当前位置:天才代写 > JAVA代写 > java framework代写 report代写 game Sokoban代写 code代写

java framework代写 report代写 game Sokoban代写 code代写

2020-10-12 17:58 星期一 所属: JAVA代写 浏览:8

java framework代写

Assignment

java framework代写 Your task is to improve a computer player for the game Sokoban, using the provided java framework.Specifically, the aim

Your task is to improve a computer player for the game Sokoban, using the provided java framework. Specifically, the aim is to implement a heuristic function which is inspired by the idea of so-called pattern databases. Detailed instructions can be found in the appended description.java framework代写

Learning Outcomes Assessed java framework代写

  1. Choose and implement an appropriate search method for solving a givenproblem
  2. Define suitable state spaces andheuristics
  3. Understand the basic techniques for solving

Criteria for assessment

Credit will be awarded against the following criteria. For the implementation:

  • [Correctness] Does the code correctly implement the requiredalgorithm?
  • [Efficiency] Is the computational complexity of the implementationoptimal?
  • [Clarity] Is the code clearly structured and easy tounderstand?java framework代写

For the report:

  • [Correctness] Does the answer demonstrate a solid understanding of theproblem?
  • [Clarity] Is the answer well-structured and clearlypresented?

Feedback and suggestion for future learning

Feedback on your coursework will address the above criteria. Feedback and marks will be returned on 3 December 2018 via learning central. This will be complemented by general feedback in the lecture.

Getting Started java framework代写

To get started with this coursework, first download sokoban.zip from Learning Central. In thisarchive, you will find a basic implementation of the Sokoban game. Sokoban is a puzzle game inwhich the player needs to move a number of boxes. An example of a Sokoban puzzle is shown inFigure 1(a).

The boxes in this version of the game are represented as pink coloured rectangles,and the aim is to move these boxes to the positions which are indicated with a white dot. Thepossible actions available to the player are to move up, down, left or right (using the arrows onthe keyboard). If the player is adjacent to a box, the player can push the box by moving in thedirection of the box, provided that the cell next to the box (opposite from the player) is empty.The goal state for the puzzle from Figure 1(a) is shown in Figure 1(b).java framework代写

java framework代写
java framework代写

The Java code in the sokoban.zip archive contains several classes. First, there are a number of classes related to the general operation of the game:

Sokoban Executing the main method from this class will launch the game.

GameDisplay takes care of the visualisation of the game.

GameState represents a state of the game. Among others, it contains code for reading a level description from file, for checking which actions are legal in a given state, and for updating the game state after the player has taken a given action. This class also contains a method setRelaxedState, which you will be able to use for your implementation.

Position represents a position in the game (i.e. a row and a column from the given grid).java framework代写

HumanPlayer implements the standard version of the game, where a human player needs to solve the puzzle (using the arrow keys on the keyboard).

SokobanAction encodes the types of actions that can be taken by a player of the game.

There are also some general methods related to the implementation of A*, which are entirely similar to the classes that you have already encountered in the lab class (ActionAstarNode,

java framework代写
java framework代写
State, Node). In addition, an implementation of an A* player for the game has also been provided:

SimpleSokobanAstarPlayer contains an implementation of the A* algorithm.

SimpleSokobanNode contains an implementation of the nodes that are used by the A* algorithm. This class also contains a method to compute the heuristic evaluation of a given node. Inthis implementation, this heuristic evaluation corresponds to the Manhattan distance.

Finally, there are three classes that directly relate to the coursework:

PatternHeuristicAstarPlayer contains an implementation of the A* algorithm, in which a so- called pattern database is constructed, which is used to implement an improvement of the Manhattan heuristic evaluation.java framework代写

PatternHeuristicNode implements nodes that take advantage of the pattern database for com- puting the heuristic evaluation.

PatternDatabase contains a skeleton of the implementation of the pattern database. This is the class that you will need to implement.

The archive also contains a few sample levels. These levels are encoded as plain text files, so youcan easily create your own (e.g. to test particular aspects of your computer player).

 An example of a level is:

where w denotes a wall, . is an empty cell, g is a goal position, p is the position of the player (or

P if the player is on a goal position), b is a block and B is a block which is on a goal position.

To compile the code, from outside the directory that contains the source files, you can use1: javac sokoban/*.java java framework代写

To run the code on a Java Virtual Machine with 1GB of memory, you can use: java -Xmx1g sokoban/Sokoban

In the implementation of the class Sokoban, you can change whether the game runs for a human player or for the computer player. For example, to run the basic A computer player, you can use:

SimpleSokobanAstarPlayer player = new SimpleSokobanAstarPlayer(state); player.showSolution();

To use the human player, you should replace this by:

HumanPlayer player = new HumanPlayer(state);

1Replace / by \ on Windows. java framework代写

Figure 2: Example of a dead state: the level can no longer be solved from this state.

Assignment java framework代写

Task 1: Implementing a pattern database heuristic (60 marks).

The Manhattan distance has two important limitations for this game. First, in some levels, thedistance between a block and a goal position on the grid may not tell us much about the number ofsteps that are needed to actually move the block to that goal position. Second, an important issue in this game relates to the existence of so-called dead states. There are certain positions in thegame which have the property that once a block occupies one of these positions, the game can no longer be solved. This is illustrated in Figure 2, where the problem is that one of the blocks is stuckagainst the top wall. The Manhattan heuristic fails to recognise such dead states, which meansthat a lot of computation time is wasted on exploring states that can no longer lead to any solution.java framework代写

Your task is to implement a heuristic evaluation function which addresses both issues.

Thisheuristic will rely on a precomputed analysis of the level. Specifically, before solving the actualgame, you should first determine how many steps are needed to solve a set of simplified (or “relaxed”) problems. In these simplified problems, we keep the wall structure and goal positions ofthe given level, but we only consider a single block, and we vary the starting position of that block. java framework代写Let us write steps(i, j) for the size of the optimal solution of the simplified problem where theblock is initially at row i and column j, assuming that the initial position of the player is optimal (i.e. such that the resulting value of steps(i, j) is minimal).

The values steps(i, j) should be precomputed for all positions and stored in an object of typePatternDatabase. Once these values are precomputed, we can use them to efficiently computean improved heuristic evaluation, when solving the actual game. Specifically, assume that we arein a state of the game where the positions of the blocks are given by (i1, j1), …, (in, jn), then wecan use steps(i1, j1) +  steps(in, jn) as our heuristic evaluation. Note that this heuristic is admissible and consistent, and can thus be used without giving up on the optimality guarantees of A.

Your task is to implement this strategy by completing the class PatternDatabase. Notethat you will not need to make changes to any of the other classes. To generate the simplified problems, you can make use of the method setRelaxedState in the class GameState.

Task 2: Report (40 marks) java framework代写

You are asked to write a concise report discussing the following points. The total length of your report should not be longer than one page (5 marks will be deducted for each additional page).

Figure 3: Example of level which is difficult to solve using A*.

  1. Constructtwo levels for the game: one where the pattern database heuristic has a large impact (i.e. leads to a substantial decrease in execution time and/or number of expandednodes) and one where its impact is  You should include these examples as separate text files with your submission, respectively called exampleLargeDifference.txt and exampleSmallDifference.txt. In your report, you should provide a short explanation ofwhy the heuristic is so effective in the first example, and why it is not effective in the second example. [20]java framework代写
  2. Whilethe pattern database heuristic leads to a meaningful improvement in the performanceof the computer player, there are some levels which can still not be solved with this heuristic,despite being easy to solve for  An example of such a level is shown in Figure 3.Describe why this level is difficult for the computer player to solve, regardless of whihheuristic is used, and outline how you would adapt the computer player to make it solve such levels more efficiently. [20]

A discussion forum has been added on the learning central page for this module, which you can use for any questions you have about this coursework assignment.

java framework代写
java framework代写

更多其他:C++代写 java代写 r代写 Data Analysis代写 代码代写 金融代写  python代写 金融经济统计代写 matlab代写 web代写

合作平台:天才代写 幽灵代写 写手招聘 Essay代写

 


天才代写-代写联系方式