluation function that allows your program to consistently beat a random player.
- (CSE 5360 only) 15 points: Include in your submission an accurate table of CPU runtime (for making a single move) vs depth, when the board is empty. Document the number of measurements for each entry on the table. All measurements should be performed on omega. Your table should include every single depth, until (and including) the first depth for which the time exceeds one minute. For CSE 4308 students, this part is optional, they get 15 points no matter whether they do it or not.
- Optional, 5 points, extra credit. Define (and document well) a really cool heuristic for evaluating non-terminal nodes in depth-limited search. WARNING: determining coolness is subjective, somewhat arbitrary, and the sole prerogative of the instructor and TA.
- Optional, 5 points, extra credit. What is the max depth (in depth-limited search) that allows your program to make a move (as measured on an empty board) in at most 1 second on omega, WHILE STILL IMPLEMENTING A REASONABLE HEURISTIC? Report your result in your submission. The top 3 results (as verified by the TA and instructor) will get 5 points each.
- 10 points extra credit: Tournament first-place winner.
- 5 points extra credit: Tournament second-place winner.
How to submit
Submissions should be made using Blackboard.
Implementations in Python, C, C++, and Java will be accepted. If you would like
to use another language, please first check with the instructor via
e-mail. Points will be taken off for failure to comply with this
requirement.
Submit a ZIPPED directory called programming2.zip (no other
forms of compression accepted, contact the instructor or TA if you do
not know how to produce .zip files). The directory should
contain source code. Including binaries is optional. The submission should also contain a file called readme.txt,
which should specify precisely:
- Name and UTA ID of the student.
- What programming language is used.
- How the code is structured.
- How to run the code, including very specific compilation instructions. Instructions such as "compile using g++" are NOT considered specific. Providing all the command lines that are needed to complete the compilation on omega is specific.
- What, if any, extra credit parts were done, and details about the method and the results.
Insufficient or unclear instructions will be penalized by up to 20 points.
Code that does not run on omega machines gets AT MOST half credit (50 points).
Submission checklist
- Is the code running on omega?
- Is the submitted zipped file called programming2.zip?
- Does the submission include a readme.txt file, as specified?