17 hlabelformat=\arabic{ranklabel}, |
46 hlabelformat=\arabic{ranklabel}, |
18 vlabelformat=\arabic{filelabel}} |
47 vlabelformat=\arabic{filelabel}} |
19 |
48 |
20 \mbox{}\\[-18mm]\mbox{} |
49 \mbox{}\\[-18mm]\mbox{} |
21 |
50 |
22 \section*{Main Part 4 (Scala, 11 Marks)} |
51 \section*{Main Part 4:\\ Implementing the Shogun Board Game (7 Marks)} |
23 |
52 |
24 \mbox{}\hfill\textit{``The problem with object-oriented languages is they’ve got all this implicit,}\\ |
53 \mbox{}\hfill\textit{``The problem with object-oriented languages is they’ve got all this implicit,}\\ |
25 \mbox{}\hfill\textit{environment that they carry around with them. You wanted a banana but}\\ |
54 \mbox{}\hfill\textit{environment that they carry around with them. You wanted a banana but}\\ |
26 \mbox{}\hfill\textit{what you got was a gorilla holding the banana and the entire jungle.''}\smallskip\\ |
55 \mbox{}\hfill\textit{what you got was a gorilla holding the banana and the entire jungle.''}\smallskip\\ |
27 \mbox{}\hfill\textit{ --- Joe Armstrong (creator of the Erlang programming language)}\medskip\bigskip |
56 \mbox{}\hfill\textit{ --- Joe Armstrong (creator of the Erlang programming language)}\medskip\bigskip |
28 |
57 |
29 \noindent |
58 |
30 This part is about searching and backtracking. You are asked to |
59 \noindent |
31 implement Scala programs that solve various versions of the |
60 You are asked to implement a Scala program for playing the Shogun |
32 \textit{Knight's Tour Problem} on a chessboard. |
61 board game.\medskip |
33 \medskip |
62 |
34 |
63 %The deadline for your submission is on 26th July at |
35 % Note the core, more advanced, part might include material you have not |
64 %16:00. There will be no automated tests for the resit, but there are |
36 %yet seen in the first three lectures. \bigskip |
65 %many testcases in the template and the task description. Make sure |
|
66 %you use Scala \textbf{2.13.XX} for the resit---the same version as |
|
67 %during the lectures. \medskip |
37 |
68 |
38 \IMPORTANTNONE{} |
69 \IMPORTANTNONE{} |
39 |
70 |
40 \noindent |
71 \noindent |
41 Also note that the running time of each part will be restricted to a |
72 Also note that the running time of each task will be restricted to a |
42 maximum of 30 seconds on my laptop: If you calculate a result once, |
73 maximum of 30 seconds on my laptop: If you calculate a result once, |
43 try to avoid to calculate the result again. Feel free to copy any code |
74 try to avoid to calculate the result again. |
44 you need from files \texttt{knight1.scala}, \texttt{knight2.scala} and |
|
45 \texttt{knight3.scala}. |
|
46 |
75 |
47 \DISCLAIMER{} |
76 \DISCLAIMER{} |
48 |
77 |
49 \subsection*{Background} |
78 \subsection*{Background} |
50 |
79 |
51 The \textit{Knight's Tour Problem} is about finding a tour such that |
80 Shogun |
52 the knight visits every field on an $n\times n$ chessboard once. For |
81 (\faVolumeUp\,[shōgoon]) is a game played by two players on a chess board and is somewhat |
53 example on a $5\times 5$ chessboard, a knight's tour is: |
82 similar to chess and checkers. A real Shogun board looks |
54 |
83 like in the pictures on the left. |
55 \chessboard[maxfield=d4, |
84 |
56 pgfstyle= {[base,at={\pgfpoint{0pt}{-0.5ex}}]text}, |
85 |
57 text = \small 24, markfield=Z4, |
86 \begin{center} |
58 text = \small 11, markfield=a4, |
87 \begin{tabular}{@{}ccc@{}} |
59 text = \small 6, markfield=b4, |
88 \raisebox{2mm}{\includegraphics[scale=0.1]{shogun2.jpeg}} |
60 text = \small 17, markfield=c4, |
89 & |
61 text = \small 0, markfield=d4, |
90 \raisebox{2mm}{\includegraphics[scale=0.14]{shogun.jpeg}} |
62 text = \small 19, markfield=Z3, |
91 & |
63 text = \small 16, markfield=a3, |
92 \begin{tikzpicture}[scale=0.45,every node/.style={scale=0.45}] |
64 text = \small 23, markfield=b3, |
93 % chessboard |
65 text = \small 12, markfield=c3, |
94 \draw[very thick,gray] (0,0) rectangle (8,8); |
66 text = \small 7, markfield=d3, |
95 \foreach\x in {0,...,7}\foreach\y in {7,...,0} |
67 text = \small 10, markfield=Z2, |
96 { |
68 text = \small 5, markfield=a2, |
97 \pgfmathsetmacro\blend{Mod(\x+\y,2)==0?75:25} |
69 text = \small 18, markfield=b2, |
98 \fill[gray!\blend] (\x,\y) rectangle ++ (1,1); |
70 text = \small 1, markfield=c2, |
99 } |
71 text = \small 22, markfield=d2, |
100 % black pieces |
72 text = \small 15, markfield=Z1, |
101 \foreach\x/\y/\e in {1/1/1,2/1/3,3/1/2,4/1/3,6/1/3,7/1/1,8/1/2} |
73 text = \small 20, markfield=a1, |
102 \pic[fill=white] at (\x,\y) {piece={\e}}; |
74 text = \small 3, markfield=b1, |
103 % white pieces |
75 text = \small 8, markfield=c1, |
104 \foreach\x/\y/\e in {1/8/4,2/8/2,3/8/4,5/8/4,6/8/2,7/8/3,8/8/1} |
76 text = \small 13, markfield=d1, |
105 \pic[fill=red] at (\x,\y) {piece={\e}}; |
77 text = \small 4, markfield=Z0, |
106 \pic[fill=white] at (5.0,1.0) {king={1}}; |
78 text = \small 9, markfield=a0, |
107 \pic[fill=red] at (4.0,8.0) {king={2}}; |
79 text = \small 14, markfield=b0, |
108 % numbers |
80 text = \small 21, markfield=c0, |
109 \foreach\x in {1,...,8} |
81 text = \small 2, markfield=d0 |
110 {\draw (\x - 0.5, -0.4) node {\x}; |
82 ] |
111 } |
83 |
112 \foreach\y in {1,...,8} |
84 \noindent |
113 {\draw (-0.4, \y - 0.6, -0.4) node {\y}; |
85 This tour starts in the right-upper corner, then moves to field |
114 } |
86 $(3,2)$, then $(4,0)$ and so on. There are no knight's tours on |
115 \end{tikzpicture} |
87 $2\times 2$, $3\times 3$ and $4\times 4$ chessboards, but for every |
116 \end{tabular} |
88 bigger board there is. |
117 \end{center} |
89 |
118 |
90 A knight's tour is called \emph{closed}, if the last step in the tour |
119 |
91 is within a knight's move to the beginning of the tour. So the above |
120 \noindent |
92 knight's tour is \underline{not} closed because the last |
121 In what follows we shall use board illustrations as shown on the right. As |
93 step on field $(0, 4)$ is not within the reach of the first step on |
122 can be seen there are two colours in Shogun for the pieces, red and white. Each |
94 $(4, 4)$. It turns out there is no closed knight's tour on a $5\times |
123 player has 8 pieces, one of which is a king (the piece with the crown) |
95 5$ board. But there are on a $6\times 6$ board and on bigger ones, for |
124 and seven are pawns. At the beginning the pieces are lined up as shown |
96 example |
125 above. What sets Shogun apart from chess and checkers is that each |
97 |
126 piece has, what I call, a kind of \textit{energy}---which for pawns is |
98 \chessboard[maxfield=e5, |
127 a number between 1 and 4, and for kings between 1 and 2. The energy |
99 pgfstyle={[base,at={\pgfpoint{0pt}{-0.5ex}}]text}, |
128 determines how far a piece has to move. In the physical version of |
100 text = \small 10, markfield=Z5, |
129 Shogun, the pieces and the board have magnets that can change the |
101 text = \small 5, markfield=a5, |
130 energy of a piece from move to move---so a piece on one field can have |
102 text = \small 18, markfield=b5, |
131 energy 2 and on a different field the same piece might have energy |
103 text = \small 25, markfield=c5, |
132 3. There are some further constraints on legal moves, which are |
104 text = \small 16, markfield=d5, |
133 explained below. The point of this part is to implement functions |
105 text = \small 7, markfield=e5, |
134 about moving pieces on the Shogun board.\medskip\medskip |
106 text = \small 31, markfield=Z4, |
135 |
107 text = \small 26, markfield=a4, |
136 %and testing for when a |
108 text = \small 9, markfield=b4, |
137 %checkmate occurs---i.e.~the king is attacked and cannot move |
109 text = \small 6, markfield=c4, |
138 %anymore to an ``unattacked'' field (to simplify matters for |
110 text = \small 19, markfield=d4, |
139 %the resit we leave out the case where the checkmate can be averted by capturing |
111 text = \small 24, markfield=e4, |
140 %the attacking piece).\medskip |
112 % 4 11 30 17 8 15 |
141 |
113 text = \small 4, markfield=Z3, |
142 \noindent |
114 text = \small 11, markfield=a3, |
143 Like in chess, in Shogun the players take turns of moving and |
115 text = \small 30, markfield=b3, |
144 possibly capturing opposing pieces. |
116 text = \small 17, markfield=c3, |
145 There are the following rules on how pieces can move: |
117 text = \small 8, markfield=d3, |
146 |
118 text = \small 15, markfield=e3, |
147 \begin{itemize} |
119 %29 32 27 0 23 20 |
148 \item The energy of a piece determines how far, that is how many |
120 text = \small 29, markfield=Z2, |
149 fields, a piece has to move (remember pawns have an energy between 1 -- |
121 text = \small 32, markfield=a2, |
150 4, kings have an energy of only 1 -- 2). The energy of a piece might |
122 text = \small 27, markfield=b2, |
151 change when the piece moves to new field. |
123 text = \small 0, markfield=c2, |
152 \item Pieces can move in straight lines (up, down, left, right), or in |
124 text = \small 23, markfield=d2, |
153 L-shape moves, meaning a move can make a single |
125 text = \small 20, markfield=e2, |
154 90$^{\circ}$-turn. S-shape moves with more than one turn are not |
126 %12 3 34 21 14 1 |
155 allowed. Also in a single move a piece cannot go forward and then |
127 text = \small 12, markfield=Z1, |
156 go backward---for example with energy 3 you cannot move 2 fields up and |
128 text = \small 3, markfield=a1, |
157 then 1 field down. A piece can never move diagonally. |
129 text = \small 34, markfield=b1, |
158 \item A piece cannot jump over another piece and cannot stack up on top of your own pieces. |
130 text = \small 21, markfield=c1, |
159 But you can capture an opponent's piece if you move to an occupied field. A captured |
131 text = \small 14, markfield=d1, |
160 piece is removed from the board. |
132 text = \small 1, markfield=e1, |
161 \end{itemize} |
133 %33 28 13 2 35 22 |
162 |
134 text = \small 33, markfield=Z0, |
163 \noindent |
135 text = \small 28, markfield=a0, |
164 Like in chess, checkmate is determined when the king of a player cannot |
136 text = \small 13, markfield=b0, |
165 move anymore to a field that is not attacked, or a player cannot |
137 text = \small 2, markfield=c0, |
166 capture or block the attacking piece, or the king is the only |
138 text = \small 35, markfield=d0, |
167 piece left for a player. A board that is checkmate is the following: |
139 text = \small 22, markfield=e0, |
168 |
140 vlabel=false, |
169 \begin{center} |
141 hlabel=false |
170 \begin{tikzpicture}[scale=0.5,every node/.style={scale=0.5}] |
142 ] |
171 % chessboard |
143 |
172 \draw[very thick,gray] (0,0) rectangle (8,8); |
144 |
173 \foreach\x in {0,...,7}\foreach\y in {7,...,0} |
145 \noindent |
174 { |
146 where the 35th move can join up again with the 0th move. |
175 \pgfmathsetmacro\blend{Mod(\x+\y,2)==0?75:25} |
147 |
176 \fill[gray!\blend] (\x,\y) rectangle ++ (1,1); |
148 If you cannot remember how a knight moves in chess, or never played |
177 } |
149 chess, below are all potential moves indicated for two knights, one on |
178 % redpieces |
150 field $(2, 2)$ (blue moves) and another on $(7, 7)$ (red moves): |
179 \pic[fill=red] at (4,2) {king={2}}; |
151 |
180 \pic[fill=red] at (6,1) {piece={3}}; |
152 {\chessboard[maxfield=g7, |
181 \pic[fill=red] at (4,4) {piece={4}}; |
153 color=blue!50, |
182 \pic[fill=red] at (5,3) {piece={4}}; |
154 linewidth=0.2em, |
183 % white pieces |
155 shortenstart=0.5ex, |
184 \pic[fill=white] at (7,1) {king={2}}; |
156 shortenend=0.5ex, |
185 \pic[fill=white] at (8,5) {piece={2}}; |
157 markstyle=cross, |
186 \pic[fill=white] at (4,1) {piece={2}}; |
158 markfields={a4, c4, Z3, d3, Z1, d1, a0, c0}, |
187 % numbers |
159 color=red!50, |
188 \foreach\x in {1,...,8} |
160 markfields={f5, e6}, |
189 {\draw (\x - 0.5, -0.4) node {\x}; |
161 setpieces={Ng7, Nb2}, |
190 } |
162 boardfontsize=12pt,labelfontsize=9pt]} |
191 \foreach\y in {1,...,8} |
163 |
192 {\draw (-0.4, \y - 0.6, -0.4) node {\y}; |
164 \subsection*{Reference Implementation} |
193 } |
165 |
194 \end{tikzpicture} |
166 %\mbox{}\alert{}\textcolor{red}{You need to download \texttt{knight1.jar} from K%EATS. The one |
195 \end{center} |
167 %supplied with github does not contain the correct code. See Scala coursework |
196 |
168 %section on KEATS.}\medskip |
197 \noindent |
169 |
198 The reason for the checkmate is that the white king on field (7, 1) is |
170 \noindent |
199 attacked by the red pawn on \mbox{(5, 3)}. There is nowhere for the |
171 This Scala part comes with three reference implementations in form of |
200 white king to go, and no white pawn can be moved into the way of this |
172 \texttt{jar}-files. This allows you to run any test cases on your own |
201 red pawn and white can also not capture it. When determining a possible |
173 computer. For example you can call Scala on the command line with the |
202 move, you need to be careful with pieces that might be in the |
174 option \texttt{-cp knight1.jar} and then query any function from the |
203 way. Consider the following position: |
175 \texttt{knight1.scala} template file. As usual you have to |
204 |
176 prefix the calls with \texttt{M4a}, \texttt{M4b}, \texttt{M4c} and \texttt{M4d}. |
205 \begin{equation}\label{moves} |
177 Since some of the calls are time sensitive, I included some timing |
206 \begin{tikzpicture}[scale=0.5,every node/.style={scale=0.5}] |
178 information. For example |
207 % chessboard |
179 |
208 \draw[very thick,gray] (0,0) rectangle (8,8); |
180 \begin{lstlisting}[language={},numbers=none,basicstyle=\ttfamily\small] |
209 \foreach\x in {0,...,7}\foreach\y in {7,...,0} |
181 $ scala -cp knight1.jar |
210 { |
182 scala> M4a.enum_tours(5, List((0, 0))).length |
211 \pgfmathsetmacro\blend{Mod(\x+\y,2)==0?75:25} |
183 Time needed: 1.722 secs. |
212 \fill[gray!\blend] (\x,\y) rectangle ++ (1,1); |
184 res0: Int = 304 |
213 } |
185 |
214 % redpieces |
186 scala> M4a.print_board(8, M4a.first_tour(8, List((0, 0))).get) |
215 \fill[blue!50] (0,2) rectangle ++ (1,1); |
187 Time needed: 15.411 secs. |
216 \fill[blue!50] (1,1) rectangle ++ (1,1); |
188 |
217 \fill[blue!50] (0,4) rectangle ++ (1,1); |
189 51 46 55 44 53 4 21 12 |
218 \fill[blue!50] (1,5) rectangle ++ (1,1); |
190 56 43 52 3 22 13 24 5 |
219 \fill[blue!50] (2,6) rectangle ++ (1,1); |
191 47 50 45 54 25 20 11 14 |
220 %%\fill[blue!50] (3,7) rectangle ++ (1,1); |
192 42 57 2 49 40 23 6 19 |
221 \fill[blue!50] (4,6) rectangle ++ (1,1); |
193 35 48 41 26 61 10 15 28 |
222 \fill[blue!50] (5,5) rectangle ++ (1,1); |
194 58 1 36 39 32 27 18 7 |
223 \fill[blue!50] (6,4) rectangle ++ (1,1); |
195 37 34 31 60 9 62 29 16 |
224 \fill[blue!50] (6,2) rectangle ++ (1,1); |
196 0 59 38 33 30 17 8 63 |
225 \fill[blue!50] (7,3) rectangle ++ (1,1); |
197 \end{lstlisting}%$ |
226 \fill[blue!50] (4,0) rectangle ++ (1,1); |
|
227 \fill[blue!50] (2,0) rectangle ++ (1,1); |
|
228 \pic[fill=red] at (4,4) {piece={4}}; |
|
229 \pic[fill=red] at (4,8) {piece={4}}; |
|
230 \pic[fill=white] at (2,5) {piece={3}}; |
|
231 \pic[fill=white] at (4,3) {piece={2}}; |
|
232 \pic[fill=white] at (6,3) {piece={1}}; |
|
233 \pic[fill=white] at (8,4) {piece={1}}; |
|
234 % numbers |
|
235 \foreach\x in {1,...,8} |
|
236 {\draw (\x - 0.5, -0.4) node {\x}; |
|
237 } |
|
238 \foreach\y in {1,...,8} |
|
239 {\draw (-0.4, \y - 0.6, -0.4) node {\y}; |
|
240 } |
|
241 \end{tikzpicture} |
|
242 \end{equation} |
|
243 |
|
244 \noindent |
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245 The red piece in the centre on field (4, 4) can move to all the blue fields. |
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246 In particular it can move to (2, 6), because it can move 2 fields up |
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247 and 2 fields to the left---it cannot reach this field by moving two |
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248 fields to the left and then two up, because jumping over the white |
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249 piece at (2, 5) is not allowed. Similarly, the field at (6, 2) is |
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250 unreachable for the red piece because of the two white pieces at (4, |
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251 3) and (6, 3) are in the way and no S-shape move is allowed in |
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252 Shogun. The red piece on (4, 4) cannot move to the field (4, 8) at the |
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253 top, because a red piece is already there; but it can move to (8, 4) |
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254 and capture the white piece there. The moral is we always have to |
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255 explore all possible ways in order to determine whether a piece can be |
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256 moved to a field or not: in general there might be several ways and some of |
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257 them might be blocked. |
198 |
258 |
199 |
259 |
200 \subsection*{Hints} |
260 \subsection*{Hints} |
201 |
261 |
202 \noindent |
262 Useful functions about pieces and boards are defined at the beginning |
203 Useful list functions: \texttt{.contains(..)} checks |
263 of the template file. The function \texttt{.map} applies a function to |
204 whether an element is in a list, \texttt{.flatten} turns a list of |
264 each element of a list or set; \texttt{.flatMap} works like |
205 lists into just a list, \texttt{\_::\_} puts an element on the head of |
265 \texttt{map} followed by a \texttt{.flatten}---this is useful if a |
206 the list, \texttt{.head} gives you the first element of a list (make |
266 function returns a set of sets, which need to be ``unioned up''. Sets |
207 sure the list is not \texttt{Nil}); a useful option function: |
267 can be partitioned according to a predicate with the function |
208 \texttt{.isDefined} returns true, if an option is \texttt{Some(..)}; |
268 \texttt{.partition}. For example |
209 anonymous functions can be constructed using \texttt{(x:Int) => ...}, |
269 |
210 this function takes an \texttt{Int} as an argument; |
270 \begin{lstlisting} |
211 a useful list function: \texttt{.sortBy} sorts a list |
271 val (even, odd) = Set(1,2,3,4,5).partition(_ % 2 == 0) |
212 according to a component given by the function; a function can be |
272 // --> even = Set(2,4) |
213 tested to be tail-recursive by annotation \texttt{@tailrec}, which is |
273 // odd = Set(1,3,5) |
214 made available by importing \texttt{scala.annotation.tailrec}.\medskip |
274 \end{lstlisting} |
215 |
275 |
216 |
276 \noindent |
217 %%\newpage |
277 The function \texttt{.toList} transforms a set into a list. The function |
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278 \texttt{.count} counts elements according to a predicate. For example |
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279 |
|
280 \begin{lstlisting} |
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281 Set(1,2,3,4,5).count(_ % 2 == 0) |
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282 // --> 2 |
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283 \end{lstlisting} |
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284 |
|
285 %% \newpage |
218 |
286 |
219 \subsection*{Tasks} |
287 \subsection*{Tasks} |
220 |
288 |
221 You are asked to implement the knight's tour problem such that the |
289 You are asked to implement how pieces can move on a Shogun board. Let |
222 dimension of the board can be changed. Therefore most functions will |
290 us first fix the basic datastructures for the implementation. A |
223 take the dimension of the board as an argument. The fun with this |
291 \emph{position} (or field) is a pair of integers, like $(3, 2)$. The |
224 problem is that even for small chessboard dimensions it has already an |
292 board's dimension is always 8 $\times$ 8. A \emph{colour} is either |
225 incredibly large search space---finding a tour is like finding a |
293 red (\texttt{Red}) or white (\texttt{Wht}). A \emph{piece} is either |
226 needle in a haystack. In the first task we want to see how far we get |
294 a pawn or a king, and has a position, a colour and an energy (an |
227 with exhaustively exploring the complete search space for small |
295 integer). In the template file there are functions \texttt{incx}, |
228 chessboards.\medskip |
296 \texttt{decx}, \texttt{incy} and \texttt{decy} for incrementing and |
229 |
297 decrementing the x- and y-coordinates of positions of pieces. |
230 \noindent |
298 |
231 Let us first fix the basic datastructures for the implementation. The |
299 A \emph{board} consists of a set of pieces. We always assume that we |
232 board dimension is an integer. |
300 start with a consistent board and every move generates another |
233 A \emph{position} (or field) on the chessboard is |
301 consistent board. In this way we do not need to check, for example, |
234 a pair of integers, like $(0, 0)$. A \emph{path} is a list of |
302 whether pieces are stacked on top of each other or located outside the |
235 positions. The first (or 0th move) in a path is the last element in |
303 board, or have an energy outside the permitted range. There are |
236 this list; and the last move in the path is the first element. For |
304 functions \texttt{-} and \texttt{+} for removing, respectively adding, |
237 example the path for the $5\times 5$ chessboard above is represented |
305 single pieces to a board. The function \texttt{occupied} takes a |
238 by |
306 position and a board as arguments, and returns an \texttt{Option} of a |
239 |
307 piece when this position is occupied, otherwise \texttt{None}. The |
240 \[ |
308 function \texttt{occupied\_by} returns the colour of a potential piece |
241 \texttt{List($\underbrace{\texttt{(0, 4)}}_{24}$, |
309 on that position. The function \texttt{is\_occupied} returns a boolean |
242 $\underbrace{\texttt{(2, 3)}}_{23}$, ..., |
310 for whether a position is occupied or not; \texttt{print\_board} is a |
243 $\underbrace{\texttt{(3, 2)}}_1$, $\underbrace{\texttt{(4, 4)}}_0$)} |
311 rough function that prints out a board on the console. This function |
244 \] |
312 is meant for testing purposes. |
245 |
|
246 \noindent |
|
247 Suppose the dimension of a chessboard is $n$, then a path is a |
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248 \emph{tour} if the length of the path is $n \times n$, each element |
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249 occurs only once in the path, and each move follows the rules of how a |
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250 knight moves (see above for the rules). |
|
251 |
|
252 |
|
253 \subsubsection*{Task 1 (file knight1.scala)} |
|
254 |
313 |
255 |
314 |
256 |
315 |
257 \begin{itemize} |
316 \begin{itemize} |
258 \item[(1)] Implement an \texttt{is\_legal} function that takes a |
317 \item[(1)] You need to calculate all possible moves for a piece on a Shogun board. In order to |
259 dimension, a path and a position as arguments and tests whether the |
318 make sure no piece moves forwards and backwards at the same time, |
260 position is inside the board and not yet element in the |
319 and also exclude all S-shape moves, the data-structure \texttt{Move} |
261 path. \hfill[1 Mark] |
320 is introduced. A \texttt{Move} encodes all simple moves (up, down, left, |
262 |
321 right) and L-shape moves (first right, then up and so on). This is defined |
263 \item[(2)] Implement a \texttt{legal\_moves} function that calculates for a |
322 as follows: |
264 position all legal onward moves. If the onward moves are |
323 |
265 placed on a circle, you should produce them starting from |
324 {\small\begin{lstlisting} |
266 ``12-o'clock'' following in clockwise order. For example on an |
325 abstract class Move |
267 $8\times 8$ board for a knight at position $(2, 2)$ and otherwise |
326 case object U extends Move // up |
268 empty board, the legal-moves function should produce the onward |
327 case object D extends Move // down |
269 positions in this order: |
328 case object R extends Move // right |
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329 case object L extends Move // left |
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330 case object RU extends Move // ... |
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331 case object LU extends Move |
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332 case object RD extends Move |
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333 case object LD extends Move |
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334 case object UR extends Move |
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335 case object UL extends Move |
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336 case object DR extends Move |
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337 case object DL extends Move |
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338 \end{lstlisting}} |
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339 |
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340 You need to implement an \texttt{eval} function that takes a piece |
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341 \texttt{pc}, a move \texttt{m}, an energy \texttt{en} and a board |
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342 \texttt{b} as arguments. The idea is to recursively calculate all |
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343 fields that can be reached by the move \texttt{m} (there might be more than |
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344 one). The energy acts as a counter and decreases in each recursive |
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345 call until 0 is reached (the final field). The function \texttt{eval} for a piece \texttt{pc} |
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346 should behave as follows: |
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347 |
|
348 \begin{itemize} |
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349 \item If the position of a piece is outside the board, then no field can be reached (represented by |
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350 the empty set \texttt{Set()}). |
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351 \item If the energy is 0 and the position of the piece is \textit{not} occupied, then the field can be reached |
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352 and the set \texttt{Set(pc)} is returned whereby \texttt{pc} is the piece given as argument. |
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353 \item If the energy is 0 and the position of the piece \textit{is} occupied, but occupied by a piece |
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354 of the opposite colour, then also the set \texttt{Set(pc)} is returned. |
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355 \item In case the energy is > 0 and the position of the piece |
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356 \texttt{pc} is occupied, then this move is blocked and the set |
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357 \texttt{Set()} is returned. |
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358 \item In all other cases we have to analyse the move |
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359 \texttt{m}. First, the simple moves (that is \texttt{U}, \texttt{D}, |
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360 \texttt{L} and \texttt{R}) we only have to increment / decrement the |
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361 x- or y-position of the piece, decrease the energy and call eval |
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362 recursively with the updated arguments. For example for \texttt{U} |
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363 you need to increase the y-coordinate: |
270 |
364 |
271 \begin{center} |
365 \begin{center} |
272 \texttt{List((3,4), (4,3), (4,1), (3,0), (1,0), (0,1), (0,3), (1,4))} |
366 \texttt{U} $\quad\Rightarrow\quad$ new arguments: \texttt{incy(pc)}, \texttt{U}, energy - 1, same board |
273 \end{center} |
367 \end{center} |
274 |
368 |
275 If the board is not empty, then maybe some of the moves need to be |
369 The move \texttt{U} here acts like a ``mode'', meaning if you move |
276 filtered out from this list. For a knight on field $(7, 7)$ and an |
370 up, you can only move up; the mode never changes. Similarly for the other simple moves: if |
277 empty board, the legal moves are |
371 you move right, you can only move right and so on. In this way it is |
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372 prevented to go first to the right, and then change direction in order to go |
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373 left (same with up and down). |
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374 |
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375 For the L-shape moves (\texttt{RU}, \texttt{LU}, \texttt{RD} and so on) you need to calculate two |
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376 sets of reachable fields. Say we analyse \texttt{RU}, then we first have to calculate all fields |
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377 reachable by moving to the right; then we have to calculate all moves by changing the mode to \texttt{U}. |
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378 That means there are two recursive calls to \texttt{eval}: |
278 |
379 |
279 \begin{center} |
380 \begin{center} |
280 \texttt{List((6,5), (5,6))} |
381 \begin{tabular}{@{}lll@{}} |
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382 \texttt{RU} & $\Rightarrow$ & new args for call 1: \texttt{incx(pc)}, \texttt{RU}, energy - 1, same board\\ |
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383 & & new args for call 2: \texttt{pc}, \texttt{U}, same energy, same board |
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384 \end{tabular} |
281 \end{center} |
385 \end{center} |
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386 |
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387 In each case we receive some new piece(s) on reachable fields and therefore we return the set |
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388 containing all these fields. Similarly in the other cases. |
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389 \end{itemize} |
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390 |
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391 For example on the left board below, \texttt{eval} is called with the white |
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392 piece in the centre and the move \texttt{RU} generates then a set of |
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393 new pieces corresponding to the blue fileds. The difference on the |
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394 right board is that \texttt{eval} is called with a red piece and therefore the |
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395 field (4, 8) is not reachable anymore because it is already occupied by |
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396 another red piece. |
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397 |
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398 \begin{center} |
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399 \begin{tabular}{cc} |
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400 \begin{tikzpicture}[scale=0.45,every node/.style={scale=0.45}] |
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401 % chessboard |
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402 \draw[very thick,gray] (0,0) rectangle (8,8); |
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403 \foreach\x in {0,...,7}\foreach\y in {7,...,0} |
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404 { |
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405 \pgfmathsetmacro\blend{Mod(\x+\y,2)==0?75:25} |
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406 \fill[gray!\blend] (\x,\y) rectangle ++ (1,1); |
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407 } |
|
408 \fill[blue!50] (5,5) rectangle ++ (1,1); |
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409 \fill[blue!50] (3,7) rectangle ++ (1,1); |
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410 \fill[blue!50] (4,6) rectangle ++ (1,1); |
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411 \fill[blue!50] (6,4) rectangle ++ (1,1); |
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412 \fill[blue!50] (7,3) rectangle ++ (1,1); |
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413 |
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414 % black pieces |
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415 \foreach\x/\y/\e in {1/1/1,2/1/3,3/1/2,4/1/3,6/1/3,7/1/1,8/1/2} |
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416 \pic[fill=white] at (\x,\y) {piece={\e}}; |
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417 % white pieces |
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418 \foreach\x/\y/\e in {1/8/4,2/8/2,3/8/4,5/8/4,6/8/2,7/8/3,8/8/1} |
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419 \pic[fill=red] at (\x,\y) {piece={\e}}; |
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420 \pic[fill=white] at (5.0,1.0) {king={1}}; |
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421 \pic[fill=red] at (4.0,8.0) {king={2}}; |
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422 |
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423 \pic[fill=white] at (4,4) {piece={4}}; |
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424 % numbers |
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425 \foreach\x in {1,...,8} |
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426 {\draw (\x - 0.5, -0.4) node {\x}; |
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427 } |
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428 \foreach\y in {1,...,8} |
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429 {\draw (-0.4, \y - 0.6, -0.4) node {\y}; |
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430 } |
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431 \end{tikzpicture} |
|
432 & |
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433 \begin{tikzpicture}[scale=0.45,every node/.style={scale=0.45}] |
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434 % chessboard |
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435 \draw[very thick,gray] (0,0) rectangle (8,8); |
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436 \foreach\x in {0,...,7}\foreach\y in {7,...,0} |
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437 { |
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438 \pgfmathsetmacro\blend{Mod(\x+\y,2)==0?75:25} |
|
439 \fill[gray!\blend] (\x,\y) rectangle ++ (1,1); |
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440 } |
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441 \fill[blue!50] (5,5) rectangle ++ (1,1); |
|
442 \fill[blue!50] (4,6) rectangle ++ (1,1); |
|
443 \fill[blue!50] (6,4) rectangle ++ (1,1); |
|
444 \fill[blue!50] (7,3) rectangle ++ (1,1); |
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445 |
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446 % black pieces |
|
447 \foreach\x/\y/\e in {1/1/1,2/1/3,3/1/2,4/1/3,6/1/3,7/1/1,8/1/2} |
|
448 \pic[fill=white] at (\x,\y) {piece={\e}}; |
|
449 % white pieces |
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450 \foreach\x/\y/\e in {1/8/4,2/8/2,3/8/4,5/8/4,6/8/2,7/8/3,8/8/1} |
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451 \pic[fill=red] at (\x,\y) {piece={\e}}; |
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452 \pic[fill=white] at (5.0,1.0) {king={1}}; |
|
453 \pic[fill=red] at (4.0,8.0) {king={2}}; |
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454 |
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455 \pic[fill=red] at (4,4) {piece={4}}; |
|
456 % numbers |
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457 \foreach\x in {1,...,8} |
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458 {\draw (\x - 0.5, -0.4) node {\x}; |
|
459 } |
|
460 \foreach\y in {1,...,8} |
|
461 {\draw (-0.4, \y - 0.6, -0.4) node {\y}; |
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462 } |
|
463 \end{tikzpicture} |
|
464 \\[-5mm] |
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465 \end{tabular} |
|
466 \end{center}\hfill[3 Marks] |
|
467 |
|
468 \item[(2)] Implement an \texttt{all\_moves} function that calculates for a |
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469 piece and a board, \textit{all} pieces on legal onward positions. For this |
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470 you have to call \texttt{eval} for all possible moves \texttt{m} (that is \texttt{U}, |
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471 \texttt{D}, \ldots, \texttt{DL}). An example for all moves for the red piece on (4, 4) are |
|
472 shown in \eqref{moves} on page \pageref{moves}.\\ |
282 \mbox{}\hfill[1 Mark] |
473 \mbox{}\hfill[1 Mark] |
283 |
474 |
284 \item[(3)] Implement two recursive functions (\texttt{count\_tours} and |
475 \item[(3)] Implement a function \texttt{attacked} that takes a colour and a board |
285 \texttt{enum\_tours}). They each take a dimension and a path as |
476 and calculates all pieces of the opposite side that are attacked. For example |
286 arguments. They exhaustively search for tours starting |
477 below on the left are all the attacked pieces by red, and on the right for white: |
287 from the given path. The first function counts all possible |
478 |
288 tours (there can be none for certain board sizes) and the second |
479 \begin{center} |
289 collects all tours in a list of paths. These functions will be |
480 \begin{tabular}{cc} |
290 called with a path containing a single position---the starting field. |
481 \begin{tikzpicture}[scale=0.45,every node/.style={scale=0.45}] |
291 They are expected to extend this path so as to find all tours starting |
482 % chessboard |
292 from the given position.\\ |
483 \draw[very thick,gray] (0,0) rectangle (8,8); |
|
484 \foreach\x in {0,...,7}\foreach\y in {7,...,0} |
|
485 { |
|
486 \pgfmathsetmacro\blend{Mod(\x+\y,2)==0?75:25} |
|
487 \fill[gray!\blend] (\x,\y) rectangle ++ (1,1); |
|
488 } |
|
489 \fill[blue!50] (7,3) rectangle ++ (1,1); |
|
490 \fill[blue!50] (6,0) rectangle ++ (1,1); |
|
491 |
|
492 |
|
493 % black pieces |
|
494 \foreach\x/\y/\e in {6/1/3,4/4/4,5/3/4,6/5/3} |
|
495 \pic[fill=red] at (\x,\y) {piece={\e}}; |
|
496 % white pieces |
|
497 \foreach\x/\y/\e in {8/4/2,4/1/2,8/7/3} |
|
498 \pic[fill=white] at (\x,\y) {piece={\e}}; |
|
499 |
|
500 \pic[fill=red] at (4,2) {king={2}}; |
|
501 \pic[fill=white] at (7,1) {king={2}}; |
|
502 |
|
503 % numbers |
|
504 \foreach\x in {1,...,8} |
|
505 {\draw (\x - 0.5, -0.4) node {\x}; |
|
506 } |
|
507 \foreach\y in {1,...,8} |
|
508 {\draw (-0.4, \y - 0.6, -0.4) node {\y}; |
|
509 } |
|
510 \end{tikzpicture} |
|
511 & |
|
512 \begin{tikzpicture}[scale=0.45,every node/.style={scale=0.45}] |
|
513 % chessboard |
|
514 \draw[very thick,gray] (0,0) rectangle (8,8); |
|
515 \foreach\x in {0,...,7}\foreach\y in {7,...,0} |
|
516 { |
|
517 \pgfmathsetmacro\blend{Mod(\x+\y,2)==0?75:25} |
|
518 \fill[gray!\blend] (\x,\y) rectangle ++ (1,1); |
|
519 } |
|
520 \fill[blue!50] (5,0) rectangle ++ (1,1); |
|
521 |
|
522 |
|
523 % black pieces |
|
524 \foreach\x/\y/\e in {6/1/3,4/4/4,5/3/4,6/5/3} |
|
525 \pic[fill=red] at (\x,\y) {piece={\e}}; |
|
526 % white pieces |
|
527 \foreach\x/\y/\e in {8/4/2,4/1/2,8/7/3} |
|
528 \pic[fill=white] at (\x,\y) {piece={\e}}; |
|
529 |
|
530 \pic[fill=red] at (4,2) {king={2}}; |
|
531 \pic[fill=white] at (7,1) {king={2}}; |
|
532 |
|
533 % numbers |
|
534 \foreach\x in {1,...,8} |
|
535 {\draw (\x - 0.5, -0.4) node {\x}; |
|
536 } |
|
537 \foreach\y in {1,...,8} |
|
538 {\draw (-0.4, \y - 0.6, -0.4) node {\y}; |
|
539 } |
|
540 \end{tikzpicture} |
|
541 \\[-5mm] |
|
542 \end{tabular} |
|
543 \end{center}\mbox{}\hfill[1 Mark] |
|
544 |
|
545 \item[(4)] Implement a function \texttt{attackedN} that takes a piece and a board |
|
546 and calculates the number of times this pieces is attacked by pieces of the opposite colour. |
|
547 For example the piece on field (8, 4) above is attacked by 3 red pieces, and |
|
548 the piece on (6, 1) by 1 white piece. |
|
549 \\ |
|
550 \mbox{}\hfill[1 Mark] |
|
551 |
|
552 \item[(5)] Implement a function \texttt{protectedN} that takes a piece and a board |
|
553 and calculates the number of times this pieces is protected by pieces of the same colour. |
|
554 For example the piece on field (8, 4) above is protected by 1 white pieces (the one on (8, 7)), |
|
555 and the piece on (5, 3) is protected by three red pieces ((6, 1), (4, 2), and (6, 5)). |
|
556 \\ |
293 \mbox{}\hfill[1 Mark] |
557 \mbox{}\hfill[1 Mark] |
294 \end{itemize} |
558 \end{itemize} |
295 |
|
296 \noindent \textbf{Test data:} For the marking, the functions in (3) |
|
297 will be called with board sizes up to $5 \times 5$. If you search |
|
298 for tours on a $5 \times 5$ board starting only from field $(0, 0)$, |
|
299 there are 304 of tours. If you try out every field of a $5 \times |
|
300 5$-board as a starting field and add up all tours, you obtain |
|
301 1728. A $6\times 6$ board is already too large to be searched |
|
302 exhaustively.\footnote{For your interest, the number of tours on |
|
303 $6\times 6$, $7\times 7$ and $8\times 8$ are 6637920, 165575218320, |
|
304 19591828170979904, respectively.}\smallskip |
|
305 |
|
306 \begin{itemize} |
|
307 \item[(4)] Implement a \texttt{first}-function. This function takes a list of |
|
308 positions and a function $f$ as arguments; $f$ is the name we give to |
|
309 this argument). The function $f$ takes a position as argument and |
|
310 produces an optional path. So $f$'s type is \texttt{Pos => |
|
311 Option[Path]}. The idea behind the \texttt{first}-function is as follows: |
|
312 |
|
313 \[ |
|
314 \begin{array}{lcl} |
|
315 \textit{first}(\texttt{Nil}, f) & \dn & \texttt{None}\\ |
|
316 \textit{first}(x\!::\!xs, f) & \dn & \begin{cases} |
|
317 f(x) & \textit{if}\;f(x) \not=\texttt{None}\\ |
|
318 \textit{first}(xs, f) & \textit{otherwise}\\ |
|
319 \end{cases} |
|
320 \end{array} |
|
321 \] |
|
322 |
|
323 \noindent That is, we want to find the first position where the |
|
324 result of $f$ is not \texttt{None}, if there is one. Note that |
|
325 `inside' \texttt{first}, you do not (need to) know anything about |
|
326 the argument $f$ except its type, namely \texttt{Pos => |
|
327 Option[Path]}. If you want to find out what the result of $f$ is |
|
328 on a particular argument, say $x$, you can just write $f(x)$. |
|
329 There is one additional point however you should |
|
330 take into account when implementing \texttt{first}: you will need to |
|
331 calculate what the result of $f(x)$ is; your code should do this |
|
332 only \textbf{once} and for as \textbf{few} elements in the list as |
|
333 possible! Do not calculate $f(x)$ for all elements and then see which |
|
334 is the first \texttt{Some}.\\\mbox{}\hfill[1 Mark] |
|
335 |
|
336 \item[(5)] Implement a \texttt{first\_tour} function that uses the |
|
337 \texttt{first}-function from (4), and searches recursively for single tour. |
|
338 As there might not be such a tour at all, the \texttt{first\_tour} function |
|
339 needs to return a value of type |
|
340 \texttt{Option[Path]}.\\\mbox{}\hfill[1 Mark] |
|
341 \end{itemize} |
|
342 |
|
343 \noindent |
|
344 \textbf{Testing:} The \texttt{first\_tour} function will be called with board |
|
345 sizes of up to $8 \times 8$. |
|
346 \bigskip |
|
347 |
|
348 %%\newpage |
|
349 \subsubsection*{Task 2 (file knight2.scala)} |
|
350 |
|
351 \noindent |
|
352 As you should have seen in the earlier parts, a naive search for tours beyond |
|
353 $8 \times 8$ boards and also searching for closed tours even on small |
|
354 boards takes too much time. There is a heuristics, called \emph{Warnsdorf's |
|
355 Rule} that can speed up finding a tour. This heuristics states that a |
|
356 knight is moved so that it always proceeds to the field from which the |
|
357 knight will have the \underline{fewest} onward moves. For example for |
|
358 a knight on field $(1, 3)$, the field $(0, 1)$ has the fewest possible |
|
359 onward moves, namely 2. |
|
360 |
|
361 \chessboard[maxfield=g7, |
|
362 pgfstyle= {[base,at={\pgfpoint{0pt}{-0.5ex}}]text}, |
|
363 text = \small 3, markfield=Z5, |
|
364 text = \small 7, markfield=b5, |
|
365 text = \small 7, markfield=c4, |
|
366 text = \small 7, markfield=c2, |
|
367 text = \small 5, markfield=b1, |
|
368 text = \small 2, markfield=Z1, |
|
369 setpieces={Na3}] |
|
370 |
|
371 \noindent |
|
372 Warnsdorf's Rule states that the moves on the board above should be |
|
373 tried in the order |
|
374 |
|
375 \[ |
|
376 (0, 1), (0, 5), (2, 1), (2, 5), (3, 4), (3, 2) |
|
377 \] |
|
378 |
|
379 \noindent |
|
380 Whenever there are ties, the corresponding onward moves can be in any |
|
381 order. When calculating the number of onward moves for each field, we |
|
382 do not count moves that revisit any field already visited. |
|
383 |
|
384 \begin{itemize} |
|
385 \item[(6)] Write a function \texttt{ordered\_moves} that calculates a list of |
|
386 onward moves like in (2) but orders them according to |
|
387 Warnsdorf’s Rule. That means moves with the fewest legal onward moves |
|
388 should come first (in order to be tried out first). \hfill[1 Mark] |
|
389 |
|
390 \item[(7)] Implement a \texttt{first\_closed\_tour\_heuristics} |
|
391 function that searches for a single |
|
392 \textbf{closed} tour on a $6\times 6$ board. It should try out |
|
393 onward moves according to |
|
394 the \texttt{ordered\_moves} function from (6). It is more likely to find |
|
395 a solution when started in the middle of the board (that is |
|
396 position $(dimension / 2, dimension / 2)$). \hfill[1 Mark] |
|
397 |
|
398 \item[(8)] Implement a \texttt{first\_tour\_heuristics} function |
|
399 for boards up to |
|
400 $30\times 30$. It is the same function as in (7) but searches for |
|
401 tours (not just closed tours). It might be called with any field on the |
|
402 board as starting field.\\ |
|
403 %You have to be careful to write a |
|
404 %tail-recursive function of the \texttt{first\_tour\_heuristics} function |
|
405 %otherwise you will get problems with stack-overflows.\\ |
|
406 \mbox{}\hfill[1 Mark] |
|
407 \end{itemize} |
|
408 |
|
409 \subsubsection*{Task 3 (file knight3.scala)} |
|
410 \begin{itemize} |
|
411 \item[(9)] Implement a function \texttt{tour\_on\_mega\_board} which is |
|
412 the same function as in (8), \textbf{but} should be able to |
|
413 deal with boards up to |
|
414 $70\times 70$ \textbf{within 30 seconds} (on my laptop). This will be tested |
|
415 by starting from field $(0, 0)$. You have to be careful to |
|
416 write a tail-recursive function otherwise you will get problems |
|
417 with stack-overflows. Please observe the requirements about |
|
418 the submissions: no tricks involving \textbf{.par}.\medskip |
|
419 |
|
420 The timelimit of 30 seconds is with respect to the laptop on which the |
|
421 marking will happen. You can roughly estimate how well your |
|
422 implementation performs by running \texttt{knight3.jar} on your |
|
423 computer. For example the reference implementation shows |
|
424 on my laptop: |
|
425 |
|
426 \begin{lstlisting}[language={},numbers=none,basicstyle=\ttfamily\small] |
|
427 $ scala -cp knight3.jar |
|
428 |
|
429 scala> M4c.tour_on_mega_board(70, List((0, 0))) |
|
430 Time needed: 9.484 secs. |
|
431 ...<<long_list>>... |
|
432 \end{lstlisting}%$ |
|
433 |
|
434 \mbox{}\hfill[1 Mark] |
|
435 \end{itemize} |
|
436 |
|
437 \subsubsection*{Task 4 (file knight4.scala)} |
|
438 \begin{itemize} |
|
439 \item[(10)] In this task we want to solve the problem of finding a single |
|
440 tour (if there exists one) on what is sometimes called ``mutilated'' |
|
441 chessboards, for example rectangular chessbords or chessboards where |
|
442 fields are missing. For this implement a search function |
|
443 |
|
444 \begin{center} |
|
445 \begin{tabular}{@{}l@{}} |
|
446 \texttt{def one\_tour\_pred(dim: Int, path: Path,}\\ |
|
447 \texttt{\phantom{def one\_tour\_pred(}n: Int, f: Pos => Boolean): Option[Path]} |
|
448 \end{tabular} |
|
449 \end{center} |
|
450 |
|
451 which has, like before, the dimension and current path as arguments, |
|
452 and in addtion it takes an integer, which specifies the length of |
|
453 the longest path (or length of the path after which the search |
|
454 should backtrack), and a function from positions to Booleans. This |
|
455 function acts as a predicate in order to restrict which onward legal |
|
456 moves should be considered in the search. The function |
|
457 \texttt{one\_tour\_pred} should return a single tour |
|
458 (\texttt{Some}-case), if one or more tours exist, and \texttt{None}, if no |
|
459 tour exists. For example when called with |
|
460 |
|
461 \begin{center} |
|
462 \texttt{one\_tour\_pred(7, List((0, 0)), 35, x => x.\_1 < 5)} |
|
463 \end{center} |
|
464 |
|
465 we are looking for a tour starting from position \texttt{(0,0)} on a |
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466 7 $\times$ 5 board, where the maximum length of the path is 35. The |
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467 predicate \texttt{x => x.\_1 < 5} ensures that no position with an |
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468 x-coordinate bigger than 4 is considered. One possible solution is |
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469 |
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470 \begin{lstlisting}[language={},numbers=none,basicstyle=\ttfamily\small] |
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471 0 13 22 33 28 11 20 |
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472 23 32 1 12 21 34 27 |
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473 14 7 16 29 2 19 10 |
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474 31 24 5 8 17 26 3 |
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475 6 15 30 25 4 9 18 |
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476 -1 -1 -1 -1 -1 -1 -1 |
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477 -1 -1 -1 -1 -1 -1 -1 |
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478 \end{lstlisting}%$ |
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479 |
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480 where \texttt{print\_board} prints a \texttt{-1} for all fields that |
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481 have not been visited. |
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482 |
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483 \mbox{}\hfill[2 Marks] |
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484 \end{itemize} |
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485 |
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486 |
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487 |
559 |
488 \end{document} |
560 \end{document} |
489 |
561 |
490 %%% Local Variables: |
562 %%% Local Variables: |
491 %%% mode: latex |
563 %%% mode: latex |