Rock-paper-scissors is a hand game that is played by two people. The players count to three in unison and simultaneously "throw” one of three hand signals that correspond to rock, paper or scissors. The winner is determined by the rules:
Rock-paper-scissors is a surprisingly popular game that many people play seriously (see the Wikipedia article for details). Due to the fact that a tie happens around 1/3 of the time, several variants of Rock-Paper-Scissors exist that include more choices to make ties less likely.
Rock-paper-scissors-lizard-Spock (RPSLS) is a variant of Rock-paper-scissors that allows five choices. Each choice wins against two other choices, loses against two other choices and ties against itself. Much of RPSLS's popularity is that it has been featured in 3 episodes of the TV series "The Big Bang Theory". The Wikipedia entry for RPSLS gives the complete description of the details of the game.
In our first mini-project, we will build a Python function rpsls(name)
that takes as input the string name
, which is one of "rock"
, "paper"
,"scissors"
, "lizard"
, or "Spock"
. The function then simulates playing a round of Rock-paper-scissors-lizard-Spock by generating its own random choice from these alternatives and then determining the winner using a simple rule that we will next describe.
While Rock-paper-scissor-lizard-Spock has a set of ten rules that logically determine who wins a round of RPSLS, coding up these rules would require a large number (5x5=25) of if
/elif
/else
clauses in your mini-project code. A simpler method for determining the winner is to assign each of the five choices a number:
In this expanded list, each choice wins against the preceding two choices and loses against the following two choices (if rock and scissors are thought of as being adjacent using modular arithmetic).
In all of the mini-projects for this class, we will provide a walk through of the steps involved in building your project to aid its development. A template for your mini-project is available here. Please work from this template.
name_to_number(name)
that converts the string name
into a number between 0 and 4 as described above. This function should use a sequence of if
/elif
/else
clauses. You can use conditions of the form name == 'paper'
, etc. to distinguish the cases. To make debugging your code easier, we suggest including a final else
clause that catches cases when name
does not match any of the five correct input strings and prints an appropriate error message. You can test your implementation of name_to_number()
using this name_to_number testing template. (Also available in the Code Clinic tips thread).number_to_name(number)
that converts a number in the range 0 to 4 into its corresponding name as a string. Again, we suggest including a final else
clause that catches cases when number
is not in the correct range. You can test your implementation of number_to_name()
using this number_to_name testing template.rpsls(player_choice)
. Print out a blank line (to separate consecutive games) followed by a line with an appropriate message describing the player's choice. Then compute the number player_number
between 0 and 4 corresponding to the player's choice by calling the helper function name_to_number()
using player_choice
.rpsls()
that generates the computer's guess and prints out an appropriate message for that guess. In particular, compute a random number comp_number
between 0 and 4 that corresponds to the computer's guess using the function random.randrange()
. We suggest experimenting with randrange
in a separate CodeSkulptor window before deciding on how to call it to make sure that you do not accidently generate numbers in the wrong range. Then compute the name comp_choice
corresponding to the computer's number using the function number_to_name()
and print an appropriate message with the computer's choice to the console.rpsls()
that determines and prints out the winner. Specifically, compute the difference between comp_number
andplayer_number
taken modulo five. Then write an if/elif/else
statement whose conditions test the various possible values of this difference and then prints an appropriate message concerning the winner. If you have trouble deriving the conditions for the clauses of this if/elif/else
statement, we suggest reviewing the "RPSLS" video which describes a simple test for determine the winner of RPSLS. This will be the only mini-project in the class that is not an interactive game. Since we have not yet learned enough to allow you to play the game interactively, you will simply call your rpsls
function repeatedly in the program with different player choices. You will see that we have provided five such calls at the bottom of the template. Running your program repeatedly should generate different computer guesses and different winners each time. While you are testing, feel free to modify those calls, but make sure they are restored when you hand in your mini-project, as your peer assessors will expect them to be there.
The output of running your program should have the following form:
Player chooses rock Computer chooses scissors Player wins! Player chooses Spock Computer chooses lizard Computer wins! Player chooses paper Computer chooses lizard Computer wins! Player chooses lizard Computer chooses scissors Computer wins! Player chooses scissors Computer chooses Spock Computer wins!
Note that, for this initial mini-project, we will focus only on testing whether your implementation of rpsls()
works correctly on valid input.
Your peers will assess your mini-project according to the rubric given below. To guide you in determining whether your project satisfies each item in the rubric, please consult the video that demonstrates our implementation of "Rock-paper-scissors-lizard-Spock". Small deviations from the textual output of our implementation are fine. You should avoid large deviations (such as using the Python function input
to input your guesses). Whether moderate deviations satisfy an item of the grading rubric is at your peers' discretion during their assessment.
Here is a break down of the scoring:
rpsls()
and the helper function name_to_number()
with plausible code. Give partial credit of 1 pt if only the function rpsls()
has plausible code."Player chooses player_choice"
where player_choice
is a string of the form "rock"
, "paper"
, "scissors"
, "lizard"
or "Spock"
. Give 1 pt if program prints out number instead of string."Computer chooses comp_choice"
where comp_choice
is a string of the form "rock", "paper", "scissors", "lizard"
or"Spock"
. Give 1 pt if program prints out number instead of string.rpsls()
in each run of the program."Player and computer tie!"
, "Player wins!"
or "Computer wins!"
to report outcome. (1 pt for each message.)<span style="font-size:18px;"># Rock-paper-scissors-lizard-Spock template # The key idea of this program is to equate the strings # "rock", "paper", "scissors", "lizard", "Spock" to numbers # as follows: # # 0 - rock # 1 - Spock # 2 - paper # 3 - lizard # 4 - scissors import random # helper functions def name_to_number(name): # delete the following pass statement and fill in your code below if name == 'rock': return 0 elif name == 'Spock': return 1 elif name == 'paper': return 2 elif name == 'lizard': return 3 elif name == 'scissors': return 4 else: print 'wrong number' # convert name to number using if/elif/else # don't forget to return the result! def number_to_name(number): # delete the following pass statement and fill in your code below if number == 0: return 'rock' elif number == 1: return 'Spock' elif number == 2: return 'paper' elif number ==3: return 'lizard' elif number ==4: return 'scissors' else: print 'wrong number' # convert number to a name using if/elif/else # don't forget to return the result! def rpsls(player_choice): # delete the following pass statement and fill in your code below # print a blank line to separate consecutive games print # print out the message for the player's choice print 'Player chooses ',player_choice # convert the player's choice to player_number using the function name_to_number() player_number = name_to_number(player_choice) # compute random guess for comp_number using random.randrange() comp_number = random.randrange(0,4) # convert comp_number to comp_choice using the function number_to_name() comp_choice = number_to_name(comp_number) # print out the message for computer's choice print 'Computer chooses', comp_choice # compute difference of comp_number and player_number modulo five minus_number = comp_number - player_number result_of_modulo = minus_number % 5 # use if/elif/else to determine winner, print winner message if result_of_modulo ==0: print 'Player and computer tie!' elif result_of_modulo > 2: print 'Player wins!' else: print 'Computer wins!' # test your code - THESE CALLS MUST BE PRESENT IN YOUR SUBMITTED CODE rpsls("rock") rpsls("Spock") rpsls("paper") rpsls("lizard") rpsls("scissors") # always remember to check your completed program against the grading rubric </span>代码链接:CodeSkulptor