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日期:2024-05-10 08:53

CPT204-2324 Coursework 3 Task Sheet

Overview

Coursework 3 (CW3) is the final coursework component of the course this semester.

It contributes to 40% of your final marks.

You will form a team of two with your friend and apply object-oriented principles and

advanced data structures you have learned throughout the semester to create

intelligent game-playing characters. You will be tasked with writing a report and

creating a video presentation to demonstrate your problem-solving and testing skills,

as well as your understanding of object-oriented concepts.

You are required to submit the following files: Java codes in a ZIP file, a Word and PDF

report, an MP4 video, and a PowerPoint (PPT) presentation used in the video.

Timeline

Week 10, Friday, CW3 is released

May 3, 2024, 13:00 CST (This task sheet, skeleton codes, sample test cases)

Week 13, Sunday, CW3 Java source code files, video files (MP4, PPT),

May 26, 2024, 23:59 CST and report files (Word, PDF) are due

Late Submission Period 5% lateness penalty per-day

Max 5 days (Monday-Friday)

Reading Week, Friday, End of Late Submission Period

May 31, 2024, 23:59 CST No submissions are accepted thereafter

Outline

The remainder of the task sheet will outline the game rules, provide detailed

specifications of the tasks, and specify the deliverables you are required to submit.

Additionally, there is a marking rubric provided to guide you in achieving the best

possible outcome.

2

Coursework 3 – Intelligent Rogue Chars

Intelligent game-playing characters have been used in the game industry to harness

the power of graph algorithms to navigate complex virtual environments, strategically

analyzing interconnected nodes and edges to optimize their movements and decisionmaking processes. By leveraging graph traversal techniques such as breadth-first

search (BFS) and depth-first search (DFS), these characters can efficiently explore vast

game worlds, identify optimal paths, and anticipate opponent movements.

In this coursework, you will use graph algorithms you have learned in Lecture 10 to

develop an effective approach to track and intercept a moving opponent in a

(simplified version of the) 2D Game called Rogue. You will also create a viable plan to

evade interception from said opponent.

Rogue

The game Rogue was created by Michael Toy and Glen Wichman, who, while

experimenting with Ken Arnold's C library named curses in the late 1970s, designed a

graphical adventure game shown below.

In 1984, CMU graduate students developed Rog-o-matic, an automated Rogue player,

which became the highest-rated player. Rog-o-matic's algorithm prioritized avoiding

monster encounters to facilitate health regeneration, posing an intriguing graph

search challenge, which inspired this coursework.

3

Rules of the Game

The game of Rogue is played on an N-by-N grid that represents the dungeon. The two

players are a rogue and a monster. The rogue is represented with the character @.

The monster is represented by an uppercase letter A through Z.

The monster and rogue take turns making moves, with the monster going first. If the

monster intercepts the rogue (i.e., occupies the same site), then the monster kills the

rogue, and the game ends. In each turn, a player either remains stationary or moves

to an adjacent site.

There are three types of sites:

1. Rooms represented by .

2. Corridors represented by +

3. Walls represented by (a space)

The movement rules are:

 If a player is in a room site, then they can move to an adjacent room site in one

of the 8 compass directions (N, E, S, W, NW, NE, SW, SE) or a corridor site in

one of the 4 directions (N, E, S, W).

 If a player is in a corridor site, then they can move to an adjacent room or

corridor site in one of the 4 directions (N, E, S, W).

 The walls are impenetrable.

Consider the following two dungeons.

+ + + + + . . . . . . . . A .

+ + . . . . . . . . . .

. . . . . . . . + . . . . . . . . . .

. . . . . @ . . + . . . . . . . . . .

. . I . . . . . + . . . . @ . . . . .

. . . . . . . . + . . . . . . . . . .

. . . . . . . . + . . . . . . . . . .

+ + . . . . . . . . . .

+ + . . . . . . . . . .

+ + + + + . . . . . . . . . .

In the first dungeon above, the rogue can avoid the monster I indefinitely by moving

N and running around the corridor.

In the second dungeon, the monster A can use the diagonal moves to trap the rogue

in a corner.

4

Monster's Strategy

The monster is tenacious and its sole mission is to chase and intercept the rogue. A

natural strategy for the monster is to always take one step toward the rogue. In terms

of the underlying graph, this means that the monster should compute a shortest path

between itself and the rogue, and take one step along such a path. This strategy is not

necessarily optimal, since there may be ties, and taking a step along one shortest path

may be better than taking a step along another shortest path.

Consider the following two dungeons.

In the first dungeon above, monster B's only optimal strategy is to take a step in the

NE direction. Moving N or E would enable the rogue to make a mad dash for the

opposite corridor entrance.

In the second dungeon, the monster C can guarantee to intercept the rogue by first

moving E.

Your first task is to implement an effective strategy for the monster. To implement

the monster's strategy, you may want to consider using BFS.

5

Rogue's Strategy

The rogue's goal is to avoid the monster for as long as possible. A naive strategy is to

move to an adjacent site that is as far as possible from the monster's current location.

That strategy is not necessarily optimal.

Consider the following two dungeons.

It is easy to see that that strategy may lead to a quick and unnecessary death, as in

the second dungeon above where the rogue can avoid the monster J by moving SE.

Another potentially deadly strategy would be to go to the nearest corridor. To avoid

the monster F in the first dungeon, the rogue must move towards a northern corridor

instead.

A more effective strategy is to identify a sequence of adjacent corridor and room sites

which the rogue can run around in circles forever, thereby avoiding the monster

indefinitely. This involves identifying and following certain cycles in the underlying

graph. Of course, such cycles may not always exist, in which case your goal is to survive

for as long as possible. To implement the rogue's strategy, you may want to use both

BFS and DFS.

6

Implementation and Specification

In this section, you will discover the expected details regarding the implementation

and specifications of the Rogue game, which you are required to adhere to.

Dungeon File Input Format

The input dungeon consists of an integer N, followed by N rows of 2N characters

each. For example:

A room is a contiguous rectangular block of room sites. Rooms may not connect

directly with each other. That is, any path from one room to another will use at least

one corridor site.

There will be exactly one monster and one rogue, and each will start in some room

site.

You will be given 18 dungeon files to test your code with.

You may create your own dungeon files (explain the novelty in your report/video!).

In the rubric subsection below, you are required to show the correctness and the

performance of your rogue and monster on at least 5 non-trivial dungeons in total.

Game of Rogue Specification

We will provide some files that are already completed as the game infrastructure.

There are two files to complete: Monster.java and Rogue.java, for which some

skeleton code is provided.

The given files are only for a quick start: you should modify the files so your program

exhibits more object-oriented programming principles!

7

The following is the interface of Monster.java :

public Monster(Game g) // create a new monster playing game g

public Site move() // return adjacent site to which it moves

And the analogous program Rogue.java:

public Rogue(Game g) // create a new rogue playing a game g

public Site move() // return adjacent site to which it moves

The move() method should implement the move of the monster/rogue as specified

by the strategy that you have created.

Game.java reads in the dungeon from standard input and does the game playing and

refereeing. It has three primary interface functions that will be needed by

Rogue.java and Monster.java.

public Site getMonsterSite() // return site occupied by monster

public Site getRogueSite() // return site occupied by rogue

public Dungeon getDungeon() // return the dungeon

Dungeon.java represents an N-by-N dungeon.

public boolean isLegalMove(Site v, Site w) // is moving from site v

to w legal?

public boolean isCorridor(Site v) // is site v a corridor site?

public boolean isRoom(Site v) // is site v a room site?

public int size() // return N = dim of dungeon

In.java is a library from Algorithms optional textbook to read in data from various

sources. You will have to create your own input library for your CW3 program.

Site.java is a data type that represents a location site in the N-by-N dungeon.

public Site(int i, int j) // create new Site for location (i, j)

public int i() // get i coordinate

public int j() // get j coordinate

public int manhattan(Site w) // return Manhattan distance

from invoking site to w

public boolean equals(Site w) // is invoking site equal to w?

If you have two sites located at coordinates (i1, j1) and (i2, j2), then the Manhattan

distance between the two sites is |i1 - i2| + |j1 - j2|. This represents the length you

have to travel, assuming you can only move horizontally and vertically.

You should modify the files or create other Java files, so your final program exhibits

more object-oriented programming principles. Finally, you must only use libraries

that are covered in CPT204 (including in Liang textbook). Violating this by using

libraries that are not covered in CPT204 will result in an automatic total mark of 0.

8

Deliverables

In this section, you will find the details regarding the files that you are required to

submit, and the report and video specifications.

Submission Requirements

You are required to submit:

1) The Rogue.java and Monster.java source code Java files, as well as any other

auxiliary Java files and the dungeon filesthat you selected/created in your project,

altogether combined in a ZIP file.

2) Your report, in both Word and PDF format (2 separate files).

3) The PPT of your video presentation.

4) The video recording of your presentation in a MP4 file.

The submission deadline is Sunday, May 26, 2024, at 23:59 CST.

You may submit late, with a maximum grace period of 5 days, during which a 5%

lateness penalty will be applied for each late day. Therefore, after Friday, May 31,

2024, at 23:59 CST, no submissions will be accepted.

Report Requirements

Write a report satisfying the following criteria:

1. The purpose of your report is to explain your code, algorithms, algorithm

analysis, and OOP elements in well-detailed manner.

2. Your report must consist of exactly 6 Chapters:

Chapter 1 – Object-oriented Principles

(you may add subchapters here)

Chapter 2 – Monster Algorithm

Chapter 3 – Rogue Algorithm

Chapter 4 – Monster Algorithm Analysis

Chapter 5 – Rogue Algorithm Analysis

Chapter 6 – My Java Code

For more details on the contents of each section, you should refer to the

Rubric on page 11.

9

3. You must include all your code in Chapter 6 as a text, copy paste each source

file content into the report.

You must not use screenshots in Chapter 6.

Using screenshot in Chapter 6 will result in an automatic total marks of 0.

(you may use screenshot in other chapters)

4. Write your report using Word with the following setting:

Font Calibri, Font Size 12, Line Spacing 1.5, Normal Margins.

The page limit is a maximum of 20 pages, not including Chapter 6.

5. Consider using images and diagrams to improve the readability of your

report. Please refer to the rubric in the following subsection.

6. Save your Word document as a PDF.

Submit to Learning Mall Assignment Box both the Word document file and

the PDF file.

Video Requirements

Create a PPT presentation and video explanation using the PPT satisfying the following

requirements:

1. The purpose of your video presentation is to explain your code, algorithms,

and OOP design in a succinct manner.

2. You can use any template for your PPT, not limited to the XJLTU standard

theme.

3. The length of the video must be less than or equal to 8 minutes.

Violating the video length requirements will result in a total marks of 0 for

your coursework mark.

4. Your video must display your face and include your audio for the purpose of

authenticity verification.

Do not use English audio translation software to narrate your video.

Violating the requirement to show your face and use your voice will result in

a total marks of 0 for your coursework.

5. The clarity of the presentation will be graded. Please refer to the rubric in the

next subsection.

10

6. Submit to Learning Mall Assignment Box both:

a. The video file in MP4 format,

b. The PPT file you used to create a video.

Equal Contribution Requirements

In adherence to academic integrity and fairness, it is imperative that both team

members contribute equally to the completion of the coursework:

1. Each member should actively participate in the development process,

ensuring a balanced distribution of workload and responsibilities.

For example, one team member may mostly undertake the coding of the

rogue character while the other focuses on the monster character, and they

may divide tasks such as testing, documentation, report writing, and

presentation preparation equitably.

2. Both team members must show their faces in the video, one at a time.

3. Should there be any concerns regarding unequal contributions, team

members are encouraged to notify the module leader promptly to facilitate

appropriate assessment and marking decisions, to ensure transparency and

accountability.

11

Rubric

Criteria Description Marks

Object-Oriented

Principles

Evaluation of the effective use of object-oriented

principles (encapsulation, inheritance, polymorphism,

abstraction) in the overall Java program solution.

25

Code Clarity and

Readability

Assessment of code clarity, organization, and readability.

Includes appropriate variable naming, comments,

documentation, and code structure.

5

Monster and Rogue

Demo

Evaluation of the correctness and optimality/suboptimality of your Monster and Rogue algorithms. Write

in report, and show demo and argue in video on at least 5

non-trivial dungeon files in total for both Monster and

Rogue characters. Justify your strategies, explaining their

strengths and also weaknesses.

20

Monster Algorithm

Analysis

Examination of how graphs algorithms are implemented

in your Monster Algorithm, and their efficiency analysis.

15

Rogue Algorithm

Analysis

Examination of how graphs algorithms are implemented

in your Rogue Algorithm, and their efficiency analysis.

15

Report Clarity,

Structure and

Presentation

Assessment of the report's clarity, structure, organization,

visual elements, and overall quality of writing. Includes

language use and presentation of data structure usages.

10

Video & PPT Clarity,

Delivery and

Engagement

Assessment of the video presentation's delivery, clarity

and engagement. Includes speaking clarity, engagement

with the audience, and visual elements in demonstrating

the execution of the software.

10

Total Marks 100

Show that you satisfy all the rubric components in both your report and video!

Please note again that using libraries not covered in CPT204; using screenshots or not

including all your codes in Chapter 6 of the report; or submitting a video of length longer

than 8 minutes or without your face/voice will result in an automatic total marks of 0.

12

Acknowledgement

This coursework is adopted from an assignment from the Algorithms (an optional

Textbook of this course) with thanks to Robert Sedgewick, Kevin Wayne, and Andrew

Appel.

Academic Integrity

1. Plagiarism, e.g. copying materials from other sources without proper

acknowledgement, copying, or collusion are serious academic offences.

Plagiarism, copying, collusion, using or consulting unauthorized materials

(including code sharing forum, and generative AI tools including, but not limited

to, ChatGPT) will not be tolerated and will be dealt with in accordance with the

University Code of Practice on Academic Integrity.

2. In some cases, individual students may be invited to explain parts of their code

in person, and if they fail to demonstrate an understanding of the code, no

credit will be given for that part.

3. In more severe cases, the suspected violation will be directly reported to the

Exam Officer for further investigation and, if confirmed, will be permanently

recorded in the offender student's official academic transcript.

Please read: https://academicpolicy.xjtlu.edu.cn/article.php?id=98

Question Forum

If you have questions regarding Coursework 3, please post your questions in CW3

Forum: https://core.xjtlu.edu.cn/mod/forum/view.php?id=137339

This is the end of CPT204-2324 CW3 Task Sheet.


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