Starting from:

$35

CS302-Project 3 Solved

 

Use the disjoint sets code from the lecture note directory in the course git repo. That means you should include disjoint.h (http://web.eecs.utk.edu/-jplank/plank/classes/cs302/Notes/Disjoint/disjoint.h), and then compile with disjoint-rank.cpp (http://web.eecs.utk.edu/-jplank/plank/classes/cs302/Notes/Disjoint/disjoint-rank.cpp). When you instantiate your disjoint set instance, use "new DisjointSetByRankWPC". Since you don't use the other implementations, you don't need to compile with them.

If you don't understand how to compile your program correctly, please ask the TA's or ask on Piazza. DO NOT COPY THE DISJOINT SET CODE AND INCLUDE IT WITH YOUR PROGRAM.

Superball

Superball is a simplistic game that was part of a games CD for Dr. Plank's old Windows 95 box. It works as follows. You have a 8x10 grid which is the game board. Each cell of the game board may be empty or hold a color:

P - Purple: worth 2 points.
B - Blue: worth 3 points.
Y - Yellow: worth 4 points.
R - Red: worth 5 points.
G - Green: worth 6 points.
The board starts with five random colors set. On your turn, you may do one of two things:

You may swap two cells. After the swap, five new random cells will be filled with a random colors.
You may "score" a cell. To score a cell, the cell must be one of the "goal" cells, and there are sixteen of these, in rows 2-5, columns 0, 1, 8 and 9. (Everything is zero indexed). Moreover, there must be at least five touching cells of the same color, one of which must be the goal cell that you want to score. When you score, you get the sum of the cells connected to the cell that you are scoring, and then all of those cells leave the board, and three new random ones are added.
Dr. Plank has a tcl/tk/shell-scripted Superball player at /home/jplank/Superball. Simply copy that directory to your home directory: UNIX cp -r /home/jplank/Superball $HOME

Then you can play it with —/Superball/Superball. The high score probably won't work -- you'll have to change the open command in the file hscore to the name of your web browser.

Let's look at some screen shots. Suppose we fire up Superball:


 

The "goal" cells are marked with asterisks, and there are five non-empty cells. Our only legal action is to swap two cells -- Dr. Plank swaps cells [3,6] and [5,8] below. This will make those two blue cells contiguous. In the game, we can do that by clicking on the two cells that we want to swap. Afterwards, five new cells are put on the screen. Here's the screen shot:






Dr. Plank does a bunch more swaps and ends up with the following board:

https://web.eecs.utk.edui-semrich/ds20/assignments/proj03.html 3/18


 

We can score the green cells by clicking on cell [2,1], [3,0], [3,1] or [4,0] and then clicking "Collect". This will score that group of eight green squares, which gets us 48 points (8*6), and three new cells will be added:

There are no cells to score here (the blues ones in the lower right-hand part of the board only compose a group of four). So Dr. Plank now reverts to swapping. Suppose we keep doing this until we reach:

We're in trouble. Dr. Plank has now got these beautiful groups of red, green and purple cells, but he can't score any of them because they are not connected to a goal. Dang. We can only score those two groups of blue cells. When Dr. Plank does that, he is only left with four open squares, and we can't score anything:


 

Soperbail
 
 
 
A
 
 
Perhaps Dr. Plank should have been a little more thoughtful while playing the game. Regardless, he is stuck. We simply swap two random squares and end the game:

Oh well -- should have done that swap a little sooner....

For this project, we are going to deal with a text-based version of the game. Our programs will have the following parameters:

rows - the number of rows on the game board. Although the tcl/tk version has that set to eight, our programs will handle any number.
cols - the number of columns on the game board.
min-score-size - the number of contiguous cells that have to be together in order to score them. This is 5 in the tcl/tk version
colors - this must be a string of distinct lower-case letters. They represent that the colors that a cell can have. The point value of the first of these is 2, and each succeeding character is worth one more point. To have the same values as the tcl/tk game, this parameter should be "pbyrg".
Dr. Plank has written an interactive game player. Call it as shown below: UNIX cd /home/jplank/cs302/Labs/Lab5/

UNIX sb-player

usage: sb-player rows cols min-score-size colors player interactive(yln) output(yln) seed

UNIX sb-player 8 10 5 pbyrg - y y -

Empty Cells: 75Score: 0

Your Move:

The format of the board is as follows: When a letter is capitalized, it is on a goal cell. Dots and asterisks stand for empty cells -- asterisks are on the goal cells. If you click on the Print Boards button in the tcl/tk game, it will print out each board on standard output in that format. That's nice for testing.

You can type two commands:

II

SWAP rl cl r2 c2 SCORE r c

In the board above, you can't score anything, so you'll have to swap. We'll swap the blue cell in [2,2] with the green one in [7,2]:

It's incredibly tedious -- play along with us:


 

Empty Cells: 70
Score:
0
Empty Cells: 65
Score:
0
Empty Cells: 60
Score:
0
Empty Cells: 55
Score:
0
Empty Cells: 50
Score:
0
.r
 
 
.b
 
 
.bp
 
 
.b..r...pp
 
 
.r..rgy•pp
 
 
 
 
 
 
 
 
....g
 
 
 
 
 
 
 
 
**g....b**
 
 
**g....bB*
 
 
**g.p..bB*
 
 
**g.p..bB*
 
 
**g.p..bB*
 
 
**....b.**
 
 
**... . b.**
 
 
**r...b.*R
 
 
**g...b.*R
 
 
**g...b.*B
 
 
**.g....*y
 
 
P*.g....RY
 
 
P*.g....YY
 
 
P*.g....YY
 
 
P*.g....YY
 
 
***p

rr


 
 
***p

rr

.gry
 
 
***P

rr

.grr
 
 
**.g....*p

rr...

rrrr
 
 
**.g....*p

p...rrr...
rrrr.p....
 
 
Your Move: SWAP 0 1
7 2
 
Your Move: SWAP 7 3
4 8
 
Your Move: SWAP 3 2
7 1
 
Your Move: SWAP 3 9
0 1
 
Your Move: SWAP 6 0
0 1
 
Empty Cells: 45
Score:
0
Empty Cells: 40
Score:
0
Empty Cells: 35
Score:
0
Empty Cells: 30
Score:
0
Empty Cells: 37
Score:
50
.p..rgy.pp
 
 
.p..rgy•pp
 
 
.p..pgy•pp
 
 
.p.•pgy•pp
 
 
.p.•pgy•pp
 
 
.g..g...b.
 
 
.g..g...b.
 
 
.g..g.r.b.
 
 
.g.pg.b.b.
 
 
.g.pg.b.by
 
 
**g.p..bB*
 
 
**g.p.pbB*
 
 
G*g.p.pbB*
 
 
G*g.p.pbB*
 
 
G*g.p.pbB*
 
 
**g...b.*B
 
 
R*g...by*B
 
 
R*g...by*B
 
 
R*g.r.by*B
 
 
R*g.r.byGB
 
 
P*.g..y.YY
 
 
P*.g..y.YY
 
 
P*.g..y.YY
 
 
P*pg..y.YY
 
 
P*pg..y.YY
 
 
**.g..yp*p

r...rrr...
rrrr.py...
 
 
P*.g..yp*Y
r...rrrb..
rrrr.pp...
 
 
R*.g..yp*Y
r..grrrb..
rrrrbppy..
 
 
R*.g.bypBY

r..grrrb

rrrrrppy
 
 
**.g.bypBY
...g...b..
-1)..-PPY--
 
 
Your Move: SWAP 5 9
7 6
 
Your Move: SWAP 5 0
0 4
 
Your Move: SWAP 7 4
1 6
 
Your Move: SCORE 5
0
 
Your Move:
 
 
 

Program #1: Sb-read

Dr. Plank has provided sb-read.cpp (http://www.cs.utk.eduNplank/plank/classesics302/Labs/Lab5/sb-read.cpp) for us. This program takes the four parameters detailed above, reads in a game board with those parameters and prints out some very basic information. For example, the following board:

May be represented by the following text (in input-1.bct (http://www.cs.utk.eduNplankiplank/classes/cs302/Labs/Lab5/input-1.bct)):

••)(YrYY•13 y.rg•yppyp **gg.yrpPP GGgbgybp** R*bg.yrp*P G*gygyypY* yyybpby.pb .pgg.yp•bb
When we run sb-read on it, we get the following:


7/12/2020Project 03: Superball!

UNIX sb-read 8 10 5 pbyrg < input-1.txt

Empty cells:20

Non-Empty cells:60

Number of pieces in goal cells: 8 Sum of their values: 33 UNIX

There are three purple pieces in goal cells, one yellow, three green and one red. That makes a total of 32 + 4 + 5 + 3*6 = 33.

You should take a look at sb-read.cpp (http://www.cs.utk.eduNplankiplank/classes/cs302/Labs/Lab5/sb-read.cpp). In particular, look at the Superball class:

class Superball {

public:

Superball(int argc, char **argv); int r;

int c;

int mss;

int empty;

vector <int board; vector <int goals; vector <int colors;

}.;
Mss is min-score-size. Empty is the number of empty cells in the board. Board is a vector of r* c integers. The element in [i,j] is in entry board[i*c+j], and is either '.','"' or a lower case letter. goals is another array of r* c integers. It is equal to 0 if the cell is not a goal cell, and 1 if it is a goal cell. Colors is an array of 256 elements, which should be indexed by a letter. Its value is the value of the letter (e.g. in the above example, colors['p'] = 2).

sb-read does all manner of error checking for you. It is a nice program from which to build your other programs.

Program #2: Sb-analyze

You are to write this one.

With sb-analyze, you are to start with sb-read.cpp as a base, and augment it so that it prints out all possible scoring sets. For example, in the above game board (represented by input-1.txt (http://www.cs.utk.eduNplank/plankiclasses/cs302/Labs/Lab5/input-tbct)), there are two scoring sets -- the set of 10 purple cells in the upper right-hand corner, and the set of 6 green cells on the left side of the screen. Here is the output to sb_analyze:

UNIX sb-analyze

usage: sb-analyze rows cols min-score-size colors

UNIX sb-analyze 8 10 5 pbyrg < input-1.txt Scoring sets:

Size: 10 Char: p Scoring Cell: 2,8 Size: 6 Char: g Scoring Cell: 3,0 UNIX

Each set must be printed exactly once, but in any order, and with any legal goal cell. Thus, the following output would also be ok:

UNIX sb-analyze 8 10 5 pbyrg < input-1.txt Scoring sets:

Size: 6 Char: g Scoring Cell: 3,1 Size: 10 Char: p Scoring Cell: 2,9 UNIX

Think about how you would use the disjoint sets data structure to implement this -- it is a straightforward connected components application. We would recommend augmenting your Superball class with a DisjointSet, and then having a method called analyze_superball() that performs the analysis.

Here's another example:

This is in the file input-2.txt (http://www.cs.utk.edui—jplank/plank/classes/cs302/Labs/Lab5/input-2.txt):

yyggyryybp ggrgpyppyp RBgggyrpPP GGgggybpPP RGygryrpBP YGyygyypYB yyybpbyppb ppggyypbbb

UNIX sb-analyze 8 10 5 pbyrg < input-2.txt

Scoring
sets:
 
 
 
Size:
14
Char:
g
Scoring Cell:
5,1
Size:
15
Char:
p
Scoring Cell:
4,9
Size:
7
Char:
y
Scoring Cell:
5,0
Size:
5
Char:
b
Scoring Cell:
5,9
UNIX
 
 
 
 
 
 

Program #3: Sb-play

Your next program takes the same arguments and input as sb-analyze. However, now its job is to print a single move as would be accepted as input for the sb-player program. In other words, it needs to output a SWAP or SCORE line with legal values.

If you have fewer than five pieces and cannot score any, you will lose the game -- you should do that by swapping two legal pieces so that the game can end.

The sb-player program takes as its 5th argument the name of a program that it will use for input. Dr. Plank also also provided three programs - sb-play, sb-play2 and sb-play3 in that directory. sb-play simply swaps two random cells until there are fewer than five empty, then it scores a set if it can. The other two are smarter, but are by no means the best one can do.

Here's sb-player running on sb-play2 (note, sb-player creates a temporary file, so you must run it from your own directory):

UNIX /home/jplank/cs302/Labs/Lab5/sb-player 8 10 5 pbyrg /home/jplank/cs302/Labs/Lab5/sb-play2 y y -Empty Cells: 75Score: 0


g

* *

*Pr

** . . p . . . **




Type Return for the next play

It waits for you to press the return key. When you do so, it will send the game board to /home/jplank/cs302/Labs/Lab5/sp-play2 and perform the output. Here's what happens: Move is: SWAP 5 4 3 2

Empty Cells: 70Score: 0

gg

Y

****

*pp**

**G*

**.. r**

..gb 

g.

Type Return for the next play

You can bet that the next move will swap that b with one of the g's: Move is: SWAP 6 8 0 0

Empty Cells: 65Score: 0

Type Return for the next play

And so on. If you run it with n for the 6th argument, it will simply run the program without your input:

UNIX /home/jplank/cs302/Labs/Lab5/sb-player 8 10 5 pbyrg /home/jplank/cs302/Labs/Lab5/sb-play2 n y -Empty Cells: 75Score: 0

**y..y..**
****

*p**

p•g•

Move is: SWAP 3 5 3 2

... a bunch of output skipped...

Empty Cells: 1Score: 505

yyrrgggpyy grrbppg.yg GYbgygggPB GBggpgbpPB PPgggggrYB YBbybgpbYR pprrrggggr byyrppppgg

Move is: SWAP 0 1 7 5

Game over. Final score = 505 UNIX

Even though there were no good moves at the end, the program did a final SWAP so that the game could finish.

If you run with the 7th argument as n, it will only print out the end result, and the last argument can specify a seed (it uses the current time if that argument is "-"), so that you can compare multiple players on the same game:

UNIX /home/jplank/cs302/Labs/Lab5/sb-player 8 Game over. Final score = 0

UNIX /home/jplank/cs302/Labs/Lab5/sb-player 8 Game over. Final score = 855

UNIX /home/jplank/cs302/Labs/Lab5/sb-player 8 Game over. Final score = 2572

UNIX
10 5 pbyrg /home/jplank/cs302/Labs/Lab5/sb-play n n 1 10 5 pbyrg /home/jplank/cs302/Labs/Lab5/sb-play2 n n 1 10 5 pbyrg /home/jplank/cs302/Labs/Lab5/sb-play3 n n 1
 

It can take a while for these to run -- if it appears to be hanging, send the process a QUIT signal and it will print out what the current score is.

Shell Script to Run Multiple Times

The file run_multiple.sh (http://www.cs.utk.edui—jplankiplank/classes/cs302/Labs/Lab5/run_multiple.sh) is a shell script to run the player on multiple seeds and average the results. Examples:

UNIX sh run_multiple.sh

usage: sh run_multiple.sh r c mss colors player nruns starting_seed

UNIX sh run_multiple.sh 8 10 5 pbyrg sb-play 10 1

Run
1 -
Score:
38
- Average
38.000
Run
2 -
Score:
0
- Average
19.000
Run
3 -
Score:
0
- Average
12.667
Run
4 -
Score:
57
- Average
23.750
Run
5 -
Score:
0
- Average
19.000
Run
6
-Score:
0
- Average
15.833
Run
7
-Score:
89
- Average
26.286
Run
8
- Score:
15
- Average
24.875
Run
9
- Score:
0
- Average
22.111
Run
10
- Score:
20
- Average
21.900
UNIX sh run_multiple.sh 8 10 5 pbyrg sb-play2 10 1

Run
1 -
Score:
855
- Average
855.000
Run
2 -
Score:
979
- Average
917.000
Run
3 -
Score:
650
- Average
828.000
Run
4 -
Score:
833
- Average
829.250
Run
5
-Score:
832
- Average
829.800
Run
6
-Score:
3326
- Average
1245.833
Run
7
- Score:
1507
- Average
1283.143
Run
8
- Score:
3643
- Average
1578.125
Run
9
- Score:
610
- Average
1470.556
Run
10
- Score:
862
- Average
1409.700
UNIX sh run_multiple.sh 8 10 5 pbyrg sb-play3 10 1

Run
1 -
Score:
2572
- Average
2572.000
Run
2 -
Score:
2708
- Average
2640.000
Run
3 -
Score:
745
- Average
2008.333
Run
4 -
Score:
424
- Average
1612.250
Run
5
-Score:
1888
- Average
1667.400
Run
6
-Score:
7140
- Average
2579.500
Run
7
- Score:
3475
- Average
2707.429
Run
8
- Score:
1701
- Average
2581.625
Run
9
- Score:
2699
- Average
2594.667
Run
10
-Score:
2291
- Average
2564.300
UNIX
 
 
 
 
 
 

Obviously, to get a meaningful average, many more runs (than 10) will be required.


 

Oh, and make your programs run in reasonable time. Roughly 5 seconds for every thousand points, and if you are burning all that time, your program better be killing Dr. Plank's....

The Superball Challenge

To get credit, your player needs to average over 100 points on runs of 100 games.

We will run a Superball tournament with all of your players with extra lab points going to the winners:

1st place: 20 extra lab points.
2nd place: 10 extra lab points.
3rd place: 5 extra lab points.
Dr. Plank and I have previously performed the challenge eight times:

CS140 in 2007.
CS302 in 2010.
CS302 in 2011.
CS302 in 2012.
CS302 in 2013.
CS302 in 2014.
CS302 in 2015.
CS302 in 2018.
CS302 in 2019 (SJE)
Here's the Superball Challenge Hall Of Fame (scores over 650):

Rank
Average
Name
Semester
1
31814.13
Grant Bruer
CS302, Fall, 2015
2
24278.49
Alexander Teepe
CS302, Fall, 2015
3
17367.77
Joseph Connor
CS302, Fall, 2014
4
17021.37
Cory Walker
CS302, Fall, 2014
5
16963.40
Seth Kitchens
CS302, Fall, 2015
6
14555.83
Ben Arnold (Tie)
CS302, Fall, 2012
7
14555.83
Adam Disney (Tie)
CS302, Fall, 2011
8
13657.79
Isaak Sikkema
CS302, Fall, 2018
9
12963.47
Jake Davis,
CS302, Fall, 2014
10
12634.29
Jake Lamberson
CS302, Fall, 2014
11
11722.05
Parker Mitchell
CS302, Fall, 2014
12
11418.77
James Pickens
CS302, Fall, 2014
13
11380.74
Nathan Ziebart
CS302, Fall, 2011
14
11291.39
Michael Jugan
CS302, Fall, 2010
15
10576.96
Tyler Shields
CS302, Fall, 2014
16
8770.67
Nathan Swartz
S302, Spring, 2019
17
7475.07
Jared Smith
CS302, Fall, 2014




18
7216.28
_

Michael Bowie
CS302, Fall, 2018
19
7003.56
Andrew LaPrise
CS302, Fall, 2011
20
6100.28
Chris Nagy
CS302, Fall, 2015
21
5467.56
Tyler Marshall
CS302, Fall, 2013
22
5262.80
Harry Channing
CS302, Fall, 2018
23
5116.13
Kyle Bashour
CS302, Fall, 2014
24
4808.03
Matt Baumgartner
CS302, Fall, 2010
25
4586.51
Jeramy Harrison
CS302, Fall, 2013
26
4531.96
Philip Hicks
CS302, Spring, 2019
27
4057.08
Phillip McKnight
CS302, Fall, 2015
28
3882.53
Pranshu Bansal
CS302, Fall, 2013
29
3882.28
Kemal Fidan
CS302, Fall, 2018
30
3852.87
Yaohung Tsai
CS302, Fall, 2015
31
3849.24
Chris Richardson
CS302, Fall, 2010
32
3809.41
Arthur Vidineyev
CS302, Fall, 2015
33
3588.35
Kevin Dunn
CS302, Fall, 2014
34
3464.83
Patrick Slavick
CS302, Fall, 2012
35
3436.21
sb-play3
CS140, Fall, 2007
36
3400.50
Kody Bloodworth
CS302, Fall, 2018
37
3080.15
Andrew Messing
CS302, Fall, 2013
38
2903.38
Adam LaClair
CS302, Fall, 2013
39
2555.36
Mohammad Fathi
CS302, Fall, 2014
40
2532.89
Trevor Sharpe
CS302, Fall, 2015
41
2521.44
Justus Camp
CS302, Fall, 2018
42
2335.88
Mark Clark
CS302, Fall, 2012
43
2307.16
John Burnum
CS302, Fall, 2012
44
2205.17
Shawn Cox
CS302, Fall, 2011
45
2163.70
Alex Wetherington
CS302, Fall, 2011
46
2134.99
Julian Kohann
CS302, Fall, 2013
47
2011.38
Wells Phillip
CS302, Fall, 2015
48
1919.72
Ravi Patel
CS302, spring, 2019
49
1778.83
Keith Clinart
CS302, Fall, 2011
50
1740.19
Luke Bechtel
CS302, Fall, 2014
51
1634.49
William Brummette
CS302, Fall, 2013
52
1602.83
Forrest Sable
CS302, Fall, 2014
53
1470.84
Christopher Tester
CS302, Fall, 2014
54
1433.48
Xiao Zhou
CS302, Fall, 2015
55
1430.54
Jonathan Burns
CS302, Fall, 2018
56
1340.32
John Murray
CS302, Fall, 2012
57
1329.34
Benjamin Brock
CS302, Fall, 2013
58
1257.56
Dylan Lee
CS302, Fall, 2018




7/12/2020Project 03: Superball!

59
1202.06
_

Bandara
CS302, Fall, 2014
60
1149.80
Will Houston
CS302, Fall, 2010
61
1119.85
Kevin Chiang
CS302, Fall, 2014
62
1096.48
Daniel Cash
CS302, Fall, 2011
63
1059.91
Kaleb McClure
CS302, Fall, 2013
64
1058.26
sb-play2
CS140, Fall, 2007
65
1029.63
Lydia San George
CS302, Fall, 2018
66
972.36
Erik Rutledge
CS302, Fall, 2013
67
959.79
Daniel Nichols
CS302, Fall, 2018
68
917.92
Vasu Kalaria
CS302, Fall, 2015
69
908.09
Chris Rains
CS302, Fall, 2012
70
875.44
Allen McBride
CS302, Fall, 2012
71
840.94
Spencer Howell
CS302, Fall, 2018
72
830.79
David Cunningham
CS302, Fall, 2014
73
810.17
Collin Bell
CS302, Fall, 2012
74
763.58
Jacob Lambert
CS302, Fall, 2013
75
703.67
Scott Marcus
CS302, Fall, 2015
76
703.00
Don Lopez
CS140, Fall, 2007
77
700.90
Tony Abston
CS302, Fall, 2015
78
682.56
 Jackson Collier'
CS302, Fall, 2014
79
677.83
KC Bentjen
CS302, Fall, 2011
80
665.60
Joshua Clark
CS302, Fall, 2012
81
659.96
Warren Dewit
CS302, Fall, 2010
82
654.67
Coburn Brandon
CS302, Fall, 2015
83
650.98
Joaquin Bujalance
CS140, Fall, 2007
 

Hints

Play the game for a bit to try to figure out some strategies. However, one good way to write a game player is to figure out a way to come up with a rating for a game board. Then when you are faced with making a move, you analyze all potential moves by trying them out and choosing the one that gives you the resulting board with the highest rating.

More products