Application of connect-4 game, Computer Engineering

Assignment Help:

The game Connect-4 is played on a board that has seven columns. There are six spaces on each column. The board is initially empty. Two players take turns dropping one piece (black or grey in the diagram below, but "X" or O" in our game) in a column. The piece falls into the lowest unoccupied row. A player cannot move in a column if the top-most row of that column already has a piece in it. The first player to get four of their counters in a line (horizontally, vertically, or diagonally) is the winner. 

You have been provided with two files for this problem: minimax.lisp, which contains lisp code for the minimax algorithm, and  connect-4.lisp, which contains a working Lisp implementation of the Connect-4 game. 

As the Connect-4 implementation currently stands, you should  have absolutely no problem beating the program. Try it:  

[1]> (load 'minimax)

;; Loading file C:\CSE2AIF\minimax.lisp ...

;; Loaded file C:\CSE2AIF\minimax.lisp

T

[3]> (load connect-4)

;; Loading file C:\CSE2AIF\connect-4.lisp ...

;; Loaded file C:\CSE2AIF\connect-4.lisp

T

[3]> (play)  

The program plays poorly because it has a poor-quality heuristic. The function static, which evaluates a position from the point of view of a particular player, is currently defined as follows: (defun static (board player) 0)

This means that each board configuration receives exactly the same evaluation; i.e., 0.  Your task for this question is to develop and implement a good heuristic for the Connect-4 game.  The only LISP code that you are required to write is a LISP function static, which accepts a board and player as input arguments, and returns an evaluation of the board state from the point of view of player. You can, of course, write as many helper functions as you like.  

To assist you, the code you have been supplied with contains a parameter *all-c4-lines* which is a list of all of the 69 possible ways to win in Connect-4. Each element of this list is a list of length four, such as

 ((3 5) (4 5) (5 5) (6 5))

Each element of this is the column and row. For example, the above list indicates that there is a line of length four that includes a piece at the 4th column of the 6th row, the 5th  column of the 6th row, the 6th column of the 6th row, and the 7th column of the 6th row.

 Note that rows and column indexing starts at 0.

The Lisp built-in function  aref can be used to find what piece, if any, is at a specified location. For example, to find what piece, if any, occupies column col and row row of the current board state, evaluate the following code 

   (aref board col row)

This will return either nil, x or o.


Related Discussions:- Application of connect-4 game

Summary of tasks, Summary of Tasks Task Summary attempts to show amoun...

Summary of Tasks Task Summary attempts to show amount of duration every task has spent starting from beginning of task until its completion on any processor as displayed in Fi

What do you mean by complexity of an algorithm, What do you mean by complex...

What do you mean by complexity of an algorithm? The term complexity is used to define the performance of an algorithm. Typically performance is calculated in terms of time or s

Describe the graphic accelerators, Q. Describe the Graphic Accelerators? ...

Q. Describe the Graphic Accelerators? A Graphic Accelerator is actually a chip as a matter of fact most significant chip in your video card. The Graphic Accelerator is essentia

Software estimation, Software Estimation The statement of scope helps t...

Software Estimation The statement of scope helps the planner to established estimates using one or more method which fail into two wide categories: empirical modeling and decom

Calculate traffic offered in erlangs in a particular exchang, In a particul...

In a particular exchange during busy hour 1200 calls were offered to a group of trunks, during this time 6 calls were lost. The average call duration being 3 minutes Calculate Traf

Describe about address space and memory space, Q. Describe about Address Sp...

Q. Describe about Address Space and Memory Space? An address used by a programmer will be termed as a virtual address and set of such addresses the address space. An address in

Difference between non-relocatable self relocatable programs, Differentiate...

Differentiate between non-relocatable self relocatable programs. A non-relocatable program is one which cannot be executed in any memory area other than the area starting at

Default communicator in mpi, Problem 1 (a) What is the difference betw...

Problem 1 (a) What is the difference between an MPI blocking send function and an MPI non-blocking send function? (b) What is a communicator in MPI? (c) Name correctly

Why pointer variable to a function as an argument, Why pointer variable som...

Why pointer variable sometimes desirable to pass a pointer to a function as an argument? Frequently, a called function needs to make changes to objects declared in the calling

Explain about communication displays and matrix, Q. What is communication D...

Q. What is communication Displays and Matrix? Communication Displays Communication displays offer support in concluding frequency of communication whether congestion in me

Write Your Message!

Captcha
Free Assignment Quote

Assured A++ Grade

Get guaranteed satisfaction & time on delivery in every assignment order you paid with us! We ensure premium quality solution document along with free turntin report!

All rights reserved! Copyrights ©2019-2020 ExpertsMind IT Educational Pvt Ltd