CS 61A - Summer 2011 - Due Monday June 27th at 10pm

Programming Project 1: Twenty-One

For our purposes, the rules of twenty-one (“blackjack”) are as follows. There are two players: the “customer” and the “dealer”. The object of the game is to be dealt a set of cards that comes as close to 21 as possible without going over 21 (“busting”). A card is represented as a word, such as 10s for the ten of spades. (Ace, jack, queen, and king are a, j, q, and k.) Picture cards are worth 10 points; an ace is worth either 1 or 11 at the player’s option. We reshuffle the deck after each round, so strategies based on remembering which cards were dealt earlier are not possible. Each player is dealt two cards, with one of the dealer’s cards face up. The dealer always takes another card (“hits”) if s/he has 16 or less, and always stops (“stands”) with 17 or more. The customer can play however s/he chooses, but must play before the dealer. If the customer exceeds 21, s/he immediately loses (and the dealer doesn’t bother to take any cards). In case of a tie, neither player wins. (These rules are simplified from real life. There is no “doubling down,” no “splitting,” etc.)

The customer’s strategy of when to take another card is represented as a function. The function has two arguments: the customer’s hand so far, and the dealer’s card that is face up. The customer’s hand is represented as a sentence in which each word is a card; the dealer’s face-up card is a single word (not a sentence). The strategy function should return a true or false output, which tells whether or not the customer wants another card. (The true value can be represented in a program as #t, while false is represented as #f.)

The file ~cs61a/lib/twenty-one.scm contains a definition of function twenty-one. Invoking (twenty-one strategy) plays a game using the given strategy and a randomly shuffled deck, and returns 1, 0, or −1 according to whether the customer won, tied, or lost.

You should copy this file into your directory by typing the following command from the xterm terminal:  

cp ~cs61a/lib/twenty-one.scm .    

(note the period at the end of the line!)

For each of the steps below, you must provide a transcript indicating enough testing of your procedure to convince the readers that you are really sure your procedure works. These transcripts should include trace output where appropriate.

1. The program in the library is incomplete. It lacks a procedure best-total that takes a hand (a sentence of card words) as argument, and returns the total number of points in the hand. It’s called best-total because if a hand contains aces, it may have several different totals. The procedure should return the largest possible total that’s less than or equal to 21, if possible. For example:

> (best-total ’(ad 8s)) ; in this hand the ace counts as 11

19

> (best-total ’(ad 8s 5h)) ;here it must count as 1 to avoid busting

14

> (best-total ’(ad as 9h)) ;here one counts as 11 and the other as 1

21

Write best-total.

2. Define a strategy procedure stop-at-17 that’s identical to the dealer’s, i.e., takes a card if and only if the total so far is less than 17.

3. Write a procedure play-n such that (play-n strategy n)

plays n games with a given strategy and returns the number of games that the customer won minus the number that s/he lost. Use this to exercise your strategy from problem 2, as well as strategies from the problems below. To make sure your strategies do what you think they do, trace them when possible.

Don’t forget: a “strategy” is a procedure! We’re asking you to write a procedure that takes another procedure as an argument. This comment is also relevant to parts 6 and 7 below.

4. Define a strategy named dealer-sensitive that “hits” (takes a card) if (and only if) the dealer has an ace, 7, 8, 9, 10, or picture card showing, and the customer has less than 17, or the dealer has a 2, 3, 4, 5, or 6 showing, and the customer has less than 12. (The idea is that in the second case, the dealer is much more likely to “bust” (go over 21), since there are more 10-pointers than anything else.)

5. Generalize part 2 above by defining a function stop-at. (stop-at n) should return a strategy that keeps hitting until a hand’s total is n or more. For example, (stop-at 17) is equivalent to the strategy in part 2.

6. On Valentine’s Day, your local casino has a special deal: If you win a round of 21 with a heart in your hand, they pay double. You decide that if you have a heart in your hand, you should play more aggressively than usual. Write a valentine strategy that stops at 17 unless you have a heart in your hand, in which case it stops at 19.

7. Generalize part 6 above by defining a function suit-strategy that takes three arguments: a suit (h, s, d, or c), a strategy to be used if your hand doesnt include that suit, and a strategy to be used if your hand does include that suit. It should return a strategy that behaves accordingly. Show how you could use this function and the stop-at function from part 5 to redefine the valentine strategy of part 6.

8. Define a function majority that takes three strategies as arguments and produces a strategy as a result, such that the result strategy always decides whether or not to “hit” by consulting the three argument strategies, and going with the majority. That is, the result strategy should return #t if and only if at least two of the three argument strategies do. Using the three strategies from parts 2, 4, and 6 as argument strategies, play a few games using the “majority strategy” formed from these three.

9. Some people just can’t resist taking one more card. Write a procedure reckless that takes a strategy as its argument and returns another strategy. This new strategy should take one more card than the original would. (In other words, the new strategy should stand if the old strategy would stand on the butlast of the customer’s hand.)

10. Copy your Scheme file to a new file, named joker.scm, before you begin this problem. We are going to change the rules by adding two jokers to the deck. A joker can be worth any number of points from 1 to 11. Modify whatever has to be modified to make this work. (The main point of this exercise is precisely for you to figure out which procedures must be modified.) You will submit both this new file and the original, non- joker version for grading. You don’t have to worry about making strategies optimal; just be sure nothing blows up and the hands are totalled correctly.