# Project 1: The Game of Hog

I know! I'll use my

Higher-order functions to

Order higher rolls.

## Introduction

In this project, you will develop a simulator and multiple strategies
for the dice game Hog. You will need to use *control statements* and
*higher-order functions* together, as described in Sections 1.2 through
1.6 of Composing Programs.

In Hog, two players alternate turns trying to be the first to end a turn with at least 100 total points. On each turn, the current player chooses some number of dice to roll, up to 10. That player's score for the turn is the sum of the dice outcomes.

To spice up the game, we will play with some special rules:

**Pig Out**. If any of the dice outcomes is a 1, the current player's score for the turn is 1.*Example 1*: The current player rolls 7 dice, 5 of which are 1's. They score 1 point for the turn.*Example 2*: The current player rolls 4 dice, all of which are 3's. Since Pig Out did not occur, they score 12 points for the turn.

**Free Bacon**. A player who chooses to roll zero dice scores one more than the largest digit in the opponent's total score.*Example 1*: If the opponent has 42 points, the current player gains 1 + max(4, 2) = 5 points by rolling zero dice.*Example 2*: If the opponent has 48 points, the current player gains 1 + max(4, 8) = 9 points by rolling zero dice.*Example 3*: If the opponent has 7 points, the current player gains 1 + max(0, 7) = 8 points by rolling zero dice.

**Hogtimus Prime**. If a player's score for the turn is a prime number, then the turn score is increased to the next larger prime number. For example, if the dice outcomes sum to 11, given that none of the dice outcomes are 1, the current player scores 13 points for the turn. This boost only applies to the current player.*Note:*1 is not a prime number!**Perfect Piggy**. If a player's score for the turn is not a 1, but is a perfect square or a perfect cube, the player scores the turn score but swaps the normal six-sided dice with four-sided dice for all subsequent turns. The next time either player activates Perfect Piggy, the six-sided dice will be swapped back. Subsequent activations of Perfect Piggy will continue swapping the dice.**Swine Swap**. After the turn score is added, if one of the scores is double the other, then the two scores are swapped.*Example 1*: The current player has a total score of 37 and the opponent has 92. The current player rolls two dice that total 9. The current player's new total score (46) is half of the opponent's score. These scores are swapped! The current player now has 92 points and the opponent has 46. The turn ends.*Example 2*: The current player has 91 and the opponent has 55. The current player rolls five dice that total 17, a prime that is boosted to 19 points for the turn (*Hogtimus Prime*). The current player has 110, so the scores are swapped. The opponent ends the turn with 110 and wins the game.

## Download starter files

To get started, download all of the project code as a zip archive.
You only have to make changes to `hog.py`

.

`hog.py`

: A starter implementation of Hog`dice.py`

: Functions for rolling dice`hog_gui.py`

: A graphical user interface for Hog`ucb.py`

: Utility functions for CS 61A`ok`

: CS 61A autograder`tests`

: A directory of tests used by`ok`

`images`

: A directory of images used by`hog_gui.py`

## Logistics

This is a 1-week project. This is a solo project, so you will complete this project without a partner. You should not share your code with any other students, or copy from anyone else's solutions.

Remember that you can earn an additional bonus point by submitting the project at least 24 hours before the deadline.

The project is worth 20 points. 18 points are assigned for correctness, and 2 points for the overall composition of your program.

You will turn in the following files:

`hog.py`

You do not need to modify or turn in any other files to complete the project. To submit the project, run the following command:

`python3 ok --submit`

You will be able to view your submissions on the OK dashboard.

For the functions that we ask you to complete, there may be some initial code that we provide. If you would rather not use that code, feel free to delete it and start from scratch. You may also add new function definitions as you see fit.

However, please do **not** modify any other functions. Doing so may
result in your code failing our autograder tests. Also, please do not
change any function signatures (names, argument order, or number of
arguments).

## Testing

Throughout this project, you should be testing the correctness of your code.
It is good practice to test often, so that it is easy to isolate any problems.
However, you should not be testing *too* often, to allow yourself time to think through problems.

We have provided an **autograder** called `ok`

to help you
with testing your code and tracking your progress. The first time you run the
autograder, you will be asked to **log in with your OK account using your web
browser**. Please do so. Each time you run `ok`

, it will back up
your work and progress on our servers.

The primary purpose of `ok`

is to test your implementations, but
there are two things you should be aware of.

First, some of the test cases are *locked*. To unlock tests, run the
following command from your terminal:

`python3 ok -u`

This command will start an interactive prompt that looks like:

===================================================================== Assignment: The Game of Hog OK, version ... ===================================================================== ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Unlocking tests At each "? ", type what you would expect the output to be. Type exit() to quit --------------------------------------------------------------------- Question 0 > Suite 1 > Case 1 (cases remaining: 1) >>> Code here ?

At the `?`

, you can type what you expect the output to be. If you
are correct, then this test case will be available the next time you run the
autograder.

The idea is to understand *conceptually* what your program should do
first, before you start writing any code.

Once you have unlocked some tests and written some code, you can check the correctness of your program using the tests that you have unlocked:

python3 ok

Most of the time, you will want to focus on a particular question. Use the
`-q`

option as directed in the problems below.

python3 ok

We recommend that you submit **after you finish each
problem**. Only your last submission will be graded. It is also useful for us
to have more backups of your code in case you run into a submission issue.

The `tests`

folder is used to store autograder tests, so
**do not modify it**. You may lose all your unlocking progress if you
do. If you need to get a fresh copy, you can download the
zip archive and copy it over, but you
will need to start unlocking from scratch.

If you do not want us to record a backup of your work or information about
your progress, use the `--local`

option when invoking
`ok`

. With this option, no information will be sent to our course
servers.

## Graphical User Interface

A **graphical user interface** (GUI, for short) is provided for you.
At the moment, it doesn't work because you haven't implemented the
game logic. Once you complete the `play`

function, you will be able
to play a fully interactive version of Hog!

In order to render the graphics, make sure you have Tkinter, Python's main graphics library, installed on your computer. Once you've done that, you can run the GUI from your terminal:

`python3 hog_gui.py`

Once you complete the project, you can play against the final strategy that you've created!

`python3 hog_gui.py -f`

## Phase 1: Simulator

In the first phase, you will develop a simulator for the game of Hog.

### Problem 0 (0 pt)

The `dice.py`

file represents dice using non-pure zero-argument
functions. These functions are non-pure because they may have
different return values each time they are called. The documentation
of `dice.py`

describes the two different types of dice used in the
project:

- Dice can be fair, meaning that they produce each possible outcome with equal
probability. Examples:
`four_sided`

,`six_sided`

. - For testing functions that use dice, deterministic test dice always cycle
through a fixed sequence of values that are passed as arguments to the
`make_test_dice`

function.

Before we start writing any code, let's understand the `make_test_dice`

function by unlocking its tests.

`python3 ok -q 00 -u`

This should display a prompt that looks like this:

```
=====================================================================
Assignment: Project 1: Hog
OK, version v1.5.2
=====================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Unlocking tests
At each "? ", type what you would expect the output to be.
Type exit() to quit
---------------------------------------------------------------------
Question 0 > Suite 1 > Case 1
(cases remaining: 1)
>>> test_dice = make_test_dice(4, 1, 2)
>>> test_dice()
?
```

You should type in what you expect the output to be. To do so, you
need to first figure out what `test_dice`

will do, based on the
description above.

You can exit the unlocker by typing `exit()`

(without quotes). **Typing Ctrl-C
on Windows to exit out of the unlocker has been known to cause problems, so
avoid doing so.**

### Problem 1 (1 pt)

Implement the `roll_dice`

function in `hog.py`

. It takes two arguments: a
positive integer called `num_rolls`

giving the number of dice to roll and a
`dice`

function. It returns the number of points scored by rolling the dice that
number of times in a turn: either the sum of the outcomes or 1 (*Pig Out*).

To obtain a single outcome of a dice roll, call `dice()`

. You should call
`dice()`

exactly `num_rolls`

times in the body of `roll_dice`

. Remember to call `dice()`

exactly `num_rolls`

times even if Pig Out is activated.

Before writing any code, unlock the tests to verify your understanding of the question.

`python3 ok -q 01 -u`

Once you are done unlocking, begin implementing your solution. You can check your correctness with:

`python3 ok -q 01`

The `roll_dice`

function has a default argument value
for `dice`

that is a random six-sided dice function. The tests use `test_dice`

.

### Problem 2 (1 pt)

Implement the `take_turn`

function, which returns the number of points scored
for a turn by the current player. Your implementation should call `roll_dice`

when possible.

You will need to implement the *Free Bacon* rule. You can assume that
`opponent_score`

is less than 100. For a score less than 10, assume that the
first of the two digits is 0. To make your life easier later in the project,
first implement the `free_bacon`

helper function that returns the number of
points scored by rolling 0 dice. Call `free_bacon`

in your implementation of
`take_turn`

. There are no autograder tests written for `free_bacon`

but you can
test it interactively by entering `python3 -i hog.py`

in terminal and then
calling `free_bacon`

with various inputs.

You will also need to implement the *Hogtimus Prime* rule, which applies to both
regular turns and Free Bacon turns! To implement *Hogtimus Prime*, write your
own helper functions above the `take_turn`

function. One approach is to write
two helper functions: `is_prime`

and `next_prime`

. There are no tests for
`is_prime`

and `next_prime`

, but you can test them on your own using interactive
mode again. Remember, 1 isn't prime!

Before writing any code, unlock the tests to verify your understanding of the question.

`python3 ok -q 02 -u`

Once you are done unlocking, begin implementing your solution. You can check your correctness with:

`python3 ok -q 02`

### Problem 3 (1 pt)

Implement the `select_dice`

function, which helps enforce the *Perfect Piggy*
rule.

`select_dice`

takes one argument: a boolean variable to indicate whether
four-sided dice have been swapped for the usual six-sided dice. It returns the
dice to be used for the turn: either `four_sided`

or `six_sided`

.

Before writing any code, unlock the tests to verify your understanding of the question.

`python3 ok -q 03 -u`

Once you are done unlocking, begin implementing your solution. You can check your correctness with:

`python3 ok -q 03`

### Problem 4 (1 pt)

Implement the `is_perfect_piggy`

function, which helps enforce the *Perfect
Piggy* rule.

`is_perfect_piggy`

takes one argument: a turn score. It returns a boolean variable
to indicate whether the *Perfect Piggy* conditions are met. To refresh,
*Perfect Piggy* is activated when the turn score is a perfect square or a
perfect cube, and the turn score is not equal to 1. You may find it beneficial
to implement additional helper functions.

Before writing any code, unlock the tests to verify your understanding of the question.

`python3 ok -q 04 -u`

Once you are done unlocking, begin implementing your solution. You can check your correctness with:

`python3 ok -q 04`

### Problem 5 (1 pt)

To help you implement the *Swine Swap* rule, write a function called `is_swap`

that checks to see if one score is double the other.

Before writing any code, unlock the tests to verify your understanding of the question.

`python3 ok -q 05 -u`

Once you are done unlocking, begin implementing your solution. You can check your correctness with:

`python3 ok -q 05`

### Problem 6 (3 pt)

Implement the `play`

function, which simulates a full game of Hog. Players
alternate turns, each using their respective strategy function (Player 0 uses
`strategy0`

, etc.), until one of the players reaches the `goal`

score. When the
game ends, `play`

returns the final total scores of both players, with Player
0's score first, and Player 1's score second.

Here are some hints:

- You should use the functions you have already written! You will need to call
`take_turn`

with all three arguments. - Enforce the remaining special rules:
*Perfect Piggy*and*Swine Swap*. - You can get the number of the other player (either 0 or 1) by calling
the provided function
`other`

. - A
*strategy*is a function that, given a player's score and their opponent's score, returns how many dice the player wants to roll. A strategy function (such as`strategy0`

and`strategy1`

) takes two arguments: scores for the current player and opposing player, which both must be non-negative integers. A strategy function returns the number of dice that the current player wants to roll in the turn. Each strategy function should be called only once per turn. Don't worry about the details of implementing strategies yet. You will develop them in Phase 2.

Before writing any code, unlock the tests to verify your understanding of the question.

`python3 ok -q 06 -u`

Once you are done unlocking, begin implementing your solution. You can check your correctness with:

`python3 ok -q 06`

The last test for Question 6 is a

fuzz test, which checks that your`play`

function works for a large number of different inputs. Failing this test means something is wrong, but you should look at other tests to see where the problem might be.

Hint: If you fail the fuzz test, check that you're only calling`take_turn`

once per turn!

Once you are finished, you will be able to play a graphical version of
the game. We have provided a file called `hog_gui.py`

that
you can run from the terminal:

`python3 hog_gui.py`

If you don't already have Tkinter (Python's graphics library) installed, you'll need to install it first before you can run the GUI.

The GUI relies on your implementation, so if you have any bugs in your code, they will be reflected in the GUI. This means you can also use the GUI as a debugging tool; however, it's better to run the tests first.

Congratulations! You have finished Phase 1 of this project!

## Phase 2: Strategies

In the second phase, you will experiment with ways to improve upon the basic strategy of always rolling a fixed number of dice. First, you need to develop some tools to evaluate strategies.

### Problem 7 (1 pt)

Implement the `check_strategy`

function which takes a strategy function as an
argument and returns `None`

. It calls the strategy with all valid inputs and
verifies that the strategy always returns a valid output. Use the provided
`check_strategy_roll`

function to raise an error with a helpful message if
`num_rolls`

is an invalid output.

Before writing any code, unlock the tests to verify your understanding of the question.

`python3 ok -q 07 -u`

Once you are done unlocking, begin implementing your solution. You can check your correctness with:

`python3 ok -q 07`

### Problem 8 (2 pt)

Implement the `make_averaged`

function, which is a higher-order function that
takes a function `fn`

as an argument. It returns another function that takes
the same number of arguments as `fn`

(the function originally passed into
`make_averaged`

). This returned function differs from the input function in that
it returns the average value of repeatedly calling `fn`

on the same arguments.
This function should call `fn`

a total of `num_samples`

times and return the
average of the results.

To implement this function, you need a new piece of Python syntax! You must write a function that accepts an arbitrary number of arguments, then calls another function using exactly those arguments. Here's how it works.

Instead of listing formal parameters for a function, we write `*args`

.
To call another function using exactly those arguments, we call it
again with `*args`

. For example,

```
>>> def printed(fn):
... def print_and_return(*args):
... result = fn(*args)
... print('Result:', result)
... return result
... return print_and_return
>>> printed_pow = printed(pow)
>>> printed_pow(2, 8)
Result: 256
256
>>> printed_abs = printed(abs)
>>> printed_abs(-10)
Result: 10
10
```

Read the docstring for `make_averaged`

carefully to understand how it
is meant to work.

Before writing any code, unlock the tests to verify your understanding of the question.

`python3 ok -q 08 -u`

Once you are done unlocking, begin implementing your solution. You can check your correctness with:

`python3 ok -q 08`

### Problem 9 (1 pt)

Implement the `max_scoring_num_rolls`

function, which runs an experiment to
determine the number of rolls (from 1 to 10) that gives the maximum average
score for a turn. Your implementation should use `make_averaged`

and
`roll_dice`

.

If two numbers of rolls are tied for the maximum average score, return the lower number. For example, if both 3 and 6 achieve a maximum average score, return 3.

Before writing any code, unlock the tests to verify your understanding of the question.

`python3 ok -q 09 -u`

Once you are done unlocking, begin implementing your solution. You can check your correctness with:

`python3 ok -q 09`

To run this experiment on randomized dice, call `run_experiments`

using
the `-r`

option:

`python3 hog.py -r`

**Running experiments** For the remainder of this project, you can change the
implementation of `run_experiments`

as you wish. By calling
`average_win_rate`

, you can evaluate various Hog strategies. For example,
change the first `if False:`

to `if True:`

in order to evaluate
`always_roll(8)`

against the baseline strategy of `always_roll(4)`

. You should
find that it wins slightly more often than it loses, giving a win rate around
0.5.

Some of the experiments may take up to a minute to run. You can always reduce
the number of samples in `make_averaged`

to speed up experiments.

### Problem 10 (1 pt)

A strategy can take advantage of the *Free Bacon* rule by rolling 0 when it is
most beneficial to do so. Implement `bacon_strategy`

, which returns 0 whenever
rolling 0 would give **at least** `margin`

points and returns `num_rolls`

otherwise. Don't forget about the *Hogtimus Prime* rule!

Before writing any code, unlock the tests to verify your understanding of the question.

`python3 ok -q 10 -u`

Once you are done unlocking, begin implementing your solution. You can check your correctness with:

`python3 ok -q 10`

Once you have implemented this strategy, change `run_experiments`

to evaluate
your new strategy against the baseline. You should find that it wins more than
half of the time.

### Problem 11 (2 pt)

A strategy can also take advantage of the *Swine Swap* rule. The
`swap_strategy`

rolls 0 if it would cause a beneficial swap. It also returns 0
if rolling 0 would give **at least** `margin`

points and would not cause a
swap. Otherwise, the strategy rolls `num_rolls`

.

Before writing any code, unlock the tests to verify your understanding of the question.

`python3 ok -q 11 -u`

Once you are done unlocking, begin implementing your solution. You can check your correctness with:

`python3 ok -q 11`

Once you have implemented this strategy, update `run_experiments`

to evaluate
your new strategy against the baseline. You should find that it gives a
significant edge over `always_roll(4)`

.

### Problem 12 (3 pt)

Implement `final_strategy`

, which combines these ideas and any other ideas you
have to achieve a win rate of at least 0.735 against the baseline
`always_roll(4)`

strategy. Partial credit is also given if you are close. Some
suggestions:

`swap_strategy`

is a good default strategy to start with.- There's no point in scoring more than 100. Check for chances to win. If you are in the lead, you might take fewer risks.
- Try to force a beneficial swap.
- Choose the
`num_rolls`

and`margin`

arguments carefully.

You can check that your final strategy is valid by running OK.

`python3 ok -q 12`

*NEW*: You can also check your exact final winrate by running

`python3 calc.py`

At this point, run the entire autograder to see if there are any tests that don't pass.

`python3 ok`

Once you're satisfied, submit to Ok to complete the project.

`python3 ok --submit`

You can also play against your final strategy with the graphical user interface:

`python3 hog_gui.py -f`

The GUI will alternate which player is controlled by you.

Congratulations, you have reached the end of your first CS 61A project!