I know! I'll use my
Higher-order functions to
Order higher rolls.
In this project, you will develop a simulator and multiple strategies for the dice game Hog. You will need to implement some higher-order functions, experiment with random number generators, and generate some ASCII art.
In Hog, two players alternate turns trying to reach 100 points first. On each turn, the current player chooses some number of dice to roll, up to 10. She scores the sum of the dice outcomes, unless any of the dice come up a 1 (Pig out), in which case she scores only 1 point for the turn.
To spice up the game, we will play with five special rules:
This project includes three files, but all of your changes will be made to the first one. You can download all of the project code as a zip archive.
A starter implementation of Hog. | |
Functions for rolling dice. | |
Utility functions for CS61A. |
This is a two-week project. You are encouraged to complete this project with a partner, although you may complete it alone.
Start early! The amount of time it takes to complete a project (or any program) is unpredictable.
You are not alone! Ask for help early and often -- the TAs, lab assistants, and your fellow students are here to help.
In the end, you and your partner will submit one project. The project is worth 20 points. 17 points are assigned for correctness, and 3 points for the overall composition of your program.
The only file that you are required to submit is the file called
hog.py
. You do not need to modify any other files to complete the
project, and you do not need to turn them in. To submit the project, change to
the directory where the hog.py file
is located and run submit proj1
. Expect a response via email
whenever you submit.
For the functions that we ask you to complete, there may be some initial code that we provide. If you would rather not use that code, feel free to delete it and start from scratch. You may also add new function definitions as you see fit.
However, please do not modify any other functions. Doing so may result in your code failing our autograder tests. Also, do not change any function signatures (names, argument order, or number of arguments).
In the first phase, you will develop a simulator for the game of Hog.
Problem 1 (2 pt). Implement the roll_dice
function in hog.py
, which returns the number of points scored by
rolling a fixed positive number of dice. To obtain a single outcome of a dice
roll, call dice()
. You should call this function exactly
num_rolls
times.
The only special rule you have to consider for this function is the 49ers
rule: if the argument ones_lose
is True
(i.e.
the player's score is not 49), then rolling a 1 causes the total score to be 1.
As you work, you can add print
statements to see what is
happening in your program.
Call interact()
anywhere in your code to start an interactive
session in the current environment. That way, you can test how different names
and expressions will evaluate.
Problem 2 (1 pt). Implement the take_turn
function, which returns the number of points scored by choosing to roll zero or
more dice. To score zero dice correctly, see the Free Bacon special
rule. For more than zero dice, call roll_dice
.
You should also implement the Touchdown rule here. The Touchdown rule applies to both regular turns and Free Bacon turns!
Don't forget about the ones_lose
argument, which is needed to
implement the 49ers rule.
To check your work so far, run the take_turn_test
function by
entering the following line into your terminal:
python3 hog.py -t
This function first tests roll_dice
using deterministic
test dice that always give predictable outcomes. Then, it tests
take_turn
. These tests are not exhaustive; you may still have
errors in your functions even if they pass. You may add additional tests to
take_turn_test
if you wish.
Problem 3 (1 pt). You can now implement commentary for
turns, which has two parts. First, update your roll_dice
implementation to call announce
every time dice are rolled, if
commentary
is True
. The name commentary
is bound in the global frame. You will need to read the docstring of
announce
to call it correctly.
Second, implement draw_number
, which draws the outcome of a
roll using text symbols. Such pictures are called ASCII art.
Note: The sides with 2 and 3 dots have 2 possible depictions due to
rotation. Either representation is acceptable.
A function to draw dice is actually written for you in
draw_dice
. However, it uses Python syntax that we haven't yet
covered! You'll have to use this function as a black box, just by reading its
docstring. Programming often involves using other people's code by reading the
documentation.
You can check your work by running doctests for your whole program, by entering the following line into your terminal:
python3 -m doctest -v hog.py
Tests for later questions will not pass yet, but you should verify that the
tests for draw_number
do pass. Somewhere in the output, you should
see:
Trying: print(draw_number(5)) Expecting: ------- | * * | | * | | * * | ------- ok Trying: print(draw_number(6, '$')) Expecting: ------- | $ $ | | $ $ | | $ $ | ------- ok
Problem 4 (1 pt). Implement num_allowed_dice
and select_dice
, two functions that will simplify the
implementation of play
below. The function num_allowed_dice
helps enforce special rule #1 (Hog tied). The function select_dice
helps enforce special rule #2 (Hog wild). Both of these functions take
two arguments: the scores for the current and opposing players. Make sure
that doctests for these functions pass before moving on.
Problem 5 (3 pt). Finally, implement the play
function, which simulates a full game of Hog. Players alternate turns, each
using the strategy originally supplied, until one of the players reaches the
goal
score. When the game ends, play
should return 0
if player 0 wins, and 1 otherwise. Some hints:
who
argument for take_turn
, can be computed by
calling name
.strategy0
and strategy1
) take two
arguments: scores for the current player and opposing player. A strategy
function returns the number of dice that the current player wants to roll
in the turn. Don't worry about details of implementing strategies yet. You
will develop them in Phase 2.take_turn
instead. strategy0
is called.
To simulate a single game in which player 0 always wants to roll 5 dice, while player 1 always wants to roll 6 dice, enter the following line into your terminal:
python3 hog.py -b
To play an interactive game of Hog against an opponent that always wants to roll 5 dice, enter the following line into your terminal:
python3 hog.py -p
Congratulations! You have finished Phase 1 of this project!
In the second phase, you will experiment with ways to improve upon the basic strategy of always rolling a fixed number of dice. First, you need to develop some tools to evaluate strategies.
Problem 6 (2 pt). Implement the make_average
function. This higher-order function takes a function fn
as an
argument, and returns another function that takes the same number of arguments
as the original. It is different from the original function in that it returns
the average value of repeatedly calling fn
on its arguments. This
function should call fn
a total of num_samples
times
and return the average of their results.
Note: If the input function fn
is a non-pure
function (for instance, the random
function), then
make_average
will also be a non-pure function.
To implement this function, you need a new element of Python syntax! You must write a function that accepts an arbitrary number of arguments, then calls another function using exactly those arguments. Here's how it works.
Instead of listing formal parameters for a function, we write
*args
. To call another function using exactly those arguments, we
call it again with *args
. For example,
>>> def printed(fn): def print_and_return(*args): result = fn(*args) print('Result:', result) return result return print_and_return >>> printed_pow = printed(pow) >>> printed_pow(2, 8) Result: 256 256
Read the docstring for make_average
carefully to understand
how it is meant to work. Make sure that the doctests pass.
Using this function, you should now be able to call
run_experiments
successfully. Spend some time to read this
function and all of the functions it calls, so that you understand the
experimental setup for the following questions.
python3 hog.py -r
Each game is played against the "baseline", which is the basic strategy of always rolling 5 dice. These experiments test strategies that always roll some other number of dice (the value). Most should be worse than always rolling 5.
Some of the experiments may take up to a minute to run. You can always
reduce the number of random samples in make_average
to speed up
experiments.
Problem 7 (2 pt). It can be advantageous to take risks if
you are behind in Hog. The "comeback" strategy rolls extra dice when losing.
Implement make_comeback_strategy
, which returns the following
strategy function: If the player is losing to the opponent by at least
margin
points, then roll num_rolls+1
; otherwise, if
the player is not losing by margin
, roll
num_rolls
.
Once you have implemented this strategy, change run_experiments
to evaluate your new strategy against the baseline. You should find that it
wins more than half of the time.
Problem 8 (2 pt). It can also be advantageous to be mean,
by taking advantage of the special rules in combination to the detriment
of your opponent. Implement make_mean_strategy
, which returns a
strategy that rolls 0 whenever two conditions are true:
min_points
, and
num_rolls
.
Once you have implemented this strategy, update run_experiments
to evaluate your new strategy against the baseline. You should find that it
wins more than half of the time.
Problem 9 (3 pt). Implement final_strategy
,
which combines these ideas and any other ideas you have to achieve a win rate
of at least 0.61 against the baseline always_roll(5)
strategy.
Some ideas:
You are implementing a strategy function directly, as opposed to a function that returns a strategy. If your win rate is above 0.61, you have answered the question successfully. You can compute an approximate win rate by entering the following line in your terminal:
python3 hog.py -f
Note: You may want to increase the number of samples to improve the approximation of your win rate. The course autograder will compute your win rate for you exactly once you submit your project, and it will send it to you in an email.
Congratulations, you have reached the end of your first CS61A project!