This course has already ended.

The latest instance of the course can be found at: O1: 2024

Luet oppimateriaalin englanninkielistä versiota. Mainitsit kuitenkin taustakyselyssä osaavasi suomea. Siksi suosittelemme, että käytät suomenkielistä versiota, joka on testatumpi ja hieman laajempi ja muutenkin mukava.

Suomenkielinen materiaali kyllä esittelee englanninkielisetkin termit.

Kieli vaihtuu A+:n sivujen yläreunan painikkeesta. Tai tästä: Vaihda suomeksi.


Chapter 11.2: Robots That Compete

About This Page

Questions Answered: How can a program operate on other programs? How might we make virtual robots act in collaboration?

Topics: Another programming language as part of a computer program; “virtual machines”. The stack collection type; implementing a simple call stack. Additional practice on earlier topics.

What Will I Do? Study and extend a given program.

Rough Estimate of Workload:? Four hours? Five? Six? There actually isn’t all that much code to write, but it will take time to understand the program.

Points Available: C5 — there’s just a handful of points available for some multiple-choice questions that introduce the theme of the actual programming assignment. (For most O1 students, this chapter’s contents and assignments are completely optional. However, if you are taking Programming Studio 1 in parallel with O1, do note that these assignments are an official part of that course.)

Related Modules: RobotTribes (new), which depends on Robots.

../_images/person07.png

Introduction

../_images/robottribes.png

Two robot tribes in mid-fight. The “Guardians” have settled in a compact cluster. The “Tigers” are roaming for prey.

In this chapter, we’ll again pick up the theme of virtual robots and design some “robot tribes” that do battle with each other.

Each robot tribe has its own program code, which specifies how the tribe’s members behave. Each tribe’s code is written in a separate text file, which is not in Scala but in a custom programming language called RoboSpeak. A RoboSpeak program consists of simple commands that instruct the robots. For instance, the short RoboSpeak program below orders robots to keep walking clockwise in a square pattern:

1
2
3
move     # Moves the robot forward by one square.
spin     # Turns the robot clockwise.
goto 1   # Returns to line 1 of this program.

The Scala app in module RobotTribes reads in RoboSpeak programs from text files, interprets the RoboSpeak instructions therein, stores the instructions in memory as Scala objects, and directs tribal robots accordingly. You can define new tribes simply by writing new files of RoboSpeak; you don’t need to touch the Scala code for that.

In addition to following their tribe’s RoboSpeak program, tribal robots are always looking to “hack” the members of other tribes, causing those competitors to join their tribe. As a consequence, if you put two tribes in the same robot world, they’ll end up fighting for survival as each tribe attempts to gain more members by converting the other. Once a tribe gets the upper hand, the weaker tribe is often eliminated completely, as even its final members defect to the winning side. You’ll see some examples of such tribal duels later.

Chapter structure

This chapter revolves around the RobotTribes module. Once again, we’re going to give you a program that almost works but is missing some crucial pieces. The chapter comprises a programming assignment in several parts, in which you’ll add those pieces.

Let’s start with an overview.

Module RobotTribes

About the Robots module

The RobotTribes module depends on the Robots module of Chapters 8.1, 8.2, and 8.3. If you don’t know it from Week 8, go back there and read up on the module. You’ll need it here.

If you didn’t do the earlier assignments on Robots, do them now or use the example solutions.

RobotTribes consists of two packages:

  • o1.robots.tribal expands on what’s in o1.robots by adding tribes and tribal bots.
  • o1.robots.gui defines an application that is much like the original RobotApp but has a number of additional features that involve tribes. The app and its GUI are ready as given and we won’t discuss them in more detail here.

The table below lists the main contents of o1.robots.tribal.

Component Description Status
class TribalBot A subclass of the Robots module’s RobotBrain class. Represents robots that belong to a tribe and behave as per their tribe’s RoboSpeak program. partial implementation given
class Tribe Represents tribes of robots. Each Tribe object knows how to read its RoboSpeak code from a file and interpret it as Instruction objects that compose the tribal program. (There’s also an additional class, RoboSpeakGrammar, which assists Tribe in this.) ready
trait Instruction Represents individual commands in a RoboSpeak program. Each of these objects has an execute method; a robot executes the command by calling that method. Different kinds of instructions have been implemented as subtypes of Instruction; for this assignment, you don’t need to know those concrete classes in more detail. ready
class Frame Represents a frame in a robot’s call stack. (You’ll need this class only near the end of the assignment. It’s not included in the diagram below.) ready

 

Part 1 of 9: Getting Started with RoboSpeak

  1. There is an introduction to the RoboSpeak language at the top of the Scaladocs for the Tribe class. Read the first seven sections: RoboSpeak, Action Instructions, An Introductory Example, Basic Logic, Labels, Comments and Whitespace, and Pacifist Tribes. You can ignore the rest for now.
  2. Answer the questions below. In each question, tick the all the options that correctly describe how the given RoboSpeak program makes a tribe behave.
1
2
spin
goto 1
1
2
3
4
5
6
7
8
iffriend 7
ifwall 5
move
goto 1
spin
goto 1
spin
goto 7
 1
 2
 3
 4
 5
 6
 7
 8
 9
10
11
start:
  ifnempty turn
  move
  goto start

turn:
  ifrandom noswitch
  switch
noswitch:
  spin
  goto start

Part 2 of 9: Tribes on the Move

  1. Study the documentation and Scala code of the TribalBot class and the docs of the Instruction trait.
  2. Implement the moveBody method in TribalBot.
    • Use the nextInstruction variable defined in the same class.
    • The execute method on Instruction objects returns a value. Make sure to use that value.
    • moveBody should call hack. Include that method call in your implementation already, even though it doesn’t actually do anything yet, since hack’s implementation is empty.

Part 3 of 9: Let’s Experiment

Now’s a good time to try out some RoboSpeak programs.

  1. Launch TribalApp and create some robots of the predefined tribes.
    • As you experiment with the robots, also take a look at the RoboSpeak programs that define their behavior. You’ll find the code in the tribes folder.
    • Notice how the robots move but don’t yet attack other tribes. (The Patrolman tribe doesn’t move because it needs subprogram calls to work right.)
  2. Try writing a short RoboSpeak program of your own:
    • Create a new file with the tribe suffix in the tribes folder. Enter some RoboSpeak instructions (such as move, spin, uturn, or goto) in that file.
    • If you want a custom picture for the tribe, put a PNG image file in the same folder; name it after your tribe. The subfolder extra_pics has some sample images, but you’re not limited to them.
  3. Submit your work, then continue to the remaining steps.

A+ presents the exercise submission form here.

Part 4 of 9: More Functionality

  1. Return to class Tribe’s Scaladocs of class Tribe and read the sections Using Memory Slots, Radar Commands, and Hacking and Talking.

  2. Implement determineTribe in class TribalBot. The class’s other methods need this method in order to tell friend from foe.

    • Note that the parameter may refer to any sort of RobotBrain but not all RobotBrains have the tribe variable.
    • One way to implement this method is to use match for making a decision based on the parameter’s dynamic type; see Chapter 7.2._.
  3. Implement isFriend.

    • Use determineTribe and other ingredients from the TribalBot class.
    • Once you’ve implemented this method, the robots should stop when they see an enemy but they still don’t do anything to the other robot.
  4. Implement talk.

    • If you call other methods from TribalBot in talk, the implementation is quite simple.
  5. Implement longRadar

    • If you first ask the robot world to list all the robots in it, one of the collection methods from Chapter 6.3 will give you a simple implementation.
  6. Implement directedRadar.

    • One approach is to call shortRadar and filter the results.

You can now try talk, enemiesnear, friendsnear, foddernear, fodderleft, score, friendsdir, and enemiesdir in your RoboSpeak programs. These commands depend on the implementations that you just wrote.

Part 5 of 9: Hacking

  1. Implement hack. Use the methods in TribalBot to help you.
  2. Try TribalApp again. See the tribes tussle it out. Try the different scenarios in the menu. Set up a few duels between Tigers and Guardians, for instance.
  3. Submit your work, then continue to the remaining steps.

A+ presents the exercise submission form here.

Part 6 of 9: Prepare for Subprograms

The RoboSpeak instructions callsub and return don’t work yet, but you’ll soon fix that. First, though, you should read the Subprograms section in Tribe’s Scaladocs and answer the questions below.

 1
 2
 3
 4
 5
 6
 7
 8
 9
10
set hackline 4
callsub 8
goto 2
switch
set hackline 1
callsub 8
goto 6
move
spin
return
 1
 2
 3
 4
 5
 6
 7
 8
 9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
label1:
  callsub check
  goto mem
  move
  ifrandom 7
  spin
  goto label1
  ifwall label2
  iffriend label2
  move
  goto label1

label2:
  spin
  goto label2

check:
  score
  iflt radar -3 22
  set mem 4
  return
  set mem 8
  return

In order to implement these methods, you’ll need to give each tribal bot its own call stack. The bot can use the stack to track which subprogram calls are active and where it should resume the program after a subprogram returns.

The TribalBots module comes with a Frame class, which represents simple call-stack frames. Take a look.

In principle, you could represent the call stack as, say, a Buffer[Frame]. However, we’ll instead go for a collection type that is specifically designed for representing stack-like structures.

Part 7 of 9: Get to Know Stack

A call stack is a special case of the more generic concept of a stack (pino). A stack is a collection that follows the LIFO principle: last in, first out. The main operations of a stack are these two:

  • push: add a new element to the top of the stack; and
  • pop: remove the topmost element — the one that was added most recently.

Read the example below, which introduces you to Scala’s Stack class. Of course, you can also experiment with it on your own in the REPL.

import scala.collection.mutable.Stackimport scala.collection.mutable.Stack
val wordStack = new Stack[String]()wordStack: Stack[String] = Stack()
wordStack.push("first")res0: Stack[String] = Stack(first)
wordStack.push("second")res1: Stack[String] = Stack(second, first)
wordStack.push("third")res2: Stack[String] = Stack(third, second, first)
wordStack.pop()res3: String = third
wordStack.pop()res4: String = second
wordStack.push("fourth")res5: Stack[String] = Stack(fourth, first)
wordStack.pop()res6: String = fourth
wordStack.pop()res7: String = first
wordStack.pop()java.util.NoSuchElementException: empty collection
...
wordStack.isEmptyres8: Boolean = true

Part 8 of 9: Adding a Call Stack

Class TribalBot already has a callStack variable with the type Stack[Frame]: a stack that contains frame objects. The class doesn’t use the variable for anything, though.

Implement the methods callSubprogram and returnFromSubprogram. Use the callStack variable for manipulating the stack.

You can then test your solution on the Patrolman tribe or a RoboSpeak program of your own.

Part 9 of 9: The End

  1. Consider what the RobotTribes program has in common with virtual machines (Chapter 5.4). You may also observe some similarities between RoboSpeak and machine code: look up some machine languages online and see how they handle jumps to different parts of a program.
  2. Submit your solution.

A+ presents the exercise submission form here.

Optional Activities

Further reading: domain-specific languages

RoboSpeak can be called a domain-specific language or DSL (täsmäkieli). Look up the term. What are DSLs used for? Is RoboSpeak an internal DSL or an external DSL? Could we say that the musical strings that we pass to o1.play form a DSL?

Further reading: the collect method

shout uses a method named collect. Look up collect in the Scala API and work out its purpose in shout.

Challenge: extend RoboSpeak

  1. Study the code in Tribe.scala. Notice how there is a hierarchy of subtypes below Instruction.
  2. Study the code in RoboSpeakGrammar.scala. Find out how it parses lines of RoboSpeak. As an aid, you may want to use the book Programming in Scala, Third Edition, which is introduced on the Books and Other Resources page. Chapter 33 of the book, Combinator Parsing, is particularly relevant.
  3. Come up with a new command for RoboSpeak and implement it. Add it to RoboSpeak’s grammar and write a corresponding subtype for Instruction.
  4. Add local variables to the Frame objects on tribal bots’ call stacks. Enable the bots to access these variables.

Feedback

Please note that this section must be completed individually. Even if you worked on this chapter with a pair, each of you should submit the form separately.

Credits

Thousands of students have given feedback that has contributed to this ebook’s design. Thank you!

The ebook’s chapters, programming assignments, and weekly bulletins have been written in Finnish and translated into English by Juha Sorva.

The appendices (glossary, Scala reference, FAQ, etc.) are by Juha Sorva unless otherwise specified on the page.

The automatic assessment of the assignments has been developed by: (in alphabetical order) Riku Autio, Nikolas Drosdek, Joonatan Honkamaa, Jaakko Kantojärvi, Niklas Kröger, Teemu Lehtinen, Strasdosky Otewa, Timi Seppälä, Teemu Sirkiä, and Aleksi Vartiainen.

The illustrations at the top of each chapter, and the similar drawings elsewhere in the ebook, are the work of Christina Lassheikki.

The animations that detail the execution Scala programs have been designed by Juha Sorva and Teemu Sirkiä. Teemu Sirkiä and Riku Autio did the technical implementation, relying on Teemu’s Jsvee and Kelmu toolkits.

The other diagrams and interactive presentations in the ebook are by Juha Sorva.

The O1Library software has been developed by Aleksi Lukkarinen and Juha Sorva. Several of its key components are built upon Aleksi’s SMCL library.

The pedagogy of using O1Library for simple graphical programming (such as Pic) is inspired by the textbooks How to Design Programs by Flatt, Felleisen, Findler, and Krishnamurthi and Picturing Programs by Stephen Bloch.

The course platform A+ was originally created at Aalto’s LeTech research group as a student project. The open-source project is now shepherded by the Computer Science department’s edu-tech team and hosted by the department’s IT services. Markku Riekkinen is the current lead developer; dozens of Aalto students and others have also contributed.

The A+ Courses plugin, which supports A+ and O1 in IntelliJ IDEA, is another open-source project. It was created by Nikolai Denissov, Olli Kiljunen, Nikolas Drosdek, Styliani Tsovou, Jaakko Närhi, and Paweł Stróżański with input from Juha Sorva, Otto Seppälä, Arto Hellas, and others.

For O1’s current teaching staff, please see Chapter 1.1.

Additional credits for this page

The notion of programmable “tribes” or “species” that fight each other on a grid comes from a programming assignment by Nick Parlante.

Viljami Nurminen and Rune Pönni contributed additional commands to the RoboSpeak language, drawing on student feedback.

a drop of ink
Posting submission...