CS 4100/5100 Assignment 2: Othello Values solved

$35.00

Category: You will receive a download link of the .ZIP file upon Payment

Description

5/5 - (1 vote)

Provided files: othello.py (stub), clearBestMove.txt, clearBestCounterMove.txt,
arbitraryBoard5.txt, arbitraryBoard.txt, board1.txt, endgame.txt
In this assignment, you’ll program a minimax module for the board game Othello, also
known as Reversi. The main module that you’ll program and test in HackerRank will
calculate the value for a given board position. But, code is also provided for you that
will let you play against your AI if you like.
The rules of Othello are as follows:
a) The two player colors are white and black. The white player goes first.
b) You capture an opponent’s pieces when they lie in a straight line between a piece
you already had on the board and a piece you just played. (A straight line is left-right,
up-down, or a 45 degree diagonal.)
c) You can only play a piece that would capture at least one piece. If you have no legal
moves, the turn is passed.
d) The game is over when neither player has any legal moves left. Whoever controls
the most pieces on the board at that point wins.
Something that is slightly unusual about Othello for minimax is the fact that a turn
might be skipped if a player has no legal plays. You’ll have to take that into account in
your minimax calculations. (Don’t have skipped turns count against the search depth.)
The AI is always presumed to be white for this assignment; if you try the demo mode,
you as the human will be playing black.
The input will be the search depth on a single line, followed by an ASCII representation
of the board (W for white, B for black, – for an empty space).
A) Download the provided othello.py code.
B) Implement basic depth-limited minimax for the minimax_value function, ignoring
the alpha and beta arguments for now. Your evaluation function, when you bottom out,
should just be the difference in piece count between white and black if it’s not the end of
the game, or WIN_VAL, -WIN_VAL, or 0 if it is the end of the game. You should be able
to effectively use a depth of 5 or so without waiting too long.
Tip: While debugging, you’ll find it useful for minimax to print the board state it is
evaluating and the value that it assigns to that board. Also, debug small depths before
attempting larger ones.
C) Try running on the following boards that have a search depth of 5 or less:
clearBestMove.txt: Value should be 2.
clearBestCounterMove.txt: Value should be -3.
arbitraryBoard5.txt: Value should be 1.
Recall that you can feed a text file to a program with input redirection:
python3 othello.py < clearBestMove.txt
1) In your PDF, draw the game tree for clearBestCounterMove.txt, but only
draw the nodes that would be evaluated under the following conditions:
*Alpha-beta pruning is being used.
*The first node that white evaluates as MAX is the move directly to its left
horizontally (not the diagonal capture).
*In the two out of three cases for MIN’s play where there is an obvious play that
captures a lot of pieces, evaluate that move first. In the other branch, you can evaluate
in an arbitrary order.
(You don’t need to implement the order-of-evaluation rules in your code.)
Each node should show at least its minimax value under alpha-beta pruning,
assuming a piece count evaluation function at depth 2, as well as a sketch of where the
pieces are in relation to each other.
D) Implement alpha-beta pruning.
E) Check that you still get the same values on the files from part C.
2) Your code should now run in a reasonable amount of time on
arbitraryBoard.txt, board1.txt, and endgame.txt. Submit the value of
each board in your PDF. Note that endgame.txt will check that your code behaves
reasonably when one player has no moves, and at least one of these tests will check
that you’re returning WIN_VAL or -WIN_VAL instead of a piece count difference when
appropriate.
Optional: You can play against your AI if you just run python3 othello.py and type
play at the prompt. Set DEMO_SEARCH_DEPTH to whatever degree of lookahead you
have the patience for.
Othello is actually a somewhat tricky game to craft an evaluation function for; here we
adopt the philosophy of not overthinking it.
Submission Checklist:
othello.py (with minimax_value fully coded)
Answers PDF