Awakening of Azathoth

FAQ #

EvilChooser is now optional.

Each assignment will have an FAQ linked at the top. You can also access it by adding “/faq” to the end of the URL. The FAQ for Project 0 is located here.

There are also slides that are complementary to the FAQ at this link.

Introduction #

In this project, we will focus on the client view of data structures. The idea is to become familiar with how to use the fundamental different types of data structures (lists, maps, sets, etc.). Later in the class, we’ll focus on building data structures.

Awakening of Azathoth #

In the game “Awakening of Azathoth”, a player has a limited number of tries to reveal a word by guessing letters, one at a time. Each time a player guesses a correct letter, all occurrences of that letter in the word are revealed. But when a player guesses an incorrect letter, they lose one of their guesses and no letters are revealed. If the player reveals the word before they run out of guesses, Azathoth continues its slumber, but if they run out of guesses, Azathoth is awakened, and the game is lost.

Let’s start by playing the game. A browser based implementation of the game can be found at this link.

Try playing it a couple of times until you’ve fully understood how the game works. There’s a volume meter you can turn up if you want sound effects.

In this project, you’ll first create three different “guessers”, which are AI players that can play the game.

Then you’ll build two different “choosers”, which are classes that select the word to be guessed. While this seems like it is a trivial problem, it turns out there is a very clever twist (courtesy of Keith Schwarz) that makes this an amazing data structures problem.

By the end of this project, you’ll:

  • Be able to play games of Awakening of Azathoth (AoA) using your implementations.
  • Have experience working with Java’s built-in List and Map data structures.

Note: You may have played a version of this game called Hangman. AoA is the same game, but we rebranded it since IMO public executions aren’t really the best vibe, and there’s also a very interesting twist to this project that will come at the end.

Note: There is a lot of syntax in the skeleton code for this project that you’ve never seen before and which we haven’t covered in lecture or lab. We’ll be going over much of it in more detail in future weeks, so don’t panic. Your job will be to focus on filling in the provided functions and constructors according to the specifications provided.

Getting Started #

Make sure that you have completed Lab 1. You will not be able to start the project if you have not done the setup in Lab 1.

This assignment assumes you have completed hw0a and hw0b!

Starting the Assignment #

Follow the instructions in the Assignment Workflow guide to get the skeleton code and open it in IntelliJ. This project is proj0.

Restarting #

At some point, you might get really frustratingly stuck, and want to restart completely. Don’t delete your files! Instead, we can use Git to start over. To restart, run this command in your sp23-s*** directory:

git restore --source=skeleton/main proj0

Beware: this command will get rid of all changes to anything in the proj0 directory that you haven’t committed. Be sure to add and commit your code before doing this.

Guessers #

Your first task will be to build three Guessers. Guessers are essentially AI players that will “play” your game by picking the next letter to guess. As you’ll see, each guesser will be an improvement on the previous one, using an increasingly complex and effective strategy to decide which letter to guess.

NaiveLetterFreqGuesser #

Open the NaiveLetterFreqGuesser.java file. You should see the following class declaration:

public class NaiveLetterFreqGuesser implements Guesser {

Your task is to fill in the unimplemented functions: getFrequencyMap and getGuess. Since we haven’t implemented them, if you run the main method, you’ll see the following output:

list of words: [ally, beta, cool, deal, else, flew, good, hope, ibex]
frequency map: {}
guess: ?

Open up the tests/aoa/guessers/NaiveLetterFreqGuesserTest.java file and run the provided tests, similar to what you did in hw0b. You’ll see that you’re failing all the tests. By the end of this part of the assignment you’ll be passing them. Note: The tests for project 0 are the same ones that the autograder runs, so if you pass all the tests we’ve provided, you’ll also get full score on the autograder. In later projects, this will not be the case.

getFrequencyMap #

public Map<Character, Integer> getFrequencyMap()

This function returns a map that associates each letter to the count of that letter across the entire list of words. That is, after this function is working you should see the following output when running the main method:

list of words = [ally, beta, cool, deal, else, flew, good, hope, ibex]
frequency map = {a: 3, b: 2, c: 1, d: 2, e: 7, f: 1, g: 1, h: 1, i: 1, l: 6, o: 5, p: 1, s: 1, t: 1, w: 1, x: 1, y: 1}
guess: ?

Here, we see that there are, for example, 3 total a characters in the file, which we can see by looking at the list of words. These occurrences of a are in ally, beta, and deal.

Note: the number of occurrences of a letter is different from the number of words that contain the letter. For example, secret has 2 occurrences of the letter e.

Task: Implement the getFrequencyMap method in NaiveLetterFreqGuesser as described above. Run the tests, and check that you are passing the following:

  • testFreqMapSmallFile()
  • testFreqMapLargeFile()

getGuess #

public char getGuess(List<Character> guesses)

This method returns the letter with the greatest frequency that has not yet been guessed. The list of previous guesses is given by the List<Character> guesses argument.

For example, if the frequency map is {a=3, b=2, d=2, e=7, l=6, o=5} and guesses is ['e', 'l'], then the next guess should be o.

If there are ties, you should break ties by picking the earliest letter in the alphabet, e.g. if you had to pick between b and d, you’d choose b.

NOTE: The easiest way to resolve ties is by using a TreeMap instead of a HashMap, since a TreeMap stores its keys in sorted order.

If the frequency map is empty, then the question mark character (‘?’) should be returned.

Task: Implement getGuess, then use the provided main method and the tests and confirm that your NaiveLetterFreqGuesser is fully correct.

PatternAwareLetterFreqGuesser #

When you play AoA, you’re provided with information about which letters match. For example, let’s assume the secret word is beta, and the player picks the letter e. In that case, the returned “pattern” will be -e--.

Looking at the list of words above, there are only two words that match: [beta, deal]. If we count up the remaining letters, the new frequency map is: {a=2, b=1, d=1, e=2, l=1, t=1}. Since e was guessed, the most common letter (tiebreaking by alphabet order) is a. Note that this is different from NaiveLetterFreqGuesser, which wouldn’t have considered the provided pattern and would have chosen l instead. Thus, this guesser will be a better player than the NaiveLetterFreqGuesser.

In PatternAwareLetterFreqGuesser, you only need to fill in the getGuess(String pattern, List<Character> guesses) method. Here, pattern is a string like -e-- or -ood or e--e.

For this problem, we haven’t provided any helper methods, but you’re encouraged to write them. For example, in my solution, I wrote a method called getFreqMapThatMatchesPattern which returns a frequency map like the one in the example above ({a=2, b=1, d=1, e=2, l=1, t=1}). But you could also make a function called something like keepOnlyWordsThatMatchPattern that takes as input a list of words and a pattern, and only returns words that match. The magic of helper functions is that you can make up whatever you want.

If you write any helper methods (which you really should!), we encourage you to write code to verify that they work before using them. You can do this by adding function calls to your main, e.g. System.out.println(getFreqMapThatMatchesPattern(pattern)) or System.out.println(keepOnlyWordsThatMatchPattern(pattern).

You’re also welcome to add automated tests for your helper methods to PatternAwareLetterFreqGuesser, though we won’t be officially teaching you how those work until Lab 2.

Task: Implement the methods in PatternAwareLetterFreqGuesser, including any helper methods.

You’ll know you’re done when you pass all the tests in PatternAwareLetterFreqGuesserTest.

Note: If you’re failing the getGuess tests in PatternAwareLetterFreqGuesserTest and don’t know where to start, we recommend checking that you add print statements to help debug. In Lab 2, we’ll also see how to use the debugger. If you’d like you are welcome to look ahead and learn how it works.

Note: In the full dataset, not every word is of the same length! Thus, the words and pattern may not be the same length. For example, suppose the pattern is ---l. In that case, the counts of the word liminal should not be included in the frequency map, because the pattern and word lengths differ, and thus the secret word obviously couldn’t be liminal.

Note: Consider the pattern -l--. Technically, this only matches flew. However, the PatternAwareLetterFreqGuesser should also say that it matches ally. This guesser should only consider the pattern letter-by-letter, and should not consider the case where a letter is revealed in one spot and not revealed in another spot.

PAGALetterFreqGuesser #

The PatternAwareLetterFreqGuesser is an improvement over the naive approach, but it can still be significantly improved. For example, suppose that the first guess was e, and that the word had no e in it. In this case, you’d get back the pattern ----, which seems to provide no useful information.

However, the fact that we don’t see an e in the pattern means the word has no e. For the example above, that means that we know that the only possible words are [ally, cool, good], because the other words all have an e in them. If we were to count up the letters in these words, we’d get {a=1, c=1, d=1, g=1, l=3, o=4, y=1}.

The final guesser you’ll write is PAGALetterFreqGuesser, where PAGA stands for “Pattern And Guesses Aware”. This guesser should take into account the pattern (like your previous guesser), and should also take into account guesses which do not appear in the pattern, e.g. the fact that ---- contains no e.

Task: Implement the methods in PAGALetterFreqGuesser, including any helper methods. Do not add any additonal instance variables apart from the ones that we have provided; this will cause some integration tests to fail.

You’ll know you’re done when you pass all the tests in PAGALetterFreqGuesserTest and PAGALetterFreqGuesserIntegrationTest.

Warning: Another implication of taking guesses into account can be seen in the pattern be-. This pattern does not match bee, because all the e’s have been revealed.

Quick Note on Code Reuse #

One undesirable result of the way we structured this assignment is that you probably have a large amount of nearly redundant code between your three guessers. You can avoid such redundancy by putting common helper methods into a single helper class with a suitable name, e.g. LFGHelper. You’re welcome to do so for this project. Note that in this case, all such methods should be static (since the LFGHelper class is never instantiated and carries no data of its own).

Choosers #

Now that you’ve built some guessers, it’s time to build a word chooser. You’ll first implement RandomChooser, which randomly chooses a word and provides the appropriate feedback. For example, the RandomChooser might select the word cool in its constructor. If the guesser picks o using the makeGuess('o') function, then it will create the pattern -oo-, which will be returned on the next call to getPattern.

RandomChooser #

RandomChooser Constructors and Methods #

public RandomChooser(int wordLength, String dictionaryFile)

The constructor takes two arguments:

int wordLength
The desired word length
String dictionaryFile
A filename containing the dictionary to select a word from, with one word on each line.

You should throw an IllegalArgumentException if wordLength is less than one. You should throw an IllegalStateException if there are no words found of wordLength.


You should randomly select a word from the provided dictionary that is wordLength characters long to be the secret word. You will likely want to store the chosen word as a field. You must use StdRandom from algs4! This is so that we can test your code by controlling the randomness.

Your code to select a random word should look more or less the same as this. Note that you’ll need to assign the result of the words.get call to a variable, i.e. String word = words.get(....

    int numWords = words.size();
    int randomlyChosenWordNumber = StdRandom.uniform(numWords);
    words.get(randomlyChosenWordNumber);

Here, words should be a list of words of the desired length in sorted order, i.e. the output of calling readWordsOfLength from FileUtils.java in utils.

public int makeGuess(char letter)

This method should return the number of occurrences of the guessed letter in the secret word.

You may assume all guesses passed are valid, i.e. they are lowercase letters and have not been guessed before.

You should also update your pattern.

public String getPattern()

This method should return the current pattern to be displayed for the game using the guesses that have been made. Letters that have not yet been guessed should be displayed as a dash (-). There should be no leading or trailing spaces.

public String getWord()

This method should return the secret word being considered by the RandomChooser.

Task: Implement the methods in RandomChooser as described above. Also, be sure to take a look at the code in utils/FileUtils.java for some helper methods that might help you!

Testing RandomChooser #

You can test your RandomChooser by running the tests in RandomChooserTest and RandomChooserIntegrationTest.

Playing a Game #

Once you’ve passed all the tests in RandomChooser, it’s time to try out a game. Open the AoAGame.java file and run the game. Note that you’ll have to pick a word length of 4 because all of the words in example.txt are of length 4. Try looking at the words in example.txt to help you win.

Now change the DICTIONARY_FILE to be "data/sorted_scrabble.txt" and try again. You’ll see you can pick other word lengths.

You can also see how your AI players fare. To do this, open the main method in AoAGame and change

Guesser guesser = new ConsoleGuesser(console);
// Guesser guesser = new PAGALetterFreqGuesser(DICTIONARY_FILE);

So that it reads:

// Guesser guesser = new ConsoleGuesser(console);
Guesser guesser = new PAGALetterFreqGuesser(DICTIONARY_FILE);

In other words, the guesser will no longer be whoever is using the console (i.e. you), and will instead be the PAGALetterFreqGuesser.

(Optional) EvilChooser #

The final and most interesting part of this project is the implementation of the EvilChooser. Unlike the unintelligent RandomChooser, the EvilChooser is a true servant of Azathoth.

This diabolical chooser will be harder to beat than a RandomChooser. It’s interesting to think about how this might be possible? The most obvious way would be for EvilChooser to select from words that humans are likely to fail to find, e.g. jazz, but it’s actually even worse than that.

How is it Evil? #

Your EvilChooser is shifty and devious. It should pretend to pick a word, while delaying its actual selection until it is forced through the power of logic to actually do so.

As a result, the computer is always considering a set of words that could be the answer. In order to fool the user into thinking it is playing fairly, the computer only considers words with the same letter pattern.

For example, suppose that the computer knows the words in data/example.txt:

ally beta cool deal else flew good hope ibex

Instead of beginning by choosing a word, the EvilChooser narrows down its set of possible answers as the user makes guesses. When the user guesses e, the computer must reveal where the letter e appears, if at all. Since it hasn’t chosen a word yet, its options fall into five “families”:

Pattern Family
---- [ally, cool, good]
-e-- [beta, deal]
--e- [flew, ibex]
---e [hope]
e--e [else]

The guess forces the EvilChooser to choose a family of words, but not a particular word in that family. The computer could use several different strategies for picking the family to display. Your implementation should always choose the family with the largest number of words. This is a reasonable strategy that leaves the chooser’s options open!

For the example described above (guessed e), the computer would pick the family with the pattern ----. This reduces the possible answers it can consider to:

ally cool good

Since no letters were revealed, this counts as a wrong guess and the player loses a guess.

The user then guesses the letter o. The computer now has two word families to consider:

Pattern Family
-oo- [cool, good]
---- [ally]

It picks the biggest family and reveals the letter o in two places. Since the computer revealed some letters, this was a correct guess and the number of guesses left does not change. The computer now has only two possible answers to choose from:

cool good

If the user guesses a letter that doesn’t appear anywhere in the set of words, such as t, the family you previously chose will still match, as it’s the only family, and no letters were revealed. Since no letters were revealed, you’d count t as a wrong answer.

The user then guesses d, resulting in two families of the same size:

Pattern Family
-oo- [cool]
-ood [good]

The computer again has several different strategies for picking the family to display. Among the families that are of largest size, your implementation should always choose the family with the pattern that comes alphabetically earlier. For computers, the character - comes alphabetically before all lowercase letters! Here, the computer would pick -oo-, locking itself into cool as the answer (and counting d as a wrong guess).

EvilChooser Constructors and Methods #

You should implement the same methods as in RandomChooser with the additional restriction that they use the “evil” algorithm described above. Many of them will be identical, but the constructor and makeGuess will likely be significantly different.

public EvilChooser(int wordLength, String dictionaryFile)

The constructor takes the same arguments as RandomChooser’s, and should throw the same exceptions in the same cases. However, since this is evil, you shouldn’t select a single word immediately!

public int makeGuess(char letter)

This method should find all the possible word families split on the guessed letter and pick the one with the most words. If there is a tie (two of the word families are of equal size), you should pick the one whose pattern is alphabetically earlier. The set of words representing the biggest family then becomes the dictionary for the next round.

NOTE: The easiest way to resolve ties is by using a TreeMap instead of a HashMap, since a TreeMap stores its keys in sorted order.

Once the new pattern is selected, return the number of occurrences of the guessed letter in the new pattern.

public String getPattern()

Just like getPattern() in RandomChooser, this method should return the current pattern to be displayed for the game using the guesses that have been made. Letters that have not yet been guessed should be displayed as a dash (-). There should be no leading or trailing spaces.

public String getWord()

This method returns any word from current wordPool. If there is only one word exists in wordPool return that word.

Testing EvilChooser #

You can test your EvilChooser by running the tests in EvilChooserTest and EvilChooserIntegrationTest.

EvilChooser Tips #

  • The patterns will come from the words themselves. On any given turn, there is a current set of words that all have the same pattern. When the user guesses a new letter, go through each of the words that you have in the current dictionary and figure out what the correct new pattern would be for that particular word given the new guess.
  • Use a Map to associate family patterns with the set of words that have each pattern.
    • Once again, the easiest way to resolve ties is by using a TreeMap instead of a HashMap, since a TreeMap stores its keys in sorted order.
  • Once you have processed all the words, go through the different sets and find the one with the most words (resolving ties appropriately). That one becomes the new dictionary used by the EvilChooser!
  • You probably don’t need a Map as a field. Think about where it’s used!

Task: Implement the methods in EvilChooser as described above.

Playing a Game II #

Once again, it will be beneficial to actually play a game with your implementation. In AoAGame, change the constructor called for chooser to EvilChooser:

Chooser chooser = new EvilChooser(wordLength, DICTIONARY_FILE);

It should be noticeably more difficult to win against your evil implementation than the random one.

Extra: EvenBetterGuesser or EvenBetterChooser #

Optionally, you might consider writing a second guesser or chooser that does something more intelligent in an attempt to regularly beat the evil chooser. If you do, let us know, we’d love to see what you come up with!

Grading #

For this project, we are emphasizing the ability to correctly implement a specification. To evaluate this, we don’t think that giving individual tests proportional weight makes sense. Some tests check essentially the same thing; and writing more tests means that we’ve given it more weight. Some tests don’t check a behavior and instead check an implementation detail. Therefore, rather than weighting individual tests against each other, we have divided the project into larger chunks, each of which has its own thorough test suite.

Since it’s the first project, we have no hidden tests. That is, the tests you can run locally are all the tests that the autograder will run.

Grading is divided into 5 parts, 3 of which are worth credit:

  • NaiveLetterFreqGuesser (0%): This class is only a stepping stone towards the PAGALetterFreqGuesser and will not be graded.
  • PatterAwareLetterFreqGuesser (0%): This class is only a stepping stone towards the PAGALetterFreqGuesser and will not be graded.
  • PAGALetterFreqGuesser (40%): To receive credit, you must implement PAGALetterFreqGuesser completely correctly.
  • RandomChooser (20%): To receive credit, you must implement RandomChooser completely correctly.
  • EvilChooser (40%): To receive credit, you must implement EvilChooser completely correctly. (Made optional, check Ed for more information)

Acknowledgements #

EvilChooser is based on a Nifty Assignment by Keith Schwartz. All other parts are based on additions made by Adam Blank.

Last built: 2023-10-26 18:40 UTC