加勒比久久综合,国产精品伦一区二区,66精品视频在线观看,一区二区电影

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Project 2: Connect 4、代做Python設計編程
代寫Project 2: Connect 4、代做Python設計編程

時間:2025-02-21  來源:合肥網hfw.cc  作者:hfw.cc 我要糾錯



Project 2: Connect 4
Due date and time: Monday, 2/19/25, 11:59 pm 
Checkpoint: Monday, 2/12/24, 11:59 am

Available for all students M-F before 8am & after 5pm, all day Sat/Sun

Overview
For this project, you will implement three versions of a Python console-based Connect Four game:
1.2-player mode 
2.1 player vs. AI 
3.1 player vs. internet AI
Project Goals
1.Implement each mode separately in its own Python file.
2.Reuse as much code as possible across the different versions.
3.Do not modify the provided connect4.py game logic.

Game Details
●Traditional Connect Four Rules
○Connect Four is a 2 player game where one is red and the other is yellow. 
○Players take turns to drop or pop a disc of their color. 
○Connect 4 discs of your color horizontally, vertically, or diagonally to win. 
○If you're not familiar with the rules of the game, you can review the rules on Wikipedia's Connect Four page.
●Variation
○Implement both traditional rules and the "Pop Out" variation. 
○At each turn, you can pop out (remove) a disc of your color from the bottom row of the board instead of dropping another disc in.  
●Flexible Board Sizes
○Support board sizes from 4x4 to 20x20. 
●Red Moves First: 
○Red player always moves first.

Getting Started
●From the project 2 folder, download the project2_starter.zip file containing  starter files shown below. Unzip the file and place all starter files into the same working directory.  

●A client_short.py file will be provided after lab 7’s due date.
○This file is only required for the part 3 of this project.
●Read the provided code to understand how the game logic works



Program 1: Local 2-player Game
Functionality:
●Allow two players to play Connect Four using Python shell.
●To start, ask users to specify the board size before starting the game.
●At each turn, display the current state of the board and indicate whose turn it is.
●Clearly instruct users on how to specify the board size and make moves.
●Allow column selection using numbers (e.g., 1 for the far-left column).
●Validate moves and handle invalid inputs gracefully, providing error messages as needed.
●When the user is asked to specify a move but an invalid one is specified (such as dropping into a column that is full), an error message should be printed and the user should be asked again to specify a move. In general, erroneous input at the Python shell should not cause the program to crash; it should simply cause the user to be asked to specify his or her move again.
○Ex: “Invalid Move”
●The game proceeds, one move at a time, until the game ends, at which point the program ends.
Requirements:
●connect4.py, which contains the provided connect four game logic.
○Note: You must not modify this module but build your game on top of it.
○Recommendation: Read through the provided code, docstrings, and comments to understand how the game logic works.
○Experimentation: Use the Python shell to experiment with the module and comprehend its functionalities.
●connect4_ui.py, which contains utility functions for the 2 player game. The  required functions are described below. You can create additional helper functions as appropriate:
○make_new_game()
■Asks the user for the number of rows and columns.
■The number of rows and columns can be from 4 to 20.
■Once the user provides valid rows and columns, create new game and return the connect4.Gamestate
○print_board(state)
■Returns a string holding the contents of a game board, given a GameState
■The string should contain all lines of the appropriate display
■An example board display is shown below
●Note the spacing difference when the column number requires 2 digits. 
■If it’s red’s turn, display “RED’s turn” after the board
■If it’s yellow’s turn, display “YELLOW’s turn” after the board
■If red wins, display “RED wins!”
■If yellow wins, display “YELLOW wins!” 
○choose_move(state)
■Asks the user to choose a move, returning a tuple whose first element is DROP or POP and whose second element is a valid column number.
■Asks the user for a move, should only return a valid move
■Keep asking user if wrong move type or column is detected
○make_move(state, move)
■Makes the given move against the given state, returning the new state.
■For a valid move, return the new state. 
■Raise connect4.InvalidMoveError if invalid operation detected.
■Implement exception handler to catch this exception. If connect4.InvalidMoveError exception is caught, return the original state.
●connect4_console.py, which implements the 2-player game.
○All code should be implemented inside the provided run_console_ui() function. 
○Utilize functions defined in connect4 and connect4_ui modules.
○If a move is illegal, such as dropping a disc into a full column or popping a column where the bottom disc is not the player’s color, the program should indicate “Invalid Move” and ask the same player for another move. This applies to both players.







Here is an example of a game with 20 columns and 5 rows:



 

Here is an example of how Pop works:

Program 2: 1 Player game against AI 
Functionality:
●Allow a human player (red) to play against an AI player (yellow).
●AI is always the 2nd player in yellow.
●Maintain the same user interaction and board display rules as in Program 1.
●Implement a simple AI based on random selection.
●Extra credit: implement a more sophisticated AI for the Connect 4 AI Tournament. More details provided later in the document.
Requirements:
●connect4_ui_ai.py, which implements the ai player functionality.
○ai_move(state)
■Takes connect4.GameState as input
■Asks the AI to choose a move, and the AI will return a tuple with the following format (move, column number).
■The move is either DROP or POP, which are constants defined as 1 for DROP and 2 for POP
■The column number should be from 1 to the number of columns for the board.
■For full credit, you can simply implement the AI with random numbers.
●For extra credit, you can implement a more complex AI for the ICS 32 Connect 4 AI Tournament. More details are presented at the end of this doc.
■Note: the AI only needs to return a tuple consisting of a valid move and a column within the valid range of columns. The entire move may still be invalid due to certain circumstances. We will address this issue inside of connect4_console_ai.py.
■Hint: helper functions would be useful here.
●connect4_console_ai.py, which implements the 1 player game against AI
○All of the code needs to reside inside the run_console_ui() function.
○Utilize functions defined in connect4, connect4_ui, and connect4_ui_ai.py modules.
○If a move is illegal, such as dropping a disc into a full column or popping a column where the bottom disc is not the player’s color, the program should indicate “Invalid Move” and ask the same player for another move. This applies to both the human and AI players.

Program 3: Networked Connect 4 vs Server AI
Functionality:
●Play Connect Four against an AI server over the network, by connecting to a server that I will provide. 
●Your program will act as a client that connects to a server.
●When this program starts, the user will need to specify the host (either an IP address, such as 192.168.1.101, or a hostname, such as www.ics.uci.edu) where a Connect Four server is running, along with the port on which that server is listening.
●Once the user has specified where to connect, the program should attempt to connect to the server. If the connection is unsuccessful, print an error message specifying why and end the program. If, on the other hand, the connection is successful, the game should proceed, with the client acting as the red player (and moving first) and the server AI acting as the yellow player. (Of course, the user will need to specify the size of the board before the game starts.) For red player moves, the user should specify the move at the Python shell, as in your first program; for yellow player moves, the program should instead communicate with the server and let the server determine what move should be made.
●As in the first program, the game proceeds, one move at a time, until the game ends, at which point the program ends.
●User Inputs:
○Host (IP address or hostname) where the server is running.
○Port number of the server.
●Connection Handling:
○Attempt to connect to the server.
○If the connection fails, print an error message and end the program. If successful, proceed with the game.
●Game Interaction:
○The red player (user) specifies moves, while the server determines yellow player moves.
○Follow the same move validation and error handling practices as in Program 1.
●Protocol
○Need to follow the CFSP protocol to be described later in this document.

Requirements:
●client_short.py, which implements the networking functions via sockets.
○You should have implemented this during the lab.
○We are providing fully functional networking code for you to utilize.
○Do not change the code in this file.
●connect4_network_client.py, which implements the game vs the internet AI.
○All of your  code needs to reside inside the run_console_network() function.
○Utilize functions defined in connect4, connect4_ui, connect4_ui_ai.py, and client_short modules.

Where is the ICS 32 Connect 4 server?
●Information about where the server is running will be distributed on Ed Discussion; I'll also keep you posted about planned downtime.
●Please note that the ICS 32 Connect Four server is running on a machine on the ICS network that is not exposed to the open Internet. In order to connect to it, you will need to be connected to the campus network, which means you'll either need to be on campus or you'll need to be connected to something called the campus VPN, which allows you to access the campus' network from off-campus. Note, also, that certain residential areas are not connected to a part of the campus network that will allow you direct access to the ICS 32 Connect Four server, so you'll need to use the campus VPN in those cases. In general, if you're not able to connect to the ICS 32 Connect Four server, the first thing you should try is using the campus VPN.
●Connecting to the campus VPN requires that you install some software, which you can obtain from UCI's Office of Information Technology at the following link:
●Campus VPN software
●Open the link above, find the section titled Software VPN (as opposed to WebVPN, which won't work for this purpose), and click the link to download the appropriate version of the VPN software for your host operating system. This will require you to log in with your UCInetID and password. Download the one that's appropriate for your host operating system and install it; instructions for setting it up are available from that page, as well.


The Connect Four Server Protocol (CFSP)
Though each of you will be writing a completely separate program, your programs are expected to be able to connect to the Connect Four server via the Internet. There is only one server that we'll all share, so that requires us to agree on a single way to communicate with it.
Any time you want programs to be able to communicate with the Internet, there needs to be a protocol, which is a set of rules governing what each party will send and receive, and when they will do it. 
You can think of a protocol like rules you follow when talking on 2 walkie-talkies. Each participant knows its role, so that it will know what to say and what to expect the other participant to say at any given time. 

Many protocols have been defined that govern how various programs send and receive information via the Internet. For example, the Hypertext Transfer Protocol (HTTP) is what your browser uses to connect to a web server, request a web page, and receive a response. 
For this project, we will use a custom protocol called the ICS 32 Connect Four Server Protocol: CFSP.
CFSP conversations are relatively simple. They are predominantly centered around sending moves back and forth, with the assumption that both parties can determine the game's state by applying these moves locally.
Below is an example sequence of messages between the client and server. Each cell shows the data sent by the corresponding party. In the first row, Client sends “GAME 5 5”. The Server receives this message and sends “START”. Once the Client receives “START”, it sends “USER 0 5”. This continues for 4 turns. The client detects the winning condition and closes the connection.

Client    Server
GAME 5 5    
    START
USER 1 5    
    RECEIVED
MOVE    
    1
COLUMN    
    4
USER 1 4    
    RECEIVED
MOVE    
    1
COLUMN    
    3
USER 1 3    
    RECEIVED
MOVE    
    1
COLUMN    
    2
USER 1 3    
    RECEIVED
MOVE    
    1
COLUMN    
    1
Once the client connects to the server, the CFSP dictates the following sequence of communication. All messages should end with the end-of-line sequences of “\r\n”. (This two-character sequence, which is common in Internet protocols, is called a carriage return and line feed sequence, a sequence so common that it's sometimes abbreviated CRLF.)
1.To start the game, the client sends “Game num_rows num_columns“, where num_rows and num_columns should be replaced by integers representing the board dimensions.
a.Ex: “Game 10 10”
2.Upon receiving this message, the server will respond with “START”
3.Once the client receives “START”, it will start the game.
4.After starting the game, the client should prompt the user for their move. Once a valid move is made by the user, the client will send the following message to the server:
a.“USER move column”, where move should be DROP or POP and column should be an integer indicating the column to perform the action on.
b.Ex: “USER 1 3”
5.Once the Server receives the user’s move, the Server sends “RECEIVED” to confirm receipt of the user’s move.
6.After sending the user move, the client sends the following message to wait for the server AI’s move
a.“MOVE”
7.The server will only send the AI’s move after receiving the “MOVE” message from the client.
a.The server will send a string holding an integer value. “1” for DROP or “2” for POP.
8.After receiving the server’s move, the client will send the following message to prompt the AI for the column
a.“COLUMN”
9.The server will only send the column info after receiving “COLUMN”
a.The server will send a string holding an integer value (i.e. “9”) to indicate the column for the action. 
10.This process repeats itself until one player wins. At each step, the state of the board is printed.
11.The client is responsible for detecting the winning condition. After the winning condition is detected, the client will call print_board and print out the return value. Then, the client will close the connection to the server.


Extra Credit Details:
●There will be a separate Gradescope submission for the AI Tournament. 
●Only submit the connect4_ui_ai.py file. ai_move function will be used to evaluate your AI.
●Up to 10% extra credit for submitting an AI player which can consistently win against the server. Best out of 10 random games with randomly sized boards.
○2% for every game won after winning 5 games.
○Ex: winning 8 games = 6% extra credit 
○Judged by autograder
●Additional 10% extra credit for top 10% placement in the AI Connect 4 AI Tournament.
●Note: your AI player will have limited memory and compute resources. Your player will time out and lose a turn if a turn takes over 10 seconds. If the program times out more than 6 times, the player forfeits the match. 

Additional Information for Students
●Zip and Unzip instructions:
○macOS:

Submission Guidelines
●To submit your work, follow these instructions
○High level design document
■project2_design.pdf
○Your submission should include only the files provided and the design document. 
■Do not change the file names.
○Make sure all of the .py files are all in the same directory. 
○Zip up all the files for the submission
■Do not include and subdirectory in your zip file
○Submit the zip file to Gradescope
○For the testing of the networked connect 4, you need to connect to the server arcala-1.ics.uci.edu at port number 8000 with your client program. Make sure to use the updated client_short.py file which provides you with your IP and timestamp. 
■Play a complete game. 
■Record the IP, start time, and complete time.
■Enter this info along with your name in this document:
■This will be manually graded. No Gradescope submission necessary for this portion in the Gradescope assignment.

請加QQ:99515681  郵箱:99515681@qq.com   WX:codinghelp



 

掃一掃在手機打開當前頁
  • 上一篇:紅星花全國客服電話-紅星花24小時人工服務熱線
  • 下一篇:悠悠分期全國客服電話-悠悠分期24小時人工服務熱線
  • 無相關信息
    合肥生活資訊

    合肥圖文信息
    2025年10月份更新拼多多改銷助手小象助手多多出評軟件
    2025年10月份更新拼多多改銷助手小象助手多
    有限元分析 CAE仿真分析服務-企業/產品研發/客戶要求/設計優化
    有限元分析 CAE仿真分析服務-企業/產品研發
    急尋熱仿真分析?代做熱仿真服務+熱設計優化
    急尋熱仿真分析?代做熱仿真服務+熱設計優化
    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
    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
  • 短信驗證碼 目錄網 排行網

    關于我們 | 打賞支持 | 廣告服務 | 聯系我們 | 網站地圖 | 免責聲明 | 幫助中心 | 友情鏈接 |

    Copyright © 2025 hfw.cc Inc. All Rights Reserved. 合肥網 版權所有
    ICP備06013414號-3 公安備 42010502001045

    欧美国产激情| 九色porny丨国产首页在线| 日韩电影在线一区| 欧美黄色成人| 欧美mv日韩| 欧美大黑bbbbbbbbb在线| 国内精品久久久久久久影视简单| 神马久久资源| 9色精品在线| 久久裸体视频| 日韩精品成人在线观看| 亚洲狼人精品一区二区三区| 欧美aaa视频| 免费一区二区视频| 欧美日韩国产一区精品一区| 好吊妞国产欧美日韩免费观看网站| 国产欧美91| 麻豆成人av在线| 国产亚洲欧美日韩精品一区二区三区| 成人在线电影在线观看视频| 亚洲精品久久| 亚洲午夜一区| 久久人人超碰| 欧美亚洲tv| av综合网站| 日韩精品视频一区二区三区| 少妇精品久久久| 欧美日韩亚洲一区二区三区在线| 91精品国产经典在线观看| 97色伦图片97综合影院| 视频一区二区中文字幕| 亚洲欧洲另类| 亚洲精品网址| 午夜视频精品| 精品91久久久久| 午夜精品婷婷| 亚洲激情成人| 伊人久久成人| 日韩午夜免费| 国产手机视频一区二区 | 国产精品视频3p| 日本一区二区三区电影免费观看| 亚洲老女人视频免费| 国产欧美日本| 国产精品日本一区二区不卡视频| 中文字幕成人| 国产日韩欧美一区二区三区| 国产一区二区三区探花| 欧美美女在线观看| 偷窥自拍亚洲色图精选| 日韩高清一级| 第一区第二区在线| 久久av国产紧身裤| 久久久久国产| 香蕉av一区二区| 亚洲欧美日韩专区| 久久av一区| 中文在线8资源库| 日韩成人综合| 美女在线视频一区| 欧美激情91| 日韩vs国产vs欧美| 亚洲视频国产| 久久久综合色| 亚洲一区日本| 不卡一二三区| 色综合视频一区二区三区44| 亚洲乱亚洲高清| 亚洲三级网页| 四虎影视精品| 一区在线免费| av资源亚洲| 美女久久久久久| 国产成人视屏| 99久久人爽人人添人人澡| 欧美亚洲国产激情| 久久午夜精品| 久久久人成影片一区二区三区在哪下载| 欧美高清免费| 97久久中文字幕| 欧美三级第一页| 伊人久久久大香线蕉综合直播| 四季av在线一区二区三区| 成人在线高清| 欧美美女在线观看| 91精品久久久久久久久久不卡| 午夜在线a亚洲v天堂网2018| 日韩欧美另类一区二区| 在线国产精品一区| 一区二区精彩视频| 欧美日韩国产一区精品一区| 少妇视频在线观看| 欧美日本中文| 国产成人tv| 老司机精品福利视频| 久热成人在线视频| 日韩精品91亚洲二区在线观看| 亚洲第一毛片| 不卡av播放| 欧美在线在线| 免费观看久久av| 日韩伦理视频| 西野翔中文久久精品字幕| 亚洲天堂男人| 三上悠亚国产精品一区二区三区| 国产精品免费大片| 99久精品视频在线观看视频| 国产精品国产三级国产在线观看| 日本伊人色综合网| 国产成人一二| 黄色在线网站噜噜噜| 国产精久久一区二区| 久久国产欧美| 性感美女一区二区在线观看| 亚洲黄页在线观看| 9久re热视频在线精品| 日韩欧美激情| 国产丝袜一区| 色在线中文字幕| 国产精品一区二区三区av麻| 不卡中文字幕| 国产日韩欧美| 国产福利资源一区| 日韩伦理一区| 1769国产精品视频| 成人一级毛片| 亚洲国产欧美日韩在线观看第一区| 狠狠色狠狠色综合日日tαg| 精品三级在线| 精品国产91乱码一区二区三区四区| 伊人网在线播放| 色悠久久久久综合先锋影音下载| 日韩中文字幕麻豆| 国产精品亚洲欧美日韩一区在线| 欧美日韩四区| 亚洲精品看片| 国产婷婷精品| 国产精品亚洲四区在线观看| 激情91久久| 国产美女视频一区二区| 亚洲激情另类| 欧美三级一区| 免费在线观看视频一区| 天海翼精品一区二区三区| 蜜桃视频一区| 精品中文字幕一区二区三区四区| 日韩成人精品一区| 日韩av在线免费观看不卡| 国产精品久久久久久麻豆一区软件 | av资源亚洲| 精品久久久久久久| 四虎地址8848精品| 激情久久久久久| 国内自拍视频一区二区三区| 最新亚洲激情| 偷拍自拍亚洲色图| av高清不卡| 人人精品亚洲| 欧美亚洲免费| 亚洲欧美日韩一区在线观看| 日韩激情啪啪| www.国产精品| 九九久久成人| www久久久| 国产高潮在线| 久久精品凹凸全集| 一级成人国产| 亚洲综合丁香| 国产精品白丝av嫩草影院| 欧美一区二区三区免费看| 蜜桃一区二区三区| 97精品资源在线观看| 国产高清不卡| 欧美精品一区二区久久| 国产亚洲观看| 日韩中文字幕高清在线观看| 宅男在线一区| 日韩不卡一二三区| 另类一区二区三区| 美女诱惑一区| 久久久噜噜噜久久狠狠50岁| 亚洲综合专区| 蜜桃精品在线| 亚洲欧美大片| 精品五月天堂| 国产毛片一区二区三区| 成人在线高清| 色琪琪久久se色| 欧美.www| 亚洲三级av| 国产精品高清一区二区| www成人在线视频| 久久xxxx精品视频| 久久人人97超碰国产公开结果| 国产aa精品| 欧美xxxx网站| 午夜裸体女人视频网站在线观看| 天天av综合| 美女午夜精品| 亚洲欧美校园春色|