Programming Mini-Project 1

Uninformed & Informed Search; Game Playing

Max possible score:

Part 1

Max: [4308: 75 Points, 5360: 75 Points]

Graph form of input1.txt
Figure 1: Graphical representation of information in input1.txt

Implement a search algorithm that can find a route between any two cities. Your program will be called find_route, and will take exactly commandline arguments as follows:

find_route input_filename origin_city destination_city heuristic_filename

An example command line is:

find_route input1.txt Bremen Kassel (For doing Uninformed search)
or
find_route input1.txt Bremen Kassel h_kassel.txt (For doing Informed search)

If heuristic is not provided then program must do uninformed search. Argument input_filename is the name of a text file such as, that describes road connections between cities in some part of the world. For example, the road system described by file input1.txt can be visualized in Figure 1 shown above. You can assume that the input file is formatted in the same way as input1.txt: each line contains three items. The last line contains the items "END OF INPUT", and that is how the program can detect that it has reached the end of the file. The other lines of the file contain, in this order, a source city, a destination city, and the length in kilometers of the road connecting directly those two cities. Each city name will be a single word (for example, we will use New_York instead of New York), consisting of upper and lowercase letters and possibly underscores.

IMPORTANT NOTE: MULTIPLE INPUT FILES WILL BE USED TO GRADE THE ASSIGNMENT, FILE IS JUST AN EXAMPLE. YOUR CODE SHOULD WORK WITH ANY INPUT FILE FORMATTED AS SPECIFIED ABOVE.

The program will compute a route between the origin city and the destination city, and will print out both the length of the route and the list of all cities that lie on that route. It should also display the number of nodes expanded and nodes generated. For example,

find_route input1.txt Bremen Kassel

should have the following output:

nodes expanded: 12
nodes generated: 20
distance: 297.0 km
route:
Bremen to Hannover, 132.0 km
Hannover to Kassel, 165.0 km

and

find_route input1.txt London Kassel

should have the following output:

nodes expanded: 7
nodes generated: 7
distance: infinity
route:
none

For full credit, you should produce outputs identical in format to the above two examples.

If a heuristic file is provided then program must perform Informed search. The heuristic file gives the estimate of what the cost could be to get to the given destination from any start state (note this is just an estimate). In this case the command line would look like

find_route input1.txt Bremen Kassel h_kassel.txt

Here the last argument contains a text file what has the heuristic values for every state wrt the given destination city (note different destinations will need different heuristic values). For example, you have been provided a sample file h_kassel.txt which gives the heuristic value for every state (assuming kassel is the goal). Your program should use this information to reduce the number of nodes it ends up expanding. Other than that, the solution returned by the program should be the same as the uninformed version. For example,

find_route input1.txt Bremen Kassel h_kassel.txt

should have the following output:

nodes expanded: 3
nodes generated: 8
distance: 297.0 km
route:
Bremen to Hannover, 132.0 km
Hannover to Kassel, 165.0 km 

Suggestions


Grading

The assignments will be graded out of 75 points.

Part 2

Max: [4308: 75 Points, 5360: 75 Points]

Gameplay for Max-Connect4
Figure 2: Examples of Moves made in a game of Max-Connect4

The task in this programming assignment is to implement an agent that plays the Max-Connect4 game using search. Figure 2 above 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 row 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.

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++ or other implementations):

java maxconnect4 interactive [input_file] [computer-next/human-next] [depth]

For example:

java maxconnect4 interactive input1.txt computer-next 7
After reading the input file, the program gets into the following loop:
  1. If computer-next, goto 2, else goto 5.
  2. Print the current board state and score. If the board is full, exit.
  3. Choose and make the next move.
  4. Save the current board state in a file called computer.txt (in same format as input file).
  5. Print the current board state and score. If the board is full, exit.
  6. Ask the human user to make a move (make sure that the move is valid, otherwise repeat request to the user).
  7. Save the current board state in a file called human.txt (in same format as input file).
  8. 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:

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 red player, and a 2 stands for a piece played by the green player. The last number in the input file indicates which player plays NEXT (and NOT which player played last). Sample (omega-compatible) code is available in: 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). You are welcome to use any part of this sample code in your implementation or ignore it completely and write your code from scratch.

Measuring Execution Time

You can measure the execution time for your program on linux/mac machines 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 consider.

Windows machines do not have a similar command. However, you can approximate it by setup a batch script like this:

@echo off
set startTime=%time%
java maxconnect4 one-move red_next.txt green_next.txt 10
echo Start Time: %startTime%
echo Finish Time: %time%

This will display text similar to the following after the output from your file
    Start Time:  1:17:14.37
    Finish Time:  1:17:14.44

The difference between the two gives you the time (0.07s).

Grading

The assignments will be graded out of 75 points.

How to submit

For each part: Implementations in C, C++, Java, and Python will be accepted. Points will be taken off for failure to comply with this requirement.

Create a ZIPPED directory called <net-id>_proj1.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 two folders (one for each part). Each folder should contain source code for each part. Each folder should also contain a file called readme.txt, which should specify precisely: