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CSCI 2312: Programming Assignment 4 <<IN PROGRESS>>

inheritance, polymorphism, board games, randomization


Goals

  1. Get experience with inheritance, polymorphism, and class hierarchies in the domain of board turn-based strategic games.
  2. Enrich your pallette of C++ tools to define complex behavior:
  3. Abstract and concrete classes for hierarchical behavior extension.
  4. virtual functions and overriding to specialize behavior while supporting polymorphism.
  5. functors to specify dynamic object behavior.
  6. The <random> library to randomize object behavior.
  7. A virtual binary operator to implement object interaction.
  8. STL classes for data management.
  9. Develop in one go a small-scale semi-interactive game with bare-bones ASCII visualization.
  10. Continue using git and Github.
  11. Develop good coding style.

Synopsis

PA4 leaves the clustering domain and gives a glimpse of the game domain. While it is a chance to put any C++ features we have covered to new use, its main goal is to give a fertile setting for dynamic (run-time) polymorphism of user types. You will create a class hierarchy with a rich tapestry of polymorphic behavior. You have to write quite a few more files than usual, though most are small: Exceptions.cpp, Piece.cpp, Agent.cpp, Simple.cpp, Strategic.cpp, Resource.cpp, Food.cpp, Advantage.cpp, Game.cpp, DefaultAgentStrategy.cpp, and AggressiveAgentStrategy.cpp. See the Detailed Instructions at the bottom of this file.

PA4 is in the test-driven-development (TDD) style, just like the preceding assignments. It has 153 tests that your implementation should pass for full points. Because the different elements of the Game are quite intertwined, it is recommended that you follow roughly this order of implementation and testing:

  1. Game smoke test.
  2. Game printing.
  3. Piece smoke test.
  4. Piece printing.
  5. Game population.
  6. Surroundings smoke test.
  7. Action smoke test.
  8. Other Piece tests.
  9. Randomization test.
  10. Game play.

This assignment may be smaller in terms of the total lines of code relative to the preceding ones but is not trivial. It might take just as much time as the others since it introduces new language features and has several points of algorithmic complexity.

Submission

You don't need to submit anything. Once you fork the repository (this is your remote repository on Github, aka origin), you will clone it to your development machine (this is your local repository), and start work on it. Commit your changes to your local repository often and push them up to the remote repository occasionally. Make sure you push at least once before the due date. At the due date, your remote repository will be cloned and tested automatically by the grading script. Note: Your code should be in the master branch of your remote repository.

Grading

An autograding script will run the test suite against your files. Your grade will be based on the number of tests passed. (E.g. if your code passes 3 out of 6 test cases, your score will be 50% and the grade will be the corresponding letter grade in the course's grading scale). The test suite for PA4 has 153 tests. Note: The testing and grading will be done with fresh original copies of all the provided files. In the course of development, you can modify them, if you need to, but your changes will not be used. Only your Point.cpp, Cluster.cpp, KMeans.cpp, and Exceptions.cpp files will be used.

Compiler

Your program should run on GCC 4.9.0 or later, or Clang 3.3 or later. No other compilers are supported.

Due Date

The assignment is due on Sun, Apr 17, at 23:59 Mountain time. No late work. The last commit to your PA4 repository before the deadline will be graded.

Honor Code

Free Github repositories are public so you can look at each other's code. Please, don't do that. You can discuss any programming topics and the assignments in general but sharing of solutions diminishes the individual learning experience of many people. Assignments might be randomly checked for plagiarism and a plagiarism claim may be raised against you.

Use of libraries

You are encouraged to make maximum use of the Standard Library especially including the Standard Template Library (STL).

Coding style

Familiarize yourself with and start following coding style guidelines. There are others on the Web. Pick one and be consistent. Note: If you stumble on the Google C++ Style Guide, be advised that it has been heavily criticized by many leading C++ programmers. I don't advise you to follow it, especially the more advanced features. This Guide is for entry-level coders at Google who need to be able to work with their legacy code. It is not advisable for new projects and novice programmers.

References

Operator overloading guidelines. For the implementation of virtual Piece &operator*(Piece &other), see this example.

A very good C++ tutorial, including many topics we are covering.

Two websites with C++ Reference, here and here.

Detailed Instructions

I. Overview

PA5 creates a simple board turn-based Game where Piece-s move around and interact. This is how a short run of the Game looks like in print:

Round 0
[T998 ][T1000][F1001]
[S999 ][     ][     ]
[     ][     ][F1002]
Status: Playing...
Round 1
[     ][     ][F1001]
[     ][     ][     ]
[S999 ][     ][F1002]
Status: Playing...
Round 2
[     ][     ][F1001]
[     ][     ][     ]
[     ][S999 ][F1002]
Status: Playing...
Round 3
[     ][     ][F1001]
[     ][     ][     ]
[     ][     ][S999 ]
Status: Playing...
Round 4
[     ][     ][F1001]
[     ][S999 ][     ]
[     ][     ][     ]
Status: Playing...
Round 5
[     ][     ][S999 ]
[     ][     ][     ]
[     ][     ][     ]
Status: Over!

Piece-s are of different type and have polymorphic (i.e. different) behavior. The class hierarchy is as follows:

alt text

The dotted boxes represent abstract classes, the rest represent concrete classes. The codes in the grid above correspond to instantiations of the concrete classes, i.e. these are the code names/id-s of objects of type Food (e.d. F333), Advantage (e.g. D456), Simple (e.g. S146), and Strategic (e.g. T987). The game executes rounds, gives each piece which is still on the board a turn, and then it prints itself, letting the Piece-s fill in their code names in the appropriate positions.

II. The grid, coordinates, and positions

The grid is two-dimensional. It has a width and height. Each position has coordinates (x, y), with x indexing rows from top to bottom, and y indexing columns from left to right. Both x and y and 0-indexed. The following grid is a 4 x 5, i.e. width = 4 and height = 5, and so x runs from 0 to 4 and y runs from 0 to 3.

(0,0) (0,1) (0,2) (0,3)
(1,0) (1,1) (1,2) (1,3)
(2,0) (2,1) (2,2) (2,3)
(3,0) (3,1) (3,2) (3,3)
(4,0) (4,1) (4,2) (4,3)

Internally, the grid is represented as a vector of size 4 * 5 = 20. The indices correspond to grid positions as follows:

0 1 2 3
4 5 6 7
8 9 10 11
12 13 14 15
16 17 18 19

The Game uses both representations as they are good for different purposes. You have to come up with simple formulae to convert back and forth.

2.1 Surroundings

The behavior of the Piece-s is based on what's around them. The Surroundings structure is a 3 x 3 grid which creates a map of the 8 positions which surround the current position of a Piece. The 8 positions have the following relation with the position (x, y) of the Piece:

(-1,-1) (-1,0) (-1,1)
(0,-1) (x,y) (0,1)
(1,-1) (1,0) (1,1)

Surroundings holds an array of length 9 and the indices correspond to the positions around a Piece as follows:

0 1 2
3 4 5
6 7 8

A Surroundings structure's array is filled with values of the enumerated type PieceType: EMPTY, INACCESSIBLE (i.e. outside the Game grid), SIMPLE, STRATEGIC, FOOD, ADVANTAGE, and SELF. SELF is always in the middle, at index 4.

III. Game play

The behavior of Piece-s is based on actions, which are picked by each Piece's strategy. Each Piece on the Game board gets a turn each Game round.

3.1 Action

Available actions are captured in the enumerated class ActionType: N, NE, NW, E, W, SE, SW, S, and STAY. The compass directions correspond to the 8 directions a Piece can move in a grid from its current position. STAY means no motion, i.e. stay where you are.

Resource-s don't move so they always return STAY.

Agent-s can move in all directions that are legal depending on the current state of the Game, or STAY in place.

3.2 Interaction

As Piece-s move around the grid they run into others. Each time that happens there is an interaction taking place. This is captured by the pure virtual operator* (aka interaction operator) that Piece-s overload. The interactions are as follows:

  1. When an Agent moves onto a Resource, it consumes it completely.
  2. When an Agent moves onto another Agent, they compete and might either both die, or one dies and the other wins.
3.3 Strategies

Picking an ActionType based on the Surroundings is captured in the Strategy class. The Simple agent doesn't have a separate Strategy object, while the Strategic agent has a dedicated Strategy object.

The Simple agent's behavior/strategy is as follows:

  1. It does not challenge other agents (i.e. it doesn't move onto them).
  2. If there are adjacent Resource-s, returns a motion to one of them.
  3. If there aren’t adjacent Resource-s, returns a move to an adjacent empty position.
  4. If there aren't adjacent empty position, returns a STAY.

The default Strategic agent's strategy (captured in a DefaultAgentStrategy object) is as follows:

  1. If there are adjacent Advantage-s, returns a motion to one of them. That is, it prefers Advantage to Food.
  2. lf there aren't adjacent Advantage-s, returns a move to an adjacent Food.
  3. If there arent' adjacent Food-s, return's a move to an adjacent empty position.
  4. If there aren't adjacent empty positions, it returns a move to an adjacent Simple agent (i.e. attacking it).
  5. If no adjacent Simple agents, returns STAY.

The aggressive Strategic agent's strategy (captured in an AggressiveAgentStrategy object) is as follows:

  1. If the Agent's energy >= aggressiveness threshold AND there are any adjacent Agent-s, challenge one of them.
  2. Else if adjacent Advantage-s, move onto an Advantage.
  3. Else if adjacent Food-s, move onto an Food.
  4. Else if adjacent empty positions, move onto an empty position.
  5. Else STAY.
3.4 Randomization

Because in the above strategies there could be more than one of each kind of Piece types that are relevant to an Agent's active behavior, an implemented functor class PositionRandomizer is provided in Gaming.h, and a randomPosition function in Game making use of it. Using this function reduces any bias in the motion of an Agent that might arise from the particular way it traverses its Surroundings. For example, if you were to always pick the first Piece of a particular type from the Surroundings to act upon, there would be an "upward" or "northward" bias of the motion of Agent-s since they traverse their Surroundings structure naturally from top to bottom and from left to right per the conventions mentioned in the previous section.

The function randomPosition takes a std::vector<int> of positions (as indices in the Surroundings array) where you found one or another kind or Piece (one vector for each kind) and returns a random Position (as an (x, y) in the same Surroundings grid) for the Agent to move onto (in implementation of its Strategy).

3.5 Turns

The Game gives each Piece on the grid a turn in a top-left row-wise bottom-right manner. A Piece's turn consists of the following:

  1. The Game constructs the Surroundings of a Piece.
  2. The Game calls the polymorphic takeTurn on the Piece, which returns an ActionType.
  3. If the action is legal, the Game moves the Piece by calling setPosition on the Piece.
  4. If the new position is non-empty, the Game calls the interaction operator* on the two Piece-s (i.e. p1 * p2), which polymorphically performs one of the two interactions described above.
  5. The Game checks if any of the two Piece-s have become unviable, by calling isViable on them, and removes the unviable ones from the board.
3.6 Rounds

The Game is organized in a series of rounds. Each round effectively gives a turn to all the Piece-s which are still viable and on the Game grid. Though the Game is very simple, the Game::round() function is fairly complex due to all the little details that have to be taken care of. A round consists of the following steps:

  1. Go through all the Piece-s that are still viable and on the grid (this doesn't change between rounds) and:
  2. If a Piece has not taken a turn, give it a turn. Use Piece::getTurned().
  3. Call the Piece::setTurned(true) to avoid giving a moving Piece more than one turn per round (e.g. if it happens to move to a grid position you haven't covered in the current round).
  4. Perform the turn and implement all the consequences of the turn (e.g. interaction with another Piece).
  5. Delete any Piece-s which interacted and, as a result, became unviable.
  6. Go through all the Piece-s that are still viable and on the grid after the current round, and:
  7. Call the polymorphic Piece::age().
  8. Call the Piece::setTurned(false) to reset the turn for the next round.
  9. Delete any Piece-s which have aged to zero.

Some guidelines for implementing Game::round():

  1. Do it incrementally and use the tests to build in more and more detail.
  2. It might be intuitive that you cycle through the Game grid for each round, but it is much better to cycle through a std::set of all the currently occupied positions of the grid. Cycling through the grid won't be able to handle some of the finer cases. Cycling through the set, if done correctly, will ensure a fair turn for all the Pieces.
  3. Notice that a Piece might become unviable before its turn comes (e.g. a Resource gets consumed by an Agent that moves ahead of it, or an Agent gets challenged by another, and one or both die as a result).
  4. Notice that a Piece might move to a new position, either through an interaction or through a move to a previously free position. In the first case, the position was already occupied, so it is still in the set. In the second case, the position was empty, so needs to be added to the set.

IV. Game constants

The following static constants have been used in the implementation of the game and are declared but not defined in the header files. You have to define them in the corresponding cpp files:

Advantage::ADVANTAGE_ID = 'D'
Advantage::ADVANTAGE_MULT_FACTOR = 2.0
Agent::AGENT_FATIGUE_RATE = 0.3
AggressiveAgentStrategy::DEFAULT_AGGRESSION_THRESHOLD = Game::STARTING_AGENT_ENERGY * 0.75
Food::FOOD_ID = 'F'
Game::NUM_INIT_AGENT_FACTOR = 4
Game::NUM_INIT_RESOURCE_FACTOR = 2
Game::MIN_WIDTH = 3
Game::MIN_HEIGHT = 3
Game::STARTING_AGENT_ENERGY = 20
Game::STARTING_RESOURCE_CAPACITY = 10
Resource::RESOURCE_SPOIL_FACTOR = 1.2
Simple::SIMPLE_ID = 'S'
Strategic::STRATEGIC_ID = 'T' 

V. Test suite

The main.cpp, GamingTests.h, GamingTests.cpp, ErrorContext.h, and ErrorContext.cpp contain the test suite for PA4. There is nothing to change here except to comment out tests in main.cpp that you haven't reached as you implement incrementally.

There are tests that generate exceptions which are caught and reported to std::cerr, which is not temprally interleaved with std::out. This may cause the exceptions to appear in "unexpected" places relative to the handler code. Note that this is only an artifact of the different regimes of flushing of the two output stream objects.

Note that Game play tests can be declared verbose to print out the Game rounds. This is for you to implement.

Finally, note that, due to the randomization mentioned above, the three runs of a verbose == true Game play test are likely to differ (i.e. the course of the Game is different).

Again, because the different elements of the Game are closely intertwined, it is recommended that you follow the following rough order of implementation and testing:

  1. Game smoke test.
  2. Game printing.
  3. Piece smoke test.
  4. Piece printing.
  5. Game population.
  6. Surroundings smoke test.
  7. Action smoke test.
  8. Other Piece tests.
  9. Randomization test.
  10. Game play.

VI. Classes

6.1 Game

The Game-related headers are: Game.h, and Gaming.h. You will need to write a Game.cpp file. Gaming.h contains declarations of enumeration classes, structures, and inline classes which are provided for you.

6.2 Piece

You have headers for all the Piece class hierarchy: Piece.h, Agent.h, Resource.h, Simple.h, Strategic.h, Food.h, and Advantage.h. Each will require the corresponding cpp file with implementation of the methods.

In addition, you have the abstract class header (no cpp necessary) Strategy.h, and the headers for two concrete classes which extend the abstract class: DefaultAgentStrategy.h, and AggressiveAgentStrategy.h. You will need to write two corresponding cpp files to implement these classes.

6.3 Piece viability, energy, capacity, aging, finishing

The Game creates Agent-s with STARTING_AGENT_ENERGY and Resource-s with STARTING_RESOURCE_CAPACITY.

Piece-s age every round. Notice that Piece::age() is pure virtual. Agent-s age by subtracting AGENT_FATIGUE_RATE from their energy, while Resource-s age by dividing their capacity by the RESOURCE_SPOIL_FACTOR.

Piece-s are viable while they are not finished (Piece::isFinished()) AND their energy/capacity is greater than 0.0. Non-viable Piece-s are removed at the end of each Game round.

Piece::finish() is called by any Resource which gets consumed or Agent which loses a challenge with another Agent. Specifically, it is called in the implementation of the double-dispatch virtual interaction operator operator*(). See next section for details on the operator. TODO: Game rule. Need to remove from leaf classes.

6.4 Interaction, energy, capacity, Food, and Advantage

Upon interaction between two Piece-s, energy/capacity is transferred as follows:

  1. When two Agent-s interact, their energies are compared:

  2. If equal, both Agent-s call Piece::finish() and are taken out of the Game at the end of the round.

  3. If unequal, the Agent with the larger wins, the smaller energy is subtracted from its energy, and the losing Agent calls Piece::finish() and is taken out of the Game at the end of the round.

  4. When an Agent and a Resource interact, the Resource-s capacity is added to the Agent-s energy, the Resource calls Piece::finish() and is taken out of the Game at the end of the round. Notice that Resource::getCapacity is virtual and Advantage overrides it. The amount of capacity that is added to the Agent's energy is as follows:

  5. For Food, its capacity.

  6. For Advantage, its capacity * ADVANTAGE_MULT_FACTOR.

For the implementation of the Piece::operator*(), take a look at this page.

6.5 Game dynamics

A Game can be populated manually (default) or automatically. For automatic population, use the following numbers have been useful:

__numInitAgents = (__width * __height) / NUM_INIT_AGENT_FACTOR;
__numInitResources = (__width * __height) / NUM_INIT_RESOURCE_FACTOR;
unsigned int numStrategic = __numInitAgents / 2;
unsigned int numSimple = __numInitAgents - numStrategic;
unsigned int numAdvantages = __numInitResources / 4;
unsigned int numFoods = __numInitResources - numAdvantages;

The Game is over when there are no more Resource-s left on the grid.

The default Game::Game() constructor creates a 3 x 3 grid.

6.5 Piece position randomization

To randomize the positions of the Piece-s during automatic population, you can use code like this:

// simple pseudo-random number generator
// sufficient for our casual purposes
std::default_random_engine gen;
std::uniform_int_distribution<int> d(0, __width * __height);

// populate Strategic agents
while (numStrategic > 0) {
    int i = d(gen); // random index in the grid vector
    if (__grid[i] == nullptr) { // is position empty
        Position pos(i / __width, i % __width);
        __grid[i] = new Strategic(*this, pos, Game::STARTING_AGENT_ENERGY);
        numStrategic --;
    }
}

// populate Simple agents
// ...

// Note: you can reuse the generator
6.6 RTTI & std::dynamic_cast

For the implementation of some functions, e.g. Game::getNumSimple(), you will need to know the runtime/dynamic derived type of an upcast object (i.e. that is pointed to by a Piece* pointer). This is called runtime type information (RTTI) and the following code illustrates the use of the C++ RTTI facility std::dynamic_cast<>:

// dynamic_cast returns a pointer of the argument type
// or NULL if the derived type of the object is not of
// the argument type
unsigned int Game::getNumSimple() const {
    unsigned int numAgents = 0;

    for (auto it = __grid.begin(); it != __grid.end(); ++it) {
        Agent *agent = dynamic_cast<Simple*>(*it);
        if (agent) numAgents ++;
    }

    return numAgents;
}

More on dynamic_cast in the C++ Reference.

6.7 std::set

As mentioned above, std::set might be useful in the implementation of Game::round(). The following code contains a contrived example which you might find helpful:

#include <iostream>
#include <set>

int main() {
    std::set<int> iset;
    iset.insert(1);
    iset.insert(2);
    iset.insert(3);
    iset.insert(5);
    iset.insert(6);
    iset.insert(8);

    for (auto it = iset.begin(); it != iset.end(); ) {
        int elementToSearch = 6;
        std::cout << "Iterating through " << *it << ".";
        if (*it == 2) {
            std::cout << " Inserting 0." << std::endl;
            iset.insert(0);
            ++it;
        } else if (*it <= 3) {
            std::cout << std::endl;
            ++it;
        } else {
            std::cout << " Searching for " << elementToSearch << ". ";
            auto search = iset.find(elementToSearch);
            if (search != iset.end()) {
                // Note: std::distance is the way to compare iterators but it requires bidirectional or random-access
                // iterators to work in both directions (since they have to be mutually reachable by incrementing)
                // these iterators are not implemented for std::set in the Standard Library, and implementing one
                // is beyond the scope of this assignment, we resort to using the following hack to give us what we
                // need.
                int d = elementToSearch - *it;
                std::cout << "Found " << elementToSearch << ". Distance from " << *it << " is " << d << ". Erasing." <<
                std::endl;
                if (d == 0) {
                    it = iset.erase(search); // if erasing the current element, erase returns an iterator to the next
                } else {
                    iset.erase(search); // if erasing another element, we need to increment the iterator ourselves
                    ++it;
                }
            } else {
                std::cout << "No " << elementToSearch << " found." << std::endl;
                ++it;
            }
        }
    }

    for (int i: iset) std::cout << i << std::endl;

    return 0;
}

In particular, notice that std::set::insert() does not invalidate any iterators, and std::set::erase() only invalidates the iterator to the current element, returning an iterator to the next element. More on std::set in the C++ Reference.

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Programming assignment 4 for an undergraduate object-oriented programming course with C++.

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