<em id="rw4ev"></em>

      <tr id="rw4ev"></tr>

      <nav id="rw4ev"></nav>
      <strike id="rw4ev"><pre id="rw4ev"></pre></strike>
      合肥生活安徽新聞合肥交通合肥房產生活服務合肥教育合肥招聘合肥旅游文化藝術合肥美食合肥地圖合肥社保合肥醫院企業服務合肥法律

      代寫JC4004編程、代做Python設計程序
      代寫JC4004編程、代做Python設計程序

      時間:2024-12-14  來源:合肥網hfw.cc  作者:hfw.cc 我要糾錯



      School of Natural and Computing Sciences 
      Department of Computing Science 
      2024 – 2025 
      Programming assignment – Groupwork by a team of 4-5 students 
      Title: JC4004 – Computational Intelligence Note: This assignment accounts for 30% of 
      the total mark of the course. 
      Deadline: Submit the assignment in MyAberdeen by 19. December 2024 at 23:00 (China time). 
      Information for Plagiarism and Collusion: The source code and your report may be submitted for 
      plagiarism check in MyAberdeen. Please refer to the slides available at MyAberdeen for more 
      information about avoiding plagiarism before you start working on the assessment. Excessive use 
      of large language models, such as ChatGPT, for writing the code or the report can also be considered 
      as plagiarism. In addition, submitting similar work with another group can be considered as 
      collusion. 
      Information about Extensions: According to the new extension policy of University of Aberdeen, 
      teachers are no longer allowed to give deadline extensions for coursework assignments. Extensions 
      may be requested from the school administration by e-mail: uoa-ji-enquiries@abdn.ac.uk. 
      Extensions require strong justifications (such as serious illness or grievance), and extension requests 
      should be accompanied with supporting evidence, such as a medical certificate. See also a separate 
      document for the extension policy. Since this assignment is a groupwork assignment, extensions 
      would be granted in very exceptional situations only. 
       page 2 of 6 
      Introduction 
      In this assignment, your task is to build an artificial intelligence game bot for playing the traditional 
      board game Fox and Goose. Your game bot should be able to play the game on both sides, as a fox 
      and as a goose. The detailed rules of the game are explained below. Please note that there are 
      different versions of the game: for this assignment, you should follow the rules described in this 
      document. 
      Fox and Goose is a two-player board game. One of the players is a fox trying to capture all the geese. 
      Another player represents the geese and tries to surround the fox so that it cannot move any more. 
      The game is played on a board with 33 possible locations for the fox and the geese. In the beginning, 
      there are 15 geese and one fox on the board, as illustrated in the Figure 1. The white pieces are the 
      geese, and the red piece is the fox. 
       
      The game is played in turns. In this version of the game, the fox and the geese can both move one 
      step horizontally, vertically, or diagonally on their turn along the lines on the board. The player 
      playing goose can select any of the geese on the board to move. Please note that diagonal movement 
      is only allowed from some of the positions, as indicated by the lines on the board. 
      You cannot move a piece to a position that is already taken by another piece. However, the fox can 
      capture (or eat) a goose by jumping over it to a free position. The captured goose is removed from 
      the board. It is also possible to capture multiple geese in one turn by chaining the jumps like in 
      Checkers. A goose cannot capture the fox. It is not mandatory to capture even if it is possible, but it 
      is mandatory for both the fox and the geese to make a move in their turn. Examples of legal moves 
      are shown in Figure 2 below. 
      The goal of the geese is to surround the fox so that it cannot make any legal moves anymore. The 
      goal of the fox is to capture all the geese. Theoretically, the minimum of four geese would be enough 
      to surround the fox; therefore, the fox wins when there are less than four geese left on the board. 
      Examples of winning the game are shown in Figure 3. 
      Since the fox and the geese have a different goal and follow different rules, the game is unbalanced. 
      Therefore, the players usually play an even number of games, swapping their roles. The player that 
       
      Figure 1. Initial positions in Fox and Goose. 
       page 3 of 6 
      wins more games is the final winner. In this assignment, your task is to implement the game logic for 
      both the fox and the goose. 
       
      General Guidance and Requirements 
      In this assignment, you are required to write a Python class Player that is able to play Fox and 
      Goose game through methods play_fox() and play_goose(). The current game board is 
      passed to the methods as a parameter, and the methods will return the next move as a fox or as a 
      goose, respectively. Python file TestFoxAndGoose.py will be shared to demonstrate how the game 
      testing framework uses the Player class. 
       
      Figure 2. Examples of legal moves for the geese (left) and the fox (right), respectively. 
       
       
      Figure 3. Examples of the fox winning the game (left) and the geese winning the game (right). 
       page 4 of 6 
      The board is a 2-D list object with 7 × 7 characters representing the state of the game. Characters 
      'F' and 'G' mark the fox and the geese, respectively. An empty position is marked with a dot '.' 
      and a space ' ' marks a position that is off the playing area. The board is initialised in class 
      FoxAndGoose in file TestFoxAndGoose.py as follows: 
       
      The play_fox() and play_goose()methods in your code should take the board as defined 
      above as an input parameter. As an output parameter, the method should return a list object with 
      two or more pairs of integers, where the first value represents the row, and the second value 
      represents the column on the board. The first pair is the initial position, and the second pair is the 
      target position. For example, return value [[3,2],[3,3]] means that the piece in the 4th row, 3rd 
      column will be moved to the 4th row, 4th column. Note that the numbering starts from zero: for 
      example, position [0,1] is the 2
      nd column of the 1
      st row. 
      The play_fox()method can return a longer list with several target positions in case the fox 
      captures more than just one goose in one move. For example, return value [[3,3],[3,1], 
      [5,3]] means that the fox first jumps from position [3,3] to position [3,1], capturing the goose 
      in position [3,2], and then continues to position [5,3], capturing the goose in position [4,2]. 
      You can decide freely what kind of techniques of computational intelligence you use to implement 
      the game logic. You can implement additional functions and classes if necessary. However, the 
      Player class should interact with the game framework only through the play_fox() and 
      play_goose()methods, as described above. The bot should have a reasonable complexity: in the 
      testing phase, a time limit of 5 seconds will be applied to consider the moves. If your implementation 
      requires time-consuming initialisation, such as downloading a deep neural network, initialisation 
      should be done in the class Player constructor __init__, not the play_fox() and 
      play_goose()methods. 
      You can use code generation tools and code from external sources moderately for assisting 
      implementation of parts of the code, but the use of any sources or tools should be explained, and 
      the references should be given in the project report. 
       
      Submission Requirements 
      You should submit the work in the course page in MyAberdeen. Your submission should include at 
      least two files: file TeamXX.py that includes the Python code implementing class Player with 
      methods play_fox() and play_goose(), and ReportXX.pdf that is the project report. In the 
      file names, replace XX with team number, for example 05. As an example, we provide file Team00.py 
      that allows you to play the game manually with moves entered by a human user. If your code requires 
      any additional files to run, such as pre-trained neural network, you should include them also in your 
      submission. 
      Please note that it is your responsibility to make sure that the code in TeamXX.py works when we 
      test it: you should use file TestFoxAndGoose.py to import your class and to test that your code works 
      with the testing framework. Replace module name Team00 in module=__import__ 
      ("Team00") with your own file name without .py extension. If your code has external 
      dependencies requiring additional installations, they should be clearly explained in the project report 
      or readme file included in the submission. 
      Note that the game bots implemented by different groups will play against each other, so it is 
      essential to ensure compatibility. You should use Python 3. If you use any third-party packages such 
      as TensorFlow or PyTorch, we recommend using the latest stable version and to avoid using features 
      with known backwards compatibility problems. We suggest starting with a clean environment and to 
      keep track of all the installed packages and their version numbers and reporting them in the project 
      report or readme file. 
      Note that at the time of writing, the latest TensorFlow version is not compatible with the latest stable 
      Python release 3.13.0. Therefore, if you plan to use TensorFlow, the Python version should be 3.12.7 
      or earlier. 
      The length of the project report should be approximately 1,500 words. It is recommended to include 
      graphical illustrations, but screenshots of the program code should be avoided. If the code 
      implements some complex algorithms that are difficult to explain otherwise, flowcharts or 
      pseudocode can be used as tools of illustration. The report should include the following sections: 
      1. Introduction: about 200 words. 
      2. Theoretical basis, including description of the used methods and algorithms with a brief 
      justification why those techniques were chosen: about 600 words. 
      3. Implementation details, including the used libraries and e.g., an UML diagram or a list of the 
      essential methods and their parameters: about 300 words. 
      4. Conclusions, including self-reflection, difficulties faced, experiences from testing the code, 
      and ideas for future improvements: about 300 words. 
      5. Summary of the individual roles, including brief description of team members’ contributions: 
      about 100 words. 
      6. References. 
      If you wish the results for your group to be published in the leaderboard in MyAberdeen, please give 
      a name for your group in the report! page 6 of 6 
      Marking Criteria 
      The assignment will be marked based on the project report (40 marks), methodology (40 marks), and 
      performance (20 marks). 
      The project report will be marked according to the coverage of the required aspects, clarity of 
      presentation (including language and illustrations), consistency between the report and the 
      submitted code, and relevance of the references. 
      The methodology will be evaluated based on the suitability of the chosen methods and algorithms 
      for the given task, creativity (for example, combining different methods in an unconventional way), 
      and implementation (e.g., clarity of the source code, computational efficiency). 
      For performance evaluation, we will test all the submitted assignments by arranging them to play 
      against each other. Every submission will play against each of the other submissions twice, once as a 
      fox and once as a goose. The results will be aggregated in a league table, where a win gives one point, 
      and a loss gives zero points. The winner will be awarded 20 marks, and the other groups will be 
      awarded marks based on the formula: 

       is the mark for group
       is the total points for group , and w**8;𝑖𝑛𝑛Ү**;w**3; is the total points for 
      the winner of the league. 
      Note that if both game bots repeat moves back and forth to the same position, the game may end in 
      a deadlock situation. To resolve deadlocks, the maximum number of moves is set to 1000. If the game 
      ends without a winner due to a deadlock, both players will be awarded zero points. 
       
      請加QQ:99515681  郵箱:99515681@qq.com   WX:codinghelp



       

      掃一掃在手機打開當前頁
    1. 上一篇:代寫Tic-Tac-To: Markov Decision、代做java程序語言
    2. 下一篇:代做MSE 280、代寫MATLAB編程設計
    3. 無相關信息
      合肥生活資訊

      合肥圖文信息
      出評 開團工具
      出評 開團工具
      挖掘機濾芯提升發動機性能
      挖掘機濾芯提升發動機性能
      戴納斯帝壁掛爐全國售后服務電話24小時官網400(全國服務熱線)
      戴納斯帝壁掛爐全國售后服務電話24小時官網
      菲斯曼壁掛爐全國統一400售后維修服務電話24小時服務熱線
      菲斯曼壁掛爐全國統一400售后維修服務電話2
      美的熱水器售后服務技術咨詢電話全國24小時客服熱線
      美的熱水器售后服務技術咨詢電話全國24小時
      海信羅馬假日洗衣機亮相AWE  復古美學與現代科技完美結合
      海信羅馬假日洗衣機亮相AWE 復古美學與現代
      合肥機場巴士4號線
      合肥機場巴士4號線
      合肥機場巴士3號線
      合肥機場巴士3號線
    4. 上海廠房出租 短信驗證碼 酒店vi設計

      成人久久18免费网站入口