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      COMP3411代做、python語言程序代寫

      時間:2024-04-17  來源:合肥網hfw.cc  作者:hfw.cc 我要糾錯



       COMP3411/9814 Assignment 3
      1/6
      COMP3411 Artificial Intelligence
      Term 1, 2024
      Assignment 3 – Nine-Board Tic-Tac-Toe
      Due: Friday 19 April, 10 pm
      Marks: 16% of final assessment
      Introduction
      In this assignment you will be writing an agent to play the game of Nine-Board Tic?Tac-Toe. This game is played on a 3 x 3 array of 3 x 3 Tic-Tac-Toe boards. The first
      move is made by placing an X in a randomly chosen cell of a randomly chosen board.
      After that, the two players take turns placing an O or X alternately into an empty cell
      of the board corresponding to the cell of the previous move. (For example, if the
      previous move was into the upper right corner of a board, the next move must be
      made into the upper right board.)
      The game is won by getting three-in-a row either horizontally, vertically or diagonally
      in one of the nine boards. If a player is unable to make their move (because the
      relevant board is already full) the game ends in a draw.
      Getting Started
      Copy the archive src.zip into your own filespace and unzip it. Then type You
      should then see something like this: You can now play Nine-Board Tic-Tac-Toe
      against yourself, by typing a number for each move. The cells in each board are
      numbered 1, 2, 3, 4, 5, 6, 7, 8, 9 as follows:
      cd src
      make all
      ./servt -x -o
      . . . | . . . | . . .
      . . . | . . . | . . .
      . . . | . . . | . . .
      ------+-------+------
      . . . | . . . | . . .
       COMP3411/9814 Assignment 3
      2/6
      . . . | . . . | . . .
      . . . | . . x | . . .
      ------+-------+------
      . . . | . . . | . . .
      . . . | . . . | . . .
      . . . | . . . | . . .
      next move for O ?
      +-----+
      |1 2 3|
      |4 5 6|
      |7 8 9|
      +-----+
      To play against a computer player, you need to open another terminal window (and to
      the directory). cd src
      Type this into the first window:
      ./servt -p 12345 -x
      This tells the server to use port for communication, and that the moves for will be
      chosen by you, the human, typing at the keyboard. (If port is busy, choose another 5-
      digit number.) 12345 X 12345
      You should then type this into the second window (using the same port number):
      ./randt -p 12345
      The program simply chooses each move randomly among the available legal moves.
      The Python program behaves in exactly the same way. You can play against it by
      typing this into the second window: You can play against a somewhat more
      sophisticated player by typing this into the second window: (If you are using a Mac,
      type instead of randt agent.py
      python3 agent.py -p 12345
      ./lookt -p 12345
       COMP3411/9814 Assignment 3
      3/6
      ./lookt.mac ./lookt )
      Writing a Player
      Your task is to write a program to play the game of nine-board tic-tac-toe as well as
      you can. Your program will receive commands from the server and must send back a
      single digit specifying the chosen move.
      (the parameters for these commands are explained in the comments of (init,
      start(), second_move(), third_move(), last_move(), win(), loss(),
      draw(), end()) agent.py)
      Communication between the server and the player(s) is illustrated in this brief
      example:
      Player X Server Player O
      ← init
      init →
      ← start(x)
      start(o) →
      second_move(6,1) →
      ← 6
      ← third_move(6,1,6)
      9 →
      next_move(9) →
      ← 6
      ← next_move(6)
      5 →
      last_move(5) →
      ← win(triple)
      loss(triple) →
      ← end
      end →
      Language Options
      You are free to write your player in any language you wish.
      1. If you write in Python, you should submit your .py files (including your program
      will be invoked by: agent.py);
      python3 agent.py -p (port)
       COMP3411/9814 Assignment 3
      4/6
      2. If you write in Java, you should submit your .java files (no .class files). The main
      file must be called your program will be invoked by: Agent.java;
      java Agent -p (port)
      3. If you write in C or C++, You should submit your source files (no object files) as
      well as a Makefile which, when invoked with the command "make", will produce
      an executable called your program will be invoked by: agent;
      ./agent -p (port)
      If you wish to write in some other language, let us know.
      Starter Code
      Two types of starter code are provided. The src directory contains a minimally
      functioning agent in each language which connects to the socket and plays random
      moves The directory code/ttt contains a standalone program in each language which
      plays normal (single board) tic-tac-toe and chooses its moves via alpha-beta search
      (agent.py, Agent.java, agent.c). (ttt.py, ttt.java, ttt.c).
      Note: You are free to use some method other than alpha-beta search if you wish. The
      starter code is simply meant to provide you with one viable option.
      Testing Your Code
      To play two computer programs against each other, you may need to open three
      windows. For example, to play against using port type as follows: (Whichever
      program connects first will play X; the other program will play O.)
      You can alternatively use the shell script and provide the executables and port
      number as command-line arguments. Here are some examples: The strength of can
      be adjusted by specifying a maximum search depth (default value is 9; reasonable
      range is 1 to 18), e.g. agent lookt 54**1,
      window 1: ./servt -p 54**1
      window 2: ./agent -p 54**1
      window 3: ./lookt -p 54**1
      playt.sh,
      ./playt.sh ./agent ./lookt 12345
      ./playt.sh "java Agent" ./lookt 12346
       COMP3411/9814 Assignment 3
      5/6
      ./playt.sh "python3 agent.py" ./lookt 123**
      lookt
      ./playt.sh "python3 agent.py" "./lookt -d 6" 31415
      Question
      At the top of your code, in a block of comments, you must provide a brief answer
      (one or two paragraphs) to this Question:
      Briefly describe how your program works, including any algorithms and data
      structures employed, and explain any design decisions you made along the way.
      Groups
      This assignment may be done individually, or in groups of two students. Groups are
      determined by an SMS field called . Every student has initially been assigned a
      unique which is followed by their student ID number, e.g. .
      pair3 pair3 "h" h1234567
      1. If you plan to complete the assignment individually, you don't need to do
      anything (but, if you do create a group with only you as a member, that's ok too).
      2. If you wish to form a pair, you should go to the WebCMS page and click on
      "Groups" in the left hand column, then click "Create". Click on the menu for
      "Group Type" and select "pair". After creating a group, click "Edit", search for
      the other member, and click "Add". WebCMS assigns a unique group ID to each
      group, in the form of followed by six digits (e.g. ). We will periodically run a script
      to load these values into SMS. "g" g012345
      Submission
      You should submit by typing:
      give cs3411 hw3 ...
      Remember to include all necessary files in your submission (including the one with
      the answer to the Question).
      You can submit as many times as you like – later submissions will overwrite earlier
      ones. You can check that your submission has been received by using the following
      command:
      3411 classrun -check
       COMP3411/9814 Assignment 3
      6/6
      The submission deadline is Friday 19 April, 10 pm.
      5% penalty will be applied to the mark for every 24 hours late after the deadline, up
      to a maximum of 5 days (in accordance with UNSW policy).
      Additional information may be found in the FAQ and will be considered as part of the
      specification for the project.
      Questions relating to the project can also be posted to the Forum on WebCMS.
      If you have a question that has not already been answered on the FAQ or the Forum,
      you can email it to cs3411@cse.unsw.edu.au
      Marking scheme
      10 marks for performance against a number of pre-defined opponents.
      6 marks for Algorithms, Style, Comments and answer to the Question
      You should always adhere to good coding practices and style. In general, a program
      that attempts a substantial part of the job but does that part correctly will receive
      more marks than one attempting to do the entire job but with many errors.
      Plagiarism Policy
      Your program must be entirely your own work. In addition, soliciting another person
      (or an AI bot) to write code for you – either in person or through the Internet – is
      never permitted. Generally, the copying of code already available on the Internet is
      also forbidden. If you find some piece of "standard" code in a textbook, or on the
      Internet, which you would like to adapt and incorporate into your own assignment,
      you must email the lecturer in charge to ask if it is permissible to do so in the
      particular circumstances – in which case the source would have to be acknowledged
      in your submission, and you would need to demonstrate that you had done a
      substantial amount of work for the assignment yourself. Plagiarism detection
      software will be used to compare all submissions pairwise and serious penalties will
      be applied, particularly in the case of repeat offences.
      DO NOT COPY FROM OTHERS; DO NOT ALLOW ANYONE TO SEE YOUR CODE
      Please refer to the UNSW Policy on Academic Integrity and Plagiarism if you require
      further clarification on this matter.
      Good luck!

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