Program 4: Gomoku Tournament

Results

Due Date

This assignment is due at the beginning of the lecture on Friday, December 7th. No late days can be used on this assignment, due to the fact that we will be holding a tournament among the programs in EPS 254 that day.

Partners

Everyone is required to complete this assignment with one partner. Submit one solution with both of your names on it.

Purpose

The purpose of this assignment is to give you experience incorporating AI game-playing techniques into a program that plays gomoku. The game will be played on a 15 by 15 board. In the event of a tie (see below), a tiebreaker will be played on an n by n board of undisclosed size.

Requirements

The Tournament

The tournament will be held during the class period on Friday, December 7th in EPS 254. If your program is scheduled to play another team's program, you will play two games: once as the white player and once as the black player. The white player always moves first.

A game should proceed as follows:

  1. Invoke clisp
  2. Load the compiled version of the black player
  3. Load the compiled version of the white player
  4. Load the compiled version of the driver
  5. Type (driver)

Write down the outcome of each game and how many moves this outcome took to reach. Report the outcome of each game to John. If one program makes an illegal play or consistently takes too long to move, the other program receives a forfeit and is declared the winner. Otherwise, one of three things can occur:

  1. One player wins both games. In this case, the winner is clear.
  2. Each player wins one game. In this case, whoever wins in fewer moves is the winner.
  3. There is a tie. In this case, if time permits, you will be asked to play two more games with a different board size to see if a winner can be determined. If this still results in a tie, a tie will be declared.

What to Submit

The following materials must be received no later than Friday, December 7th at 12:00 noon.

  1. A printout (not an e-mail) of the white.l file.
  2. A printout (not an e-mail) of the black.l file, but only if this file uses a significantly different strategy than the white.l file.
  3. An e-mail of the white.l and black.l files to John at paxton@cs.montana.edu

Grading

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