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haskell COMP1100-Assignment 3
Your Task
Hints
Coding Style (10 Marks)
Your Task
Technical Report (COMP1100: 25 Marks)
Content and Structure
Introduction
Content
Reection
Things to avoid in a technical report
Assignment 3: Consecutive Dots Bot | COMP1100

Format
Communication
Submission Advice
COMP1100 Assignment 3
In this assignment, you will develop a software agent or AI bot that plays “Consecutive
Dots”. Consecutive dots is similar to a game of Connect Four, however connections that
wrap around the board are allowed.
This assignment is worth 15% of your nal grade.
Deadline: Friday 28th October, 2022, at 11:00pm Canberra time sharp
Overview of Tasks
This assignment is marked out of 100 for COMP1100 students.
Task Marks
Main Task: Consecutive Dots AI 55 Marks
Unit Tests 10 Marks
Coding Style 10 Marks
Technical Report 25 Marks
As with assignment 2, code that does not compile will be penalised heavily. This means
that both the commands cabal v2-run game (with sensible arguments) and
cabal v2-test must run without errors. If either command fails with an error, a
signicant mark deduction will be applied. If you have a partial solution that you cannot get
working, you should comment it out and write an additional comment directing your tutor’s
attention to it. You are also welcome to ask questions about error messages in drop-ins or
on Piazza.
Getting Started
Fork the assignment repository and clone it to your computer, following the same steps as
in Lab 2. The assignment repository is at
https://gitlab.cecs.anu.edu.au/comp1100/2022s2/2022s2StudentFiles/assignment3.
Overview of the Game
Assignment 3: Consecutive Dots Bot | COMP1100
https://comp.anu.edu.au/courses/comp1100/assignments/03/ 3/15
Consecutive Dots is a two-player strategy board-game designed to avoid any potential
trademark infringement with a popular toy company. The version we will be playing has
players vying to be the rst to get four consecutive tokens in any direction. If a
consecutive run of tokens reaches the end of the board, it may continue through the
opposite side, as though the board took the shape of a cylinder (for example, Blue’s win
here, or Red’s win here).
The game starts with an empty board with the following starting conguration:
Initial State.
The blue token is considered player 1 and always moves rst. The red token is
considered player 2 and always moves second.
Players take turns choosing a column to “drop” their token into. Once dropped, the
token falls until it reaches the bottom of the board, or an existing token of either
colour. This token then takes up the slot in the next available row.
If a column is full of tokens (the space at the top of that column is full) then no moves
may be made in that column. The player must select an alternative column to drop
their token. If no free columns exist and no winner has been found then the game
ends in a draw.
Otherwise if the player’s dropped token results in a run of 4 connected tokens in any
direction (up, down, top-left to bottom-right diagonal, or bottom-left to top-right
diagonal), even if the direction wraps around the board edge, then that player wins
the game. The other player loses the game.
Overview of the Repository
Most of your code will be written in src/AI.hs , but you will also need to write tests in
src/AITests.hs .
Other Files
src/ConsecutiveDots.hs implements the rules for Consecutive Dots. You should
read through this le and familiarise yourself with the data declarations and the type
signatures of the functions in it, as you will use some of these to analyse the game
states. You do not need to understand how the functions in this le works in detail.
src/ConsecutiveDotsTests.hs implements some unit tests for the game. You
are welcome to read through it.
src/AITests.hs is an empty le for you to write tests for your agent.
src/Testing.hs is a simple test framework similar to the one in Assignment 2.
However, it has been extended so that you can group related tests together for
clarity.
src/Dragons contains all the other code that makes the framework go. You do not
need to read or understand anything in this directory. Here be dragons! (On medieval
8 × 7
Assignment 3: Consecutive Dots Bot | COMP1100
https://comp.anu.edu.au/courses/comp1100/assignments/03/ 4/15
maps they drew pictures of dragons or sea monsters over uncharted areas.) The code
in those les is beyond the areas of Haskell which this course explores.
Setup.hs tells cabal that this is a normal package with no unusual build steps.
Some complex packages (that we will not see in this course) need to put more
complex code here. You are not required to understand it.
comp1100-assignment3.cabal tells the cabal build tool how to build your
assignment. We will discuss how to use cabal below.
.ghcid tells the ghcid tool which command to run, which is what supplies
VSCodium with error highlighting that automatically updates when you save a le.
.gitignore tells git which les it should not put into version control. These are
often generated les, so it doesn’t make sense to place them under version control.
Overview of Cabal
As before, we are using the cabal tool to build the assignment code. The commands
provided are very similar to last time:
cabal v2-build : Compile your assignment.
cabal v2-run game : Build your assignment (if necessary), and run the test
program. We discuss the test program in detail below, as there are a number of ways
to launch it.
cabal repl comp1100-assignment3 : Run the GHCi interpreter over your project
so you can test functions interactively.
cabal v2-test : Build and run the tests. This assignment is set up to run a unit test
suite, and as with Assignment 2 you will be writing tests. The unit tests will abort on
the rst failure, or the rst call to a function that is undefined .
cabal v2-haddock : Generate documentation in HTML format, which you can read
with a web browser. This might be a nice way to read a summary of the game module,
but it also documents the Dragons modules which you can safely ignore.
You should execute these cabal commands in the top-level directory of your project:
comp1100-assignment3 (i.e., the directory you are in when you launch a terminal from
VSCodium).
Overview of the Test Program
To run the test program, you need to provide it with command line arguments that tell it
who is playing. This command will let you play against the current "default" AI bot.
Before you replace this with your own bot, the default will be firstLegalMove playing
with COMP1100 rules:
cabal v2-run game -- --p1 human --p2 ai
Assignment 3: Consecutive Dots Bot | COMP1100
https://comp.anu.edu.au/courses/comp1100/assignments/03/ 5/15
using ai to get the default AI is part of how we mark your assignment, so it is vital that
you update your default bot to be whatever you want to be marked!
To play with a differently named AI, say, "greedy" , use:
cabal v2-run game -- --p1 human --p2 ai:greedy
In general, the command to run the game looks like this:
cabal v2-run game -- ARGS
Replace ARGS with a collection of arguments from the following list:
--timeout DURATION : Change the amount of time (in decimal seconds) that AI
functions are given to think of a move (default = 4.0 ). You may want to set this to a
smaller number when testing your program, so that things run faster.
--height LENGTH and --width LENGTH : Alter the size of the board to the given
value. The default values are 8 and 7 respectively, and your implementations will only
be tested on that size. Your AI does not need to work for differently sized boards, but
you may want to test it on simpler boards if it does!
--n LENGTH can change the number of Consecutive Dots needed to win the game.
setting this to 1 will result in a very boring game, but numbers other than 4 may be
useful to more clearly test whether your AI is making the right decisions.
--debug-lookahead : When an AI is done thinking, print out how many moves
ahead it considered, and the candidate move it came up with at each level of
lookahead. The rst item in the printed list is the move it came up with at lookahead 1,
the second item is the move it came up with at lookahead 2, and so on.
--ui codeworld : Show the game using CodeWorld. This is the default user
interface. Use your web browser to play the game, as in previous assignments. Unlike
the codeworld programs in previous assignments, you must terminate the program
with Ctrl-C and restart it if you want to restart your game.
--ui text : Show the game in the terminal.
--ui json : Run a non-interactive game (i.e., AI vs AI, or AI vs network), and output a
report of the game in JSON format. You probably won’t have a use for this, but it’s
documented here for completeness.
--host PORT : Listen for a network connection on PORT . You only need this for
network play (see below).
--connect HOST:PORT : Connect to someone else’s game. You only need this for
network play (see below).
--p1 PLAYER : Specify the white player. Required.
--p2 PLAYER : Specify the black player. Required.
The PLAYER parameters describe who is playing, and can take one of the following forms:
Assignment 3: Consecutive Dots Bot | COMP1100
https://comp.anu.edu.au/courses/comp1100/assignments/03/ 6/15
Format Effect
human Ask the person at the computer for moves.
ai Ask the "default" AI for moves.
ai:AINAME Ask a specic AI for moves (example: ai:firstLegalMove ).
network Wait for a move from the network.
Network Play
Network play is provided in the hope that it will be useful, but we are unable to provide
support for this feature, or diagnose problems related to tunnelling network connections
between computers.
The assignment framework supports network play, so that you can test agents against
each other without sharing code. One machine must host the game, and the other machine
must connect to the game. In the example below, machine A hosts a game on port 5000
with the agent crashOverride as player 1, then machine B connects to the game,
providing the AI chinook as player 2:
# On Machine A:
cabal v2-run game -- --host 5000 --p1 ai:crashOverride --p2 network
# On Machine B (you'll need Machine A's external IP address somehow):
cabal v2-run game -- --connect 198.51.100.66:5000 --p1 network --p2 a
Under the bonnet, the network code makes a single TCP connection, and moves are sent
over the network in JSON. You will need to set up your modem/router to forward
connections to the machine running your assignment. A service like ngrok may help, but as
previously mentioned we are unable to provide any support for this feature.
Main Task: Consecutive Dots AI (COMP1100: 55
Marks)
Implement an AI (of type AIFunc , dened in src/AI.hs ). There is a list called ais in
that le, and we will mark the AI you call "default" in that list. This list is also where the
framework looks when it tries to load an AI by name.
We will test your AI’s performance by comparing it to implementations written by course
staff, using a variety of standard approaches. Its performance against these AIs will form a
large part of the marks for this Task.
Assignment 3: Consecutive Dots Bot | COMP1100
https://comp.anu.edu.au/courses/comp1100/assignments/03/ 7/15
It is vital that you indicate one AI as "default" , otherwise we will not know which one to
mark. To indicate an AI as "default" , you must have a (String, AIFunc) pair in the
ais list of AIs in src/AI.hs where the String is precisely "default" .
Understanding the AIFunc Type
The AIFunc type has two constructors, depending on whether you are implementing a
simple AI that looks only at the current state, or a more complicated AI that performs look-
ahead.
The NoLookahead constructor takes as its argument a function of type
GameState -> Move . That is, the function you provide should look at the current state of
the game and return the move to play. This constructor is intended for very simple AIs that
do not look ahead in the game tree. As such, this function should never run for more than a
moment at a time, but nevertheless, it is also subject to the timeout of 4 seconds.
The WithLookahead constructor takes as its argument a function of type
GameState -> Int -> Move . The Int parameter may be used to represent how many
steps you should try to look ahead in the game tree. The assignment framework will call
your function over and over, with look-ahead 1 , then 2 , then 3 , etc., until it runs out of
time. The framework will take the result of the most recent successful function call as your
AI’s best move. If your AI does not return a move in time, the program will stop with an
error.
Getting Started
This is a very open-ended task, and it will probably help if you build up your solution a little
at a time. We suggest some approaches below.
Your AI should inspect the Turn within the Game to see whose turn it is. You may call
error if the Turn is GameOver — your AI should never be called on a nished game.
Your AI can then use the Player value and otherPlayer function to work out how to
evaluate the board.
A Move in Consecutive Dots corresponds to the index of the column in which you intend to
drop a piece. If you try to apply a move that corresponds to a column that is already full,
applyMove will return Nothing .
You may also assume that we will only ever call your AI if there is a legal move it can make.
In particular, this means that we will not deduct marks for assuming that a list of legal
moves is non-empty (e.g., you used the head function). Note that gratuitous use of head
and tail is still poor style. Note also that, in general, you cannot make this assumption
about GameStates you have generated within your AI function.
Assignment 3: Consecutive Dots Bot | COMP1100
https://comp.anu.edu.au/courses/comp1100/assignments/03/ 8/15
First Legal Move
The simplest AI you can build is one that makes the rst legal move it can. We have
provided this for you, so you can see what a simple AI looks like.
Interlude: Heuristics
Heuristic functions are discussed in the lecture on game trees. We expect the quality of
your heuristic function—how accurately it scores game states—to have a large impact on
how well your AI performs. There is no obvious heuristic for this game, so you will need to
get creative, or research heuristics that have been used in similar games. If you take the
latter approach, be sure to cite all the sources that you access.
Greedy Strategy
“Greedy strategies” are the class of strategies that make moves that provide the greatest
immediate advantage. In the context of this game, it means always making the move that
will give it the greatest increase in heuristic. Try writing a heuristic and a greedy strategy,
and see whether it beats our “rst legal move” AI.
Interlude: Game Trees
To make your AI smarter, it is a good idea for it to look into the future and consider
responses to its moves, its responses to those responses, and so on. The lecture on game
trees may help you here.
Minimax
Greedy strategies can often miss opportunities that need some planning, and get tricked
into silly traps by smarter opponents. The Minimax Algorithm was discussed in the lecture
on game trees and will likely give better performance than a greedy strategy.
Pruning
Once you have Minimax working, you may nd that your AI exploring a number of options
that cannot possibly inuence the result. Cutting off branches of the search space early is
called pruning, and one effective method of pruning is called alpha-beta pruning as
discussed in lectures. Good pruning may allow your search to explore deeper within the
time limit it has to make its move.
Other Hints
There are four main ways your AI can be made smarter:
Look-ahead: If your function runs efciently, it can see further into the future
before it runs out of time. The more moves into the future it looks, the more
Assignment 3: Consecutive Dots Bot | COMP1100
https://comp.anu.edu.au/courses/comp1100/assignments/03/ 9/15
likely it will nd good moves that are not immediately obvious. Example: at 1
level of look-ahead, a move may let you threaten a simple win, but at deeper
look-ahead you might see that it leaves you open to a large “forking” threat.
Heuristic: You will not have time to look all the way to the end of every possible
game. Your heuristic function guesses how good a Game is for each player. If
your heuristic is accurate, it will correctly identify strong and weak states.
Search Strategy: This determines how your AI decides which heuristic state to
aim for. Greedy strategies look for the best state they can (according to the
heuristic) and move towards that state. More sophisticated strategies like
Minimax consider the opponent’s moves when planning.
Pruning: if you can discard parts of the game tree without considering them in
detail, you can process game trees faster and achieve a deeper look-ahead in
the allotted running time. Alpha-beta pruning is one example; there are others.
Choosing a good heuristic function is very important, as it gives your AI a way to value
its position that is smarter than just looking to see if the game is won or lost. Perhaps
you might nd that some squares are more valuable than others, when it comes to
winning games, and so your AI should value them more highly.
Do not try to do everything at once. This does not work in production code and often
does not work in assignment code either. Get something working, then take your
improved understanding of the problem to the more complex algorithms.
As you rene your bots, test them against each other to see whether your changes
are actually an improvement.
Unit Tests (10 Marks)
As with Assignment 2, you will be expected to write unit tests to convince yourself that
your code is correct. The testing code has been extended from last time—
src/Testing.hs now allows you to group tests into a tree structure. As before, you run
the tests using cabal v2-test .
Your Task
Add tests to src/AITests.hs to test your AI.
Hints
Most of the hints from Assignment 2 apply here. Re-read those.
If a function is giving you an unexpected result, try breaking it into parts and writing
tests for each part. This helps you isolate the incorrect parts, and gives you smaller
functions to x.
If your function has subtle details that need to be correct, think about writing tests to
ensure those details do not get missed as you work on your code.
Coding Style (10 Marks)
Assignment 3: Consecutive Dots Bot | COMP1100
https://comp.anu.edu.au/courses/comp1100/assignments/03/ 10/15
As you write increasingly complex code, it is increasingly important that the code remains
readable. This saves wasted effort understanding messy code, which makes it easier to
think about the problem and your solution to it.
If you wish, you know how, and you have a good reason, you may split your code into
multiple modules. However this is not a requirement, and you will never be penalised for
not doing so.
You MUST NOT edit any of the les in the framework (with the obvious exceptions of
AI.hs and AITests.hs ).
Your Task
Ensure that your code is written in good Haskell style.
Technical Report (COMP1100: 25 Marks)
You are to write a concise technical report about your assignment.
The maximum word count is 1500 words. This is a limit, not a quota; concise presentation is
a virtue.
Once again: This is not a required word count. They are the maximum number of words
that your marker will read. If you can do it in fewer words without compromising the
presentation, please do so.
Your report must be in PDF format, located at the root of your assignment repository on
GitLab and named Report.pdf . Otherwise, it may not be marked.
The report must have a title page with the following items:
Your name
Your lab time and tutors
Your university ID
An excellent report will:
Demonstrate a conceptual understanding of all major functions, and how they
interact when the program as a whole runs;
Explain your design process, including your assumptions, and the reasons behind
choices you made;
Discuss how you tested your program, and in particular why your tests give you
condence that your code is correct; and
Be well-formatted without spelling or grammar errors.
Content and Structure
Assignment 3: Consecutive Dots Bot | COMP1100
https://comp.anu.edu.au/courses/comp1100/assignments/03/ 11/15
Your audience is the tutors and lecturers, who are procient at programming and
understand the concepts taught in this course. You should not, for example, waste words
describing the syntax of Haskell or how recursion works. After reading your technical
report, the reader should thoroughly understand what problem your program is trying to
solve, the reasons behind major design choices in it, as well as how it was tested. Your
report should give a broad overview of your program, but focus on the specics of what
you did and why.
Remember that the tutors have access to the above assignment specication, and if your
report only contains details from it then you will only receive minimal marks. Below is a
potential outline for the structure of your report and some things you might discuss in it.
Introduction
If you wish to do so you can write an introduction. In it, give:
A brief overview of your program:
how it works; and
what it is designed to do.
Content
Talk about why you structured the program the way you did. Below are some questions you
could answer:
Program design
Describe what each relevant function does conceptually. (i.e. how does it get
you closer to solving the problems outlined in this assignment spec?)
How do these functions piece together to make the nished program? Why did
you design and implement it this way?
What major design choices did you make regarding the functions that you’ve
written, and the overall structure of your program?
For this assignment, you could ask yourself:
How does your AI select a good move?
What data-structures did you choose and why?
How did you develop the AI that is your main submission?
Assumptions
Describe any assumptions that you needed to make, and how they have
inuenced your design decisions.
Testing
How did you test individual functions?
Be specic about this - the tutors know that you have tested your
program, but they want to know how.
Describe the tests that prove individual functions on their own behave as
expected (i.e. testing a function with different inputs and doing a
Assignment 3: Consecutive Dots Bot | COMP1100
https://comp.anu.edu.au/courses/comp1100/assignments/03/ 12/15
calculation by hand to check that the outputs are correct).
How did you test the entire program? What tests did you perform to show that
the program behaves as expected in all (even unexpected) cases?
How did you test the quality of your AI’s play?
Inspiration / external content
What resources did you use when writing your program (e.g., published
algorithms)?
If you have used resources such as a web-page describing an algorithm, be sure
to cite it properly at the end of your report in a ‘References’ section. References
do not count to the maximum word limit.
Reection
Discuss the reasoning behind your decisions, rather than what the decisions were. You can
reect on not only the decisions you made, but the process through which you developed
the nal program:
Did you encounter any conceptual or technical issues?
If you solved them, describe the relevant details of what happened and how you
overcame them.
Sometimes limitations on time or technical skills can limit how much of the
assignment can be completed. If you ran into a problem that you could not solve,
then your report is the perfect place to describe them. Try to include details
such as:
theories as to what caused the problem;
suggestions of things that might have xed it; and
discussion about what you did try, and the results of these attempts.
What would you have done differently if you were to do it again?
What changes to the design and structure you would make if you wrote the
program again from scratch?
Are parts of the program confusing for the reader? You can explain them in the report
(in this situation you should also make use of comments in your code).
If you collaborated with others, what was the nature of the collaboration? (Note that
you are only allowed to collaborate by sharing ideas, not code.)
Collaborating is any discussion or work done together on planning or writing
your assignment.
Other info
You may like to briey discuss details of events which were relevant to your
process of design - strange or interesting things that you noticed and xed
along the way.
This is a list of suggestions, not requirements. You should only discuss items from this list
if you have something interesting to write.
Assignment 3: Consecutive Dots Bot | COMP1100
https://comp.anu.edu.au/courses/comp1100/assignments/03/ 13/15
Things to avoid in a technical report
Line by line explanations of large portions of code. (If you want to include a specic
line of code, be sure to format as described in the “Format” section below.)
Pictures of code or VSCodium.
Content that is not your own, unless cited.
Grammatical errors or misspellings. Proof-read it before submission.
Informal language - a technical report is a professional document, and as such should
avoid things such as:
Unnecessary abbreviations (atm, btw, ps, and so on), emojis, and emoticons; and
Recounting events not relevant to the development of the program.
Irrelevant diagrams, graphs, and charts. Unnecessary elements will distract from the
important content. Keep it succinct and focused.
If you need additional help with report writing, the academic skills writing centre has a
peer writing service and writing coaches.
Format
You are not required to follow any specic style guide (such as APA or Harvard). However,
here are some tips which will make your report more pleasant to read, and make more
sense to someone with a computer science background.
Colours should be kept minimal. If you need to use colour, make sure it is absolutely
necessary.
If you are using graphics, make sure they are vector graphics (that stay sharp even as
the reader zooms in on them).
Any code, including type/function/module names or le names, that appears in your
document should have a mono-spaced font (such as Consolas, Courier New, Lucida
Console, or Monaco).
Other text should be set in serif fonts (popular choices are Times, Palatino, Sabon,
Minion, or Caslon).
When available, automatic ligatures should be activated.
Do not use underscore to highlight your text.
Text should be at least 1.5 spaced.
Communication
Do not post your code publicly, either on Piazza or via other forums. Posts on Piazza trigger
emails to all students, so if by mistake you post your code publicly, others will have access
to your code and you may be held responsible for plagiarism.
Once again, and we cannot stress this enough: do not post your code publicly . If you need
help with your code, post it privately to the instructors.
Assignment 3: Consecutive Dots Bot | COMP1100
https://comp.anu.edu.au/courses/comp1100/assignments/03/ 14/15
When brainstorming with your friends, do not share code and do not share detailed
descriptions of your design. There might be pressure from your friends, but this is for both
your and their benet. Anything that smells of plagiarism will be investigated and there
may be serious consequences.
Course staff will not look at assignment code unless it is posted privately in Piazza, or in a
drop-in consultation.
Course staff will typically give assistance by asking questions, directing you to relevant
exercises from the labs, or denitions and examples from the lectures.
Before the assignment is due, course staff will not give individual tips on writing functions
for the assignment or how your code can be improved. We will help you get unstuck by
asking questions and pointing you to relevant lecture and lab material. You will receive
feedback on you work when marks are released.
Submission Advice
Start early, and aim to nish the assignment several days before the due date. At least 24
hours before the deadline, you should:
Re-read the specication one nal time, and make sure you’ve covered everything.
Conrm that the latest version of your code has been pushed to GitLab by using your
browser to visit https://gitlab.cecs.anu.edu.au/uXXXXXXX/assignment3, where
XXXXXXX is your student number.
Ensure your program compiles and runs, including the cabal v2-test test suite.
Proof-read and spell-check your report.
Verify that your report is in PDF format, in the root of the project directory (not in
src ), and named Report.pdf . That capital R is important—Linux uses a case-
sensitive le system. Check that you have successfully added it in GitLab.
Acknowledgement of Country
The Australian National University acknowledges, celebrates and pays our respects to the
Ngunnawal and Ngambri people of the Canberra region and to all First Nations Australians
on whose traditional lands we meet and work, and whose cultures are among the oldest
continuing cultures in human history.
Assignment 3: Consecutive Dots Bot | COMP1100

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