Highlights
Overview
In this assignment, you will restructure your Go program and add a simple Artificial Intelligence (AI) to make choices for the white (computer) player. The AI will use a technique named one-step lookahead, in which it considers each possible action, assigns a score to each, and then chooses the action with highest score. In our case, the actions are the places where the white player can place a stone for that move. The score used in the one-step lookahead will be the score for the game if it were to end immediately afterwards.
After the AI has scored the possible moves, it will sort the moves by score and choose the highest one. If several moves are tied for the highest score, the AI will choose one at random. You will also add the suicide rule to your game. This rule forbids players from placing a stone where it would be immediately removed again.
The purpose of this assignment is to give you more practice with classes, including composition and implementation inheritance. For Part A, you will refactor your program to move much of the functionality from main.cpp into a new Game module. For Part B, you will update your game to use the Game class. For Part C, you will create a Move module to represent a single possible move. For Part D, you will modify your Search module to search and sort moves. For Part E, you will develop an ArtificialIntelligence module. For Part F, you will update your Game module to use it. For Part G, you will document your ArtificialIntelligence module.
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