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      代寫CPT204、代做Java編程設計

      時間:2024-05-11  來源:合肥網hfw.cc  作者:hfw.cc 我要糾錯



      CPT204-2**4 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:
      **3; 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).
      **3; 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).
      **3; 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=13**39
      This is the end of CPT204-2**4 CW3 Task Sheet.
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