Homework 6 Solutions

Solution Files

You can find the solutions in hw06.py.

Required Questions


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OOP

Q1: Mint

A mint is a place where coins are made. In this question, you'll implement a Mint class that can output a Coin with the correct year and worth.

  • Each Mint instance has a year stamp. The update method sets the year stamp of the instance to the present_year class attribute of the Mint class.
  • The create method takes a subclass of Coin (not an instance!), then creates and returns an instance of that class stamped with the mint's year (which may be different from Mint.present_year if it has not been updated.)
  • A Coin's worth method returns the cents value of the coin plus one extra cent for each year of age beyond 50. A coin's age can be determined by subtracting the coin's year from the present_year class attribute of the Mint class.
class Mint:
    """A mint creates coins by stamping on years.

    The update method sets the mint's stamp to Mint.present_year.

    >>> mint = Mint()
    >>> mint.year
    2022
    >>> dime = mint.create(Dime)
    >>> dime.year
    2022
    >>> Mint.present_year = 2102  # Time passes
    >>> nickel = mint.create(Nickel)
    >>> nickel.year     # The mint has not updated its stamp yet
    2022
    >>> nickel.worth()  # 5 cents + (80 - 50 years)
    35
    >>> mint.update()   # The mint's year is updated to 2102
    >>> Mint.present_year = 2177     # More time passes
    >>> mint.create(Dime).worth()    # 10 cents + (75 - 50 years)
    35
    >>> Mint().create(Dime).worth()  # A new mint has the current year
    10
    >>> dime.worth()     # 10 cents + (155 - 50 years)
    115
    >>> Dime.cents = 20  # Upgrade all dimes!
    >>> dime.worth()     # 20 cents + (155 - 50 years)
    125
    """
    present_year = 2022

    def __init__(self):
        self.update()

    def create(self, coin):
return coin(self.year)
def update(self):
self.year = Mint.present_year
class Coin: cents = None # will be provided by subclasses, but not by Coin itself def __init__(self, year): self.year = year def worth(self):
return self.cents + max(0, Mint.present_year - self.year - 50)
class Nickel(Coin): cents = 5 class Dime(Coin): cents = 10

Use Ok to test your code:

python3 ok -q Mint

Q2: Vending Machine

In this question you'll create a vending machine that only outputs a single product and provides change when needed.

Create a class called VendingMachine that represents a vending machine for some product. A VendingMachine object returns strings describing its interactions. Remember to match exactly the strings in the doctests -- including punctuation and spacing!

Fill in the VendingMachine class, adding attributes and methods as appropriate, such that its behavior matches the following doctests:

class VendingMachine:
    """A vending machine that vends some product for some price.

    >>> v = VendingMachine('candy', 10)
    >>> v.vend()
    'Nothing left to vend. Please restock.'
    >>> v.add_funds(15)
    'Nothing left to vend. Please restock. Here is your $15.'
    >>> v.restock(2)
    'Current candy stock: 2'
    >>> v.vend()
    'Please add $10 more funds.'
    >>> v.add_funds(7)
    'Current balance: $7'
    >>> v.vend()
    'Please add $3 more funds.'
    >>> v.add_funds(5)
    'Current balance: $12'
    >>> v.vend()
    'Here is your candy and $2 change.'
    >>> v.add_funds(10)
    'Current balance: $10'
    >>> v.vend()
    'Here is your candy.'
    >>> v.add_funds(15)
    'Nothing left to vend. Please restock. Here is your $15.'

    >>> w = VendingMachine('soda', 2)
    >>> w.restock(3)
    'Current soda stock: 3'
    >>> w.restock(3)
    'Current soda stock: 6'
    >>> w.add_funds(2)
    'Current balance: $2'
    >>> w.vend()
    'Here is your soda.'
    """
def __init__(self, product, price): self.product = product self.price = price self.stock = 0 self.balance = 0 def restock(self, n): self.stock += n return f'Current {self.product} stock: {self.stock}' def add_funds(self, n): if self.stock == 0: return f'Nothing left to vend. Please restock. Here is your ${n}.' # Alternatively, we could have: # return self.vend() + f' Here is your ${n}.' self.balance += n return f'Current balance: ${self.balance}' def vend(self): if self.stock == 0: return 'Nothing left to vend. Please restock.' difference = self.price - self.balance if difference > 0: return f'Please add ${difference} more funds.' message = f'Here is your {self.product}' if difference != 0: message += f' and ${-difference} change' self.balance = 0 self.stock -= 1 return message + '.'

You may find Python's formatted string literals, or f-strings useful. A quick example:

>>> feeling = 'love'
>>> course = '61A!'
>>> f'I {feeling} {course}'
'I love 61A!'

Use Ok to test your code:

python3 ok -q VendingMachine

If you're curious about alternate methods of string formatting, you can also check out an older method of Python string formatting. A quick example:

>>> ten, twenty, thirty = 10, 'twenty', [30]
>>> '{0} plus {1} is {2}'.format(ten, twenty, thirty)
'10 plus twenty is [30]'

Reading through the doctests, it should be clear which functions we should add to ensure that the vending machine class behaves correctly.

__init__

  • This can be difficult to fill out at first. Both product and price seem pretty obvious to keep around, but stock and balance are quantities that are needed only after attempting other functions.

restock

  • Even though v.restock(2) takes only one argument in the doctest, remember that self is bound to the object the restock method is invoked on. Therefore, this function has two parameters.
  • While implementing this function, you will probably realize that you would like to keep track of the stock somewhere. While it might be possible to set the stock in this function as an instance attribute, it would lose whatever the old stock was. Therefore, the natural solution is to initialize stock in the constructor, and then update it in restock.

add_funds

  • This behaves very similarly to restock. See comments above.
  • Also yes, this is quite the expensive vending machine.

vend

  • The trickiest thing here is to make sure we handle all the cases. You may find it helpful when implementing a problem like this to keep track of all the errors we run into in the doctest.

    1. No stock
    2. Not enough balance
    3. Leftover balance after purchase (return change to customer)
    4. No leftover balance after purchase
  • We use some string concatenation at the end when handling case 3 and 4 to try and reduce the amount of code. This isn't necessary for correctness -- it's ok to have something like:

    if difference != 0:
        return ...
    else:
        return ...

    Of course, that would require decrementing the balance and stock beforehand.

Election

Let's implement a game called Election. In this game, two players compete to try and earn the most votes. Both players start with 0 votes and 100 popularity.

The two players alternate turns, and the first player starts. Each turn, the current player chooses an action. There are two types of actions:

  • The player can debate, and either gain or lose 50 popularity. If the player has popularity p1 and the other player has popularity p2, then the probability that the player gains 50 popularity is max(0.1, p1 / (p1 + p2)) Note that the max causes the probability to never be lower than 0.1.
  • The player can give a speech. If the player has popularity p1 and the other player has popularity p2, then the player gains p1 // 10 votes and popularity and the other player loses p2 // 10 popularity.

The game ends when a player reaches 50 votes, or after a total of 10 turns have been played (each player has taken 5 turns). Whoever has more votes at the end of the game is the winner!

Q3: Player

First, let's implement the Player class. Fill in the debate and speech methods, that take in another Player other, and implement the correct behavior as detailed above. Here are two additional things to keep in mind:

  • In the debate method, you should call the provided random function, which returns a random float between 0 and 1. The player should gain 50 popularity if the random number is smaller than the probability described above, and lose 50 popularity otherwise.
  • Neither players' popularity should ever become negative. If this happens, set it equal to 0 instead.
### Phase 1: The Player Class
class Player:
    """
    >>> random = make_test_random()
    >>> p1 = Player('Hill')
    >>> p2 = Player('Don')
    >>> p1.popularity
    100
    >>> p1.debate(p2)  # random() should return 0.0
    >>> p1.popularity
    150
    >>> p2.popularity
    100
    >>> p2.votes
    0
    >>> p2.speech(p1)
    >>> p2.votes
    10
    >>> p2.popularity
    110
    >>> p1.popularity
    135

>>> # Additional correctness tests >>> p1.speech(p2) >>> p1.votes 13 >>> p1.popularity 148 >>> p2.votes 10 >>> p2.popularity 99 >>> for _ in range(4): # 0.1, 0.2, 0.3, 0.4 ... p1.debate(p2) >>> p2.debate(p1) >>> p2.popularity 49 >>> p2.debate(p1) >>> p2.popularity 0
""" def __init__(self, name): self.name = name self.votes = 0 self.popularity = 100 def debate(self, other):
prob = max(0.1, self.popularity / (self.popularity + other.popularity)) if random() < prob: self.popularity += 50 else: self.popularity = max(0, self.popularity - 50)
def speech(self, other):
self.votes += self.popularity // 10 self.popularity += self.popularity // 10 other.popularity -= other.popularity // 10
def choose(self, other): return self.speech

Use Ok to test your code:

python3 ok -q Player

Q4: Game

Now, implement the Game class. Fill in the play method, which should alternate between the two players, starting with p1, and have each player take one turn at a time. The choose method in the Player class returns the method, either debate or speech, that should be called to perform the action.

In addition, fill in the winner method, which should return the player with more votes, or None if the players are tied.

### Phase 2: The Game Class
class Game:
    """
    >>> p1, p2 = Player('Hill'), Player('Don')
    >>> g = Game(p1, p2)
    >>> winner = g.play()
    >>> p1 is winner
    True

>>> # Additional correctness tests >>> winner is g.winner() True >>> g.turn 10 >>> p1.votes = p2.votes >>> print(g.winner()) None
""" def __init__(self, player1, player2): self.p1 = player1 self.p2 = player2 self.turn = 0 def play(self): while not self.game_over():
if self.turn % 2 == 0: curr, other = self.p1, self.p2 else: curr, other = self.p2, self.p1 curr.choose(other)(other) self.turn += 1
return self.winner() def game_over(self): return max(self.p1.votes, self.p2.votes) >= 50 or self.turn >= 10 def winner(self):
if self.p1.votes > self.p2.votes: return self.p1 elif self.p2.votes > self.p1.votes: return self.p2 else: return None

Use Ok to test your code:

python3 ok -q Game

Q5: New Players

The choose method in the Player class is boring, because it always returns the speech method. Let's implement two new classes that inherit from Player, but have more interesting choose methods.

Implement the choose method in the AggressivePlayer class, which returns the debate method if the player's popularity is less than or equal to other's popularity, and speech otherwise. Also implement the choose method in the CautiousPlayer class, which returns the debate method if the player's popularity is 0, and speech otherwise.

### Phase 3: New Players
class AggressivePlayer(Player):
    """
    >>> random = make_test_random()
    >>> p1, p2 = AggressivePlayer('Don'), Player('Hill')
    >>> g = Game(p1, p2)
    >>> winner = g.play()
    >>> p1 is winner
    True

>>> # Additional correctness tests >>> p1.popularity = p2.popularity >>> p1.choose(p2) == p1.debate True >>> p1.popularity += 1 >>> p1.choose(p2) == p1.debate False >>> p2.choose(p1) == p2.speech True
""" def choose(self, other):
if self.popularity <= other.popularity: return self.debate else: return self.speech
class CautiousPlayer(Player): """ >>> random = make_test_random() >>> p1, p2 = CautiousPlayer('Hill'), AggressivePlayer('Don') >>> p1.popularity = 0 >>> p1.choose(p2) == p1.debate True >>> p1.popularity = 1 >>> p1.choose(p2) == p1.debate False
>>> # Additional correctness tests >>> p2.choose(p1) == p2.speech True
""" def choose(self, other):
if self.popularity == 0: return self.debate else: return self.speech

Use Ok to test your code:

python3 ok -q AggressivePlayer
python3 ok -q CautiousPlayer

Submit

Make sure to submit this assignment by uploading any files you've edited to the appropriate Gradescope assignment. For a refresher on how to do this, refer to Lab 00.

Optional Questions

Q6: Next Virahanka Fibonacci Object

Implement the next method of the VirFib class. For this class, the value attribute is a Fibonacci number. The next method returns a VirFib instance whose value is the next Fibonacci number. The next method should take only constant time.

Note that in the doctests, nothing is being printed out. Rather, each call to .next() returns a VirFib instance. The way each VirFib instance is displayed is determined by the return value of its __repr__ method.

Hint: Keep track of the previous number by setting a new instance attribute inside next. You can create new instance attributes for objects at any point, even outside the __init__ method.

class VirFib():
    """A Virahanka Fibonacci number.

    >>> start = VirFib()
    >>> start
    VirFib object, value 0
    >>> start.next()
    VirFib object, value 1
    >>> start.next().next()
    VirFib object, value 1
    >>> start.next().next().next()
    VirFib object, value 2
    >>> start.next().next().next().next()
    VirFib object, value 3
    >>> start.next().next().next().next().next()
    VirFib object, value 5
    >>> start.next().next().next().next().next().next()
    VirFib object, value 8
    >>> start.next().next().next().next().next().next() # Ensure start isn't changed
    VirFib object, value 8
    """

    def __init__(self, value=0):
        self.value = value

    def next(self):
if self.value == 0: result = VirFib(1) else: result = VirFib(self.value + self.previous) result.previous = self.value return result
def __repr__(self): return "VirFib object, value " + str(self.value)

Use Ok to test your code:

python3 ok -q VirFib

Remember that next must return a VirFib object! With this in mind, our first goal is to calculate the next VirFib object and return it. One approach is to figure out the base case (self.value == 0) and then decide what information is needed for the following call to next.

You might also note that storing the current value makes the solution look very similar to the iterative version of the virfib problem.

Exam Practice

Homework assignments will also contain prior exam questions for you to try. These questions have no submission component; feel free to attempt them if you'd like some practice!

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