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RPS Java

Rock Paper Scissors is a game played between two people where each player selects either rock, paper or scissors without knowing their opponent's choice. The outcomes are determined by a simple ruleset (rock beats scissors, scissors beats paper, paper beats rock). Students are asked to implement their own strategy for playing the game by creating a class that implements a provided interface. The interface defines constants for the choices and a method to select rock, paper or scissors based on the opponent's previous moves. Students are not allowed to select randomly. Their strategy will be pitted against others in a tournament to determine the best approach.

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0% found this document useful (0 votes)
82 views2 pages

RPS Java

Rock Paper Scissors is a game played between two people where each player selects either rock, paper or scissors without knowing their opponent's choice. The outcomes are determined by a simple ruleset (rock beats scissors, scissors beats paper, paper beats rock). Students are asked to implement their own strategy for playing the game by creating a class that implements a provided interface. The interface defines constants for the choices and a method to select rock, paper or scissors based on the opponent's previous moves. Students are not allowed to select randomly. Their strategy will be pitted against others in a tournament to determine the best approach.

Uploaded by

kavya
Copyright
© © All Rights Reserved
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Download as DOCX, PDF, TXT or read online on Scribd
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Rock Paper scissor

This problem will be a fun application of interfaces. It revolves around the game of Rocks, Paper, Scissors (also known in some parts of the
world as RoShamBo). For those of you who are not familiar with the game, it is played between two people who we will refer to as A and B.
Person A makes a selection of either rock, scissor, or paper with person B being unaware of what A will choose. Similarly, person B will
make a selection of either rock, scissor, or paper with person A being unaware of what B will choose. Then, based on the selection of each, a
winner is decided based on the following selection matrix:
B selects ROCK
B selects PAPER
B selects SCISSOR
A selects ROCK
TIE
B WINS
A WINS
A selects PAPER
A WINS
TIE
B WINS
A selects SCISSOR
B WINS
A WINS
TIE
This can be summarized as “rocks beat scissors” (since a rock can break a pair of scissors), “scissors beat paper” (since scissors can cut
paper), and “paper beats rock” (since paper can cover a rock). Typically, the game is repeated many times so that players can exploit
patterns in their opponents’ playing styles in order to accumulate more wins.
In this exercise, you will be implementing your own strategy for playing this game. Then, I will take every student’s strategy and implement a
tournament to evaluate which strategy is best.
1. Consider the following interface:
import java.util.ArrayList;
public interface RPS_Player {
/**
* integer constant representing the selection rock
*/
static final int ROCK = 0;
/**
* integer constant representing the selection scissor
*/
static final int PAPER = 1;
/**
* integer constant representing the selection paper
*/
static final int SCISSOR = 2;
/**
* method that utilizes an arraylist of an opponent’s previous choices to
* make a selection of whether to play rock, scissor, or paper next.
* @param prev an arraylist of previous selections made by the opponent
* the last entry of this list is the most recent move.
* @return the integer RSP_Player.ROCK, RSP_Player.SCISSOR, or
* RSP_Player.PAPER
*/
Rock Paper scissor

int makeSelection(ArrayList<Integer> prev);


/**
* method that returns name of the student who provided the
* implementation
* @return student's name as a string
*/
String getStudentName();
}
Write a class RPS_YOUR_FULL_NAME (e.g.,RPS_RAY_MALEH) that implements the above interface. In the makeSelection method, you
should provide an implementation of a strategy for playing this game. A simple, yet unexploitable, strategy would be to return rock, paper, or
scissor (as an integer) completely at random. However, this strategy will not generally be a winning strategy since you will tie on average.
The only way to consistently win is to take advantage of predictabilities/patterns in your opponent’s previous selections (which will be given to
you as an integer array list). An example of a more sophisticated strategy might be one that keeps count of how many times the opponent
makes each choice and then makes the selection which beats the most occurring choice (i.e., if your opponent selects rock 60% of the time,
your best selection might be paper).Your class should also include a default constructor that takes no parameters.I will be using this constructor
to instantiate your strategy in the tournament.
ADDED CONSTRAINT: YOU ARE NOT ALLOWED TO IMPLEMENT THE RANDOM CHOICE STRATEGY AS IT IS TOO SIMPLE. I AM
REQUIRING THAT YOU SOMEHOW USE YOUR OPPONENT’S PREVIOUS MOVES IN YOUR STRATEGY, I.E. DON’T IGNORE THE
ARRAYLIST prev.
Your class may add additional functionalities as you see fit. One recommendation would be to add an instance field my_prev, which will keep
track of your previous selections. Each match between classes will consist of 1,000 repetitions of the game. The lifetime of your RPS_Player
object will be the entire duration of these 1,000 repetitions, so you will be able to keep a history of your selections should you choose to do
so.
You are all very intelligent and I’m excited to see the strategies that you will come up with!
As a side note, a copy of this interface will be posted under Doc Sharing. Students are expected to adhere to this interface for credit.If I
cannot create an instance of your class using the statement
RPS_Player strategy = new RPS_YOUR_FULL_NAME();
Then you will not receive credit on this assignment.
2. In this exercise, you will write a class that contains a method tosimulate Ntrial (a constant defined in your class, default = 1,000) repetitions
of the game between two RPS_Player objects. This method should return the difference between the number of repetitions that the first
player won and the number of repetitions that the second player won. Write a main function that constructs twoRPS_Player objects and runs
a match of 10,000 repetitions between them.
3. Prepare a UML class diagram that shows the relationships between the classes that you have created in this homework and the two
interfaces that they implement.

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