CSCE-315: Programming Studio (Summer 2014)
Project 2: Reversi Online
Updates
- 6/17 Tuesday: Design docs due
- 6/23 Monday: Game mechanics due
- 6/27 Friday: AI-engine due
- 6/30 Monday: Final version including client-server code due
- You may use Java.
- Changes:
- Server sends back moves as well as other acknowledgments.
- alpha-beta pruning is mandatory.
Team configuration
The team will be the same as project 1.
In a nutshell
The game you will implement is Reversi. See Wikipedia entry on Reversi for game rules.
There are two main parts of the project:
- Design and implement the basic game playing mechanism and an AI algorithm to play against humans.
- Design and implement a client-server protocol so that
- humans can connect to the game server and play the game online. Implement the server and use telent as the client.
- game server can connecto to another game server and play AI to AI.
Here are some additional requirements:
- For this project, using the unix environment for programming will be more convenient, in terms of socket programming, etc. However, developing in the unix environment is optional.
- We will use the SCRUM method and each of your submissions should be accompanied by SCRUM backlogs and the burndown chart, as well as the code and other documentation.
Reversi Online Client-Server Protocol
- d4 white
- e4 black
- d5 black
- e5 white
_ _ _ _ _ _ _ _ 1|_|_|_|_|_|_|_|_| 2|_|_|_|_|_|_|_|_| 3|_|_|_|_|_|_|_|_| 4|_|_|_|O|@|_|_|_| 5|_|_|_|@|O|_|_|_| 6|_|_|_|_|_|_|_|_| 7|_|_|_|_|_|_|_|_| 8|_|_|_|_|_|_|_|_| a b c d e f g h User always plays BLACK and will always make the first move.The communication will be through simple ASCII text. The commands are pretty simple.
expr | ::= command | move | comment | EXIT | DISPLAY |
command |
::=
UNDO | LOCAL difficulty | REMOTE <server> <port> client_difficulty server_difficulty |
difficulty | ::= EASY|MEDIUM|HARD |
client_difficulty | ::= difficulty |
server_difficulty | ::= difficulty |
move | ::= column row |
row | ::= 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
column | ::= a | b | c | d | e | f | g | h |
- EXIT: exit and disconnect from the server
- DISPLAY: toggles board display
- UNDO: undo AI's move and your last move. Up to 10 UNDO's should be supported.
- LOCAL: tells server that a local game will be played
- EASY | MEDIUM | HARD : sets the AI skill level (difficulty).
- REMOTE <server> <port> client_difficulty server_difficulty: this server's AI against another server's AI (difficulty of both specified, respectively)
- This server connects as a client.
- This server will take the place of a human, so it will enter LOCAL HARD, etc. to establish the initial game.
- NOTE: This server will play black and it will go first. The remote server will play white.
The server will show these messages to the user:
ack | ::= WELCOME | OK | ILLEGAL | move | comment |
comment | ::= ; * |
An unused port should be used for the server. The entire interface should be accessable using telnet, using plain ASCII text. You have to be extra cautious with your code since your server can easily become a security hole. Before you print anything that came from the client or the server, you have to first check if these are printable characters, and make sure the length of the input is within your input buffer size.
An example is shown below. Bold is server, italic is client). Text following ";" are comments and they are simply displayed as they are received and no further action is taken (comments on the far right column are mine, just to explain it a bit). "_" at the end is the cursor waiting for the user input.
WELCOME LOCAL EASY ; set up AI difficulty OK DISPLAY_ON ; toggle board display OK ; _ _ _ _ _ _ _ _ ;1|_|_|_|_|_|_|_|_| ;2|_|_|_|_|_|_|_|_| ;3|_|_|_|_|_|_|_|_| ;4|_|_|_|O|@|_|_|_| ;5|_|_|_|@|O|_|_|_| ;6|_|_|_|_|_|_|_|_| ;7|_|_|_|_|_|_|_|_| ;8|_|_|_|_|_|_|_|_| ; a b c d e f g h f5 ; enter move OK ; _ _ _ _ _ _ _ _ ;1|_|_|_|_|_|_|_|_| ;2|_|_|_|_|_|_|_|_| ;3|_|_|_|_|_|_|_|_| ;4|_|_|_|O|O|O|_|_| ;5|_|_|_|@|O|@|_|_| ;6|_|_|_|_|_|_|_|_| ;7|_|_|_|_|_|_|_|_| ;8|_|_|_|_|_|_|_|_| ; a b c d e f g h f4 ; server tells you which move it made g1 ; enter move ILLEGAL ; _ _ _ _ _ _ _ _ ;1|_|_|_|_|_|_|_|_| ;2|_|_|_|_|_|_|_|_| ;3|_|_|_|_|_|_|_|_| ;4|_|_|_|O|O|O|_|_| ;5|_|_|_|@|O|@|_|_| ;6|_|_|_|_|_|_|_|_| ;7|_|_|_|_|_|_|_|_| ;8|_|_|_|_|_|_|_|_| ; a b c d e f g h ; cursor waiting
Reversi Client
telnet <hostname> <port>
Games
Project Organization
This project will be approached by trying to follow an approach similar to one that would be used in an agile development environment. Due to team size, and even more significant, due to time constraints, we will not be able to follow a "real" agile approach, but we will try to capture some of the themes.
We will use an iterative approach to this assignment. Your team will be asked to implement the program over three "sprint" iterations, each just over a few days in length. At the end of each iteration, your team should have a complete, working program feature set. More features and functionality should be added at each iteration. In addition, you are to keep a backlog, a burndown chart, and hold SCRUM meetings (almost everyday). Each of these will be discussed below.
The following will be the project schedule:
- Project Assigned
- Product backlog and initial burndown chart created
- Sprint 1 backlog created (game mechanics)
- Iteration 1 completed
- Sprint 2 backlog created (AI engine)
- Iteration 2 completed
- Sprint 3 backlog created (client-server)
- Final Iteration completed
SCRUM tips
Here's an example template of the product backlog: Backlog example And, here's the burndown chart: Burndown chart example Some tips: For the project, you should focus on the tasks in the following order (near the top is most important). Set up your backlog accordingly. Your backlog will be much more detailed than this. 1. Game mechanics - board and game state representation - operators - operator legality (is a certain move allowed?) - move: once a move is made, update the board (flip the intervening tiles) - termination condition detection (can any more pieces be placed?) - undo - game result report (win/lose/draw). 2. Game Server - allows clients to connect - can use telnet (e.g., putty, with telnet option) to connect 3. Game AI - initially random player (randomly pick from available moves). - min-max with limited depth - alpha-beta-pruning-based - customized heuristics As for the burndown chart, you will initially not have any data. Use your estimated time for each task and during which sprint you will get those done to come up with a mock burndown chart.
Overall Grading
10% Agile computing methodology - setting, using, adjusting backlogs and burndown charts
20% Completeness and quality of the game mechanics
30% Completeness and quality of the AI
10% Completeness and quality of the client-server interface.
5% Code style (naming, layout, etc.)
25% Weighted grade from earlier submissions (design doc, game mechanics, AI).
Deliverables
- Design documents, SCRUM product log (with initial burndown chart)
- The design document requirements are the same as Project 1.
- See the SCRUM tips above for product log format.
- Grading:
- 20%: All four sections
- 60%: Game mechanics, AI, client-server
- 20%: SCRUM product log and burndown shart
- Game mechanics code (plus sprint 1 backlog and burndown chart).
- Game mechanics code should include fully playable board display undo, etc. Assume random AI.
- Pay attention to boundary conditions and unplayable states (pass turn).
- No client-server code -- take input directly from the console.
- Grading:
- 10%: layout, style, comments
- 30%: all functions implemented
- 40%: all functions working properly
- 10%: sprint backlog and burndown chart.
- 10%: development log
- AI engine code, sprint 2 backlog and burndown chart.
- AI engine should
at the minumumimplement the MIN-MAX algorithm. - You should also design and implement an evaluation function to use at the cut-off state (depth limit).
- AI engine should also have alpha-beta pruning.
- Grading:
- 10%: layout, style, comments
- 30%: all functions implemented
- 20%: min-max working
- 10%: quality of heuristics
- 10%: alpha-beta pruning working
- 10%: sprint backlog and burndown chart.
- 10%: development log
- AI engine should
- Final version. Fully integrated system.
- Client-server code, sprint 3 backlog and burndown chart.
- Server should be startable with a command line argument that takes the port number.
- Human play should be able to use telnet to connect to the game server and play the game.
- AI-AI sessions should be possible.
- post production notes (changes you had to make to your design and why, difficulties, solutions, lessons learned)
- individual work load distribution (percentage)
- Development log.
- Client-server code, sprint 3 backlog and burndown chart.