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Coursework 3 – Intelligent Rogue Chars
Intelligent game-playing characters have been used in the game industry to harness
the power of graph algorithms to navigate complex virtual environments, strategically
analyzing interconnected nodes and edges to optimize their movements and decisionmaking
processes. By leveraging graph traversal techniques such as breadth-first
search (BFS) and depth-first search (DFS), these characters can efficiently explore vast
game worlds, identify optimal paths, and anticipate opponent movements.
In this coursework, you will use graph algorithms you have learned in Lecture 10 to
develop an effective approach to track and intercept a moving opponent in a
(simplified version of the) 2D Game called Rogue. You will also create a viable plan to
evade interception from said opponent.
Rogue
The game Rogue was created by Michael Toy and Glen Wichman, who, while
experimenting with Ken Arnold's C library named curses in the late 1970s, designed a
graphical adventure game shown below.
In 1984, CMU graduate students developed Rog-o-matic, an automated Rogue player,
which became the highest-rated player. Rog-o-matic's algorithm prioritized avoiding
monster encounters to facilitate health regeneration, posing an intriguing graph
search challenge, which inspired this coursework.
3
Rules of the Game
The game of Rogue is played on an N-by-N grid that represents the dungeon. The two
players are a rogue and a monster. The rogue is represented with the character @.
The monster is represented by an uppercase letter A through Z.
The monster and rogue take turns making moves, with the monster going first. If the
monster intercepts the rogue (i.e., occupies the same site), then the monster kills the
rogue, and the game ends. In each turn, a player either remains stationary or moves
to an adjacent site.
There are three types of sites:
1. Rooms represented by .
2. Corridors represented by +
3. Walls represented by (a space)
The movement rules are:
If a player is in a room site, then they can move to an adjacent room site in one
of the 8 compass directions (N, E, S, W, NW, NE, SW, SE) or a corridor site in
one of the 4 directions (N, E, S, W).
If a player is in a corridor site, then they can move to an adjacent room or
corridor site in one of the 4 directions (N, E, S, W).
The walls are impenetrable.
Consider the following two dungeons.
In the first dungeon above, the rogue can avoid the monster I indefinitely by moving
N and running around the corridor.
In the second dungeon, the monster A can use the diagonal moves to trap the rogue
in a corner. 4
Monster's Strategy
The monster is tenacious and its sole mission is to chase and intercept the rogue. A
natural strategy for the monster is to always take one step toward the rogue. In terms
of the underlying graph, this means that the monster should compute a shortest path
between itself and the rogue, and take one step along such a path. This strategy is not
necessarily optimal, since there may be ties, and taking a step along one shortest path
may be better than taking a step along another shortest path.
Consider the following two dungeons.
In the first dungeon above, monster B's only optimal strategy is to take a step in the
NE direction. Moving N or E would enable the rogue to make a mad dash for the
opposite corridor entrance.
In the second dungeon, the monster C can guarantee to intercept the rogue by first
moving E.
Your first task is to implement an effective strategy for the monster. To implement
the monster's strategy, you may want to consider using BFS.
Rogue's Strategy
The rogue's goal is to avoid the monster for as long as possible. A naive strategy is to
move to an adjacent site that is as far as possible from the monster's current location.
That strategy is not necessarily optimal.
Consider the following two dungeons.
It is easy to see that that strategy may lead to a quick and unnecessary death, as in
the second dungeon above where the rogue can avoid the monster J by moving SE.
Another potentially deadly strategy would be to go to the nearest corridor. To avoid
the monster F in the first dungeon, the rogue must move towards a northern corridor
instead.
A more effective strategy is to identify a sequence of adjacent corridor and room sites
which the rogue can run around in circles forever, thereby avoiding the monster
indefinitely. This involves identifying and following certain cycles in the underlying
graph. Of course, such cycles may not always exist, in which case your goal is to survive
for as long as possible. To implement the rogue's strategy, you may want to use both
BFS and DFS.
Implementation and Specification
In this section, you will discover the expected details regarding the implementation
and specifications of the Rogue game, which you are required to adhere to.
Dungeon File Input Format
The input dungeon consists of an integer N, followed by N rows of 2N characters
each. For example:
A room is a contiguous rectangular block of room sites. Rooms may not connect
directly with each other. That is, any path from one room to another will use at least
one corridor site.
There will be exactly one monster and one rogue, and each will start in some room
site.
You will be given 18 dungeon files to test your code with.
You may create your own dungeon files (explain the novelty in your report/video!).
In the rubric subsection below, you are required to show the correctness and the
performance of your rogue and monster on at least 5 non-trivial dungeons in total.
Game of Rogue Specification
We will provide some files that are already completed as the game infrastructure.
There are two files to complete: Monster.java and Rogue.java, for which some
skeleton code is provided.
The given files are only for a quick start: you should modify the files so your program
exhibits more object-oriented programming principles! 7
The following is the interface of Monster.java :
public Monster(Game g) // create a new monster playing game g
public Site move() // return adjacent site to which it moves
And the analogous program Rogue.java:
public Rogue(Game g) // create a new rogue playing a game g
public Site move() // return adjacent site to which it moves
The move() method should implement the move of the monster/rogue as specified
by the strategy that you have created.
Game.java reads in the dungeon from standard input and does the game playing and
refereeing. It has three primary interface functions that will be needed by
Rogue.java and Monster.java.
public Site getMonsterSite() // return site occupied by monster
public Site getRogueSite() // return site occupied by rogue
public Dungeon getDungeon() // return the dungeon
Dungeon.java represents an N-by-N dungeon.
public boolean isLegalMove(Site v, Site w) // is moving from site v
to w legal?
public boolean isCorridor(Site v) // is site v a corridor site?
public boolean isRoom(Site v) // is site v a room site?
public int size() // return N = dim of dungeon
In.java is a library from Algorithms optional textbook to read in data from various
sources. You will have to create your own input library for your CW3 program.
Site.java is a data type that represents a location site in the N-by-N dungeon.
public Site(int i, int j) // create new Site for location (i, j)
public int i() // get i coordinate
public int j() // get j coordinate
public int manhattan(Site w) // return Manhattan distance
from invoking site to w
public boolean equals(Site w) // is invoking site equal to w?
If you have two sites located at coordinates (i1, j1) and (i2, j2), then the Manhattan
distance between the two sites is |i1 - i2| + |j1 - j2|. This represents the length you
have to travel, assuming you can only move horizontally and vertically.
You should modify the files or create other Java files, so your final program exhibits
more object-oriented programming principles. Finally, you must only use libraries
that are covered in CPT204 (including in Liang textbook). Violating this by using
libraries that are not covered in CPT204 will result in an automatic total mark of 0.
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