diff --git a/docs/rapports/rapport-initial-delabre/figures/go-ex-1.tex b/docs/rapports/rapport-initial-delabre/figures/go-ex-1.tex new file mode 100644 index 0000000..038e268 --- /dev/null +++ b/docs/rapports/rapport-initial-delabre/figures/go-ex-1.tex @@ -0,0 +1,22 @@ +\begin{tikzpicture}[scale=.5] + \begin{scope} + \draw (0 ,0) grid (6, 6); + + \fillstone{1}{2}{matblack} + \fillstone{1}{3}{matblack} + \fillstone{2}{4}{matblack} + \fillstone{3}{3}{matblack} + \fillstone{4}{3}{matblack} + \node[fill=white, anchor=center] at (5,2) {(1)}; + \fillstone{4}{1}{matblack} + \fillstone{3}{1}{matblack} + \fillstone{2}{1}{matblack} + + \fillstone{2}{2}{matgray} + \fillstone{2}{3}{matgray} + \fillstone{3}{2}{matgray} + \fillstone{4}{2}{matgray} + \fillstone{3}{4}{matgray} + \fillstone{4}{4}{matgray} + \end{scope} +\end{tikzpicture} diff --git a/docs/rapports/rapport-initial-delabre/figures/go-ex-2.tex b/docs/rapports/rapport-initial-delabre/figures/go-ex-2.tex new file mode 100644 index 0000000..c7b077d --- /dev/null +++ b/docs/rapports/rapport-initial-delabre/figures/go-ex-2.tex @@ -0,0 +1,20 @@ +\begin{tikzpicture}[scale=.5] + \begin{scope} + \draw (0 ,0) grid (6, 6); + + \node[fill=white, anchor=center] at (1,5) {(2)}; + \fillstone{0}{3}{matblack} + \fillstone{1}{3}{matblack} + \fillstone{2}{4}{matblack} + \fillstone{2}{5}{matblack} + \fillstone{3}{6}{matblack} + + \node[fill=white, anchor=center] at (3.5,2) {(1)}; + \fillstone{2}{2}{matgray} + \fillstone{5}{2}{matgray} + \fillstone{3}{1}{matgray} + \fillstone{4}{1}{matgray} + \fillstone{3}{3}{matgray} + \fillstone{4}{3}{matgray} + \end{scope} +\end{tikzpicture} diff --git a/docs/rapports/rapport-initial-delabre/figures/go-gantt.tex b/docs/rapports/rapport-initial-delabre/figures/go-gantt.tex new file mode 100644 index 0000000..a1fe73e --- /dev/null +++ b/docs/rapports/rapport-initial-delabre/figures/go-gantt.tex @@ -0,0 +1,12 @@ +\begin{gantt}{7}{8} + \begin{ganttitle} + \numtitle{5}{5}{40}{1} + \end{ganttitle} + + \ganttbar{Base}{0}{1} + \ganttbar{Algorithme placement}{1}{4} + \ganttbar{Algorithme décompte}{1}{4} + \ganttbar{Fenêtrage}{1}{2} + \ganttbar{Mise en réseau}{4}{3} + \ganttbar{Rapport}{0}{8} +\end{gantt} diff --git a/docs/rapports/rapport-initial-delabre/figures/life-ex-1.tex b/docs/rapports/rapport-initial-delabre/figures/life-ex-1.tex new file mode 100644 index 0000000..0b2c12c --- /dev/null +++ b/docs/rapports/rapport-initial-delabre/figures/life-ex-1.tex @@ -0,0 +1,29 @@ +\begin{tikzpicture}[scale=.5] + \begin{scope} + \draw (0,0) grid (5, 5); + \draw[thick, scale=5] (0, 0) grid (1, 1); + + \fillcell{1}{2}{dying} + \fillcell{2}{1}{alive} + \fillcell{3}{1}{dying} + + \node[anchor=center] at (2.5,-0.5) {$n=0$}; + \end{scope} + + \begin{scope}[xshift=6cm] + \draw (0,0) grid (5, 5); + \draw[thick, scale=5] (0, 0) grid (1, 1); + + \fillcell{2}{1}{dying} + \fillcell{2}{2}{stillborn} + + \node[anchor=center] at (2.5,-0.5) {$n=1$}; + \end{scope} + + \begin{scope}[xshift=12cm] + \draw (0,0) grid (5, 5); + \draw[thick, scale=5] (0, 0) grid (1, 1); + + \node[anchor=center] at (2.5,-0.5) {$n=2$}; + \end{scope} +\end{tikzpicture} diff --git a/docs/rapports/rapport-initial-delabre/figures/life-ex-2.tex b/docs/rapports/rapport-initial-delabre/figures/life-ex-2.tex new file mode 100644 index 0000000..f7164fc --- /dev/null +++ b/docs/rapports/rapport-initial-delabre/figures/life-ex-2.tex @@ -0,0 +1,23 @@ +\begin{tikzpicture}[scale=.5] + \begin{scope} + \draw (0,0) grid (5, 5); + \draw[thick, scale=5] (0, 0) grid (1, 1); + + \fillcell{2}{1}{stillborn} + \fillcell{2}{2}{alive} + \fillcell{2}{3}{stillborn} + + \node[anchor=center] at (2.5,-0.5) {$n=2k$}; + \end{scope} + + \begin{scope}[xshift=6cm] + \draw (0,0) grid (5, 5); + \draw[thick, scale=5] (0, 0) grid (1, 1); + + \fillcell{1}{2}{stillborn} + \fillcell{2}{2}{alive} + \fillcell{3}{2}{stillborn} + + \node[anchor=center] at (2.5,-0.5) {$n=2k+1$}; + \end{scope} +\end{tikzpicture} diff --git a/docs/rapports/rapport-initial-delabre/figures/life-ex-3.tex b/docs/rapports/rapport-initial-delabre/figures/life-ex-3.tex new file mode 100644 index 0000000..037e098 --- /dev/null +++ b/docs/rapports/rapport-initial-delabre/figures/life-ex-3.tex @@ -0,0 +1,57 @@ +\begin{tikzpicture}[scale=.5] + \begin{scope} + \draw (0,0) grid (5, 5); + \draw[thick, scale=5] (0, 0) grid (1, 1); + + \fillcell{2}{2}{alive} + \fillcell{3}{2}{alive} + \fillcell{4}{2}{dying} + \fillcell{2}{3}{alive} + \fillcell{2}{4}{dying} + + \node[anchor=center] at (2.5,-0.5) {$n=0$}; + \end{scope} + + \begin{scope}[xshift=6cm] + \draw (0,0) grid (5, 5); + \draw[thick, scale=5] (0, 0) grid (1, 1); + + \fillcell{2}{2}{dying} + \fillcell{3}{2}{alive} + \fillcell{2}{3}{alive} + \fillcell{1}{3}{nascent} + \fillcell{3}{1}{nascent} + + \node[anchor=center] at (2.5,-0.5) {$n=1$}; + \end{scope} + + \begin{scope}[xshift=12cm] + \draw (0,0) grid (5, 5); + \draw[thick, scale=5] (0, 0) grid (1, 1); + + \fillcell{3}{2}{dying} + \fillcell{2}{3}{dying} + \fillcell{1}{3}{alive} + \fillcell{3}{1}{alive} + \fillcell{1}{2}{nascent} + \fillcell{2}{1}{nascent} + \fillcell{3}{3}{nascent} + + \node[anchor=center] at (2.5,-0.5) {$n=2$}; + \end{scope} + + \begin{scope}[xshift=18cm] + \draw (0,0) grid (5, 5); + \draw[thick, scale=5] (0, 0) grid (1, 1); + + \fillcell{1}{3}{alive} + \fillcell{3}{1}{alive} + \fillcell{1}{2}{alive} + \fillcell{2}{1}{alive} + \fillcell{3}{3}{alive} + \fillcell{4}{2}{nascent} + \fillcell{2}{4}{nascent} + + \node[anchor=center] at (2.5,-0.5) {$n\geq3$}; + \end{scope} +\end{tikzpicture} diff --git a/docs/rapports/rapport-initial-delabre/figures/life-gantt.tex b/docs/rapports/rapport-initial-delabre/figures/life-gantt.tex new file mode 100644 index 0000000..9002c3d --- /dev/null +++ b/docs/rapports/rapport-initial-delabre/figures/life-gantt.tex @@ -0,0 +1,10 @@ +\begin{gantt}{5}{8} + \begin{ganttitle} + \numtitle{5}{5}{40}{1} + \end{ganttitle} + + \ganttbar{Base}{0}{2} + \ganttbar{Fenêtrage}{2}{2} + \ganttbar{Hashlife}{4}{4} + \ganttbar{Rapport}{0}{8} +\end{gantt} diff --git a/docs/rapports/rapport-initial-delabre/figures/ptf-gantt.tex b/docs/rapports/rapport-initial-delabre/figures/ptf-gantt.tex new file mode 100644 index 0000000..e7bc899 --- /dev/null +++ b/docs/rapports/rapport-initial-delabre/figures/ptf-gantt.tex @@ -0,0 +1,20 @@ +\begin{gantt}{12}{8} + \begin{ganttitle} + \numtitle{5}{5}{40}{1} + \end{ganttitle} + + \ganttbar{Moteur physique}{0}{3} + \ganttbar{Gestion du dessin}{0}{3} + \ganttbar{Tests du moteur}{1}{2} + + \ganttbar{Niveau de test}{1}{5} + \ganttbar{Conception des niveaux}{2}{6} + \ganttbar{Tests des niveaux}{3}{5} + + \ganttbar{Musique et bruitages}{1}{4} + \ganttbar{Univers graphique}{1}{4} + \ganttbar{Interface du jeu}{5}{2} + + \ganttbar{Tests finaux}{7}{1} + \ganttbar{Rapport}{0}{8} +\end{gantt} diff --git a/docs/rapports/rapport-initial-delabre/figures/ptf-layering-exploded.tex b/docs/rapports/rapport-initial-delabre/figures/ptf-layering-exploded.tex new file mode 100644 index 0000000..40eec7e --- /dev/null +++ b/docs/rapports/rapport-initial-delabre/figures/ptf-layering-exploded.tex @@ -0,0 +1,17 @@ +\begin{tikzpicture}[x={(-1cm,-0.5cm)}, y={(1cm,-0.5cm)}, z={(0cm,1cm)}] + \begin{scope}[canvas is yz plane at x=0] + \filldraw[fill=matblue, thick, fill opacity=0.8, draw=black] (0,0) rectangle (5,3); + \end{scope} + + \begin{scope}[canvas is yz plane at x=1.5] + \filldraw[fill=white, thick, fill opacity=0.8, draw=black] (0,0) rectangle (5,3); + \filldraw[thick, fill=matbrown] (0,0) rectangle (5,1); + + \draw[thin] (0,0) grid (5,3); + \end{scope} + + \begin{scope}[canvas is yz plane at x=3] + \filldraw[fill=white, thick, fill opacity=0.8, draw=black] (0,0) rectangle (5,3); + \filldraw[thick, fill=matgray] (2.5,1.25) circle (.25); + \end{scope} +\end{tikzpicture} diff --git a/docs/rapports/rapport-initial-delabre/figures/ptf-layering-merged.tex b/docs/rapports/rapport-initial-delabre/figures/ptf-layering-merged.tex new file mode 100644 index 0000000..042054e --- /dev/null +++ b/docs/rapports/rapport-initial-delabre/figures/ptf-layering-merged.tex @@ -0,0 +1,14 @@ +\begin{tikzpicture} + \begin{scope} + \filldraw[fill=matblue, thick, fill opacity=0.8, draw=black] (0,0) rectangle (5,3); + \end{scope} + + \begin{scope} + \filldraw[thick, fill=matbrown] (0,0) rectangle (5,1); + \draw[thin] (0,0) grid (5,3); + \end{scope} + + \begin{scope} + \filldraw[thick, fill=matgray] (2.5,1.25) circle (.25); + \end{scope} +\end{tikzpicture} diff --git a/docs/rapports/rapport-initial-delabre/figures/ptf-uml-diagram.tex b/docs/rapports/rapport-initial-delabre/figures/ptf-uml-diagram.tex new file mode 100644 index 0000000..2ce207b --- /dev/null +++ b/docs/rapports/rapport-initial-delabre/figures/ptf-uml-diagram.tex @@ -0,0 +1,30 @@ +\begin{tikzpicture} + \umlclass[x=-3]{Ball}{ + position : vecteur\\ + velocity : vecteur\\ + mass : flottant\\ + charge : entier signé + }{ + draw() : vide\\ + update(forces : vecteur, delta : flottant) : vide + } + + \umlclass[x=3]{Block}{ + position : vecteur\\ + charge : entier signé + }{ + draw() : vide + } + + \umlclass[y=-4]{Engine}{ + balls : tableau de \texttt{Ball}\\ + blocks : tableau de tableaux de \texttt{Block}\\ + clock : horloge + }{ + draw() : vide\\ + update(delta : flottant) : vide + } + + \umldep{Engine}{Ball} + \umldep{Engine}{Block} +\end{tikzpicture} diff --git a/docs/rapports/rapport-initial-delabre/parts/cmp.aux b/docs/rapports/rapport-initial-delabre/parts/cmp.aux new file mode 100644 index 0000000..8fda4e0 --- /dev/null +++ b/docs/rapports/rapport-initial-delabre/parts/cmp.aux @@ -0,0 +1,69 @@ +\relax +\providecommand\hyper@newdestlabel[2]{} +\@writefile{toc}{\contentsline {chapter}{\IeC {\'E}tude comparative}{21}{chapter*.3}} +\@setckpt{./parts/cmp}{ +\setcounter{page}{22} +\setcounter{equation}{0} +\setcounter{enumi}{3} +\setcounter{enumii}{4} +\setcounter{enumiii}{5} +\setcounter{enumiv}{0} +\setcounter{footnote}{0} +\setcounter{mpfootnote}{0} +\setcounter{part}{0} +\setcounter{chapter}{3} +\setcounter{section}{5} +\setcounter{subsection}{0} +\setcounter{subsubsection}{0} +\setcounter{paragraph}{0} +\setcounter{subparagraph}{0} +\setcounter{figure}{4} +\setcounter{table}{0} +\setcounter{Item}{58} +\setcounter{Hfootnote}{0} +\setcounter{bookmark@seq@number}{20} +\setcounter{ganttnum}{-12} +\setcounter{ganttwidth}{8} +\setcounter{gantttitlenum}{45} +\setcounter{tikzumlPackageLayers}{3} +\setcounter{tikzumlFragmentLayers}{3} +\setcounter{tikzumlStateLayers}{3} +\setcounter{tikzumlComponentLayers}{3} +\setcounter{tikzumlPackageClassNum}{0} +\setcounter{tikzumlPackageSubPackageNum}{0} +\setcounter{tikzumlRelationNum}{3} +\setcounter{tikzumlNoteNum}{1} +\setcounter{pos}{19} +\setcounter{posT}{80} +\setcounter{posStereo}{50} +\setcounter{tikzumlPackageLevel}{0} +\setcounter{tikzumlSystemUseCaseNum}{0} +\setcounter{tikzumlSystemLevel}{0} +\setcounter{tikzumlUseCaseNum}{0} +\setcounter{tikzumlActorNum}{0} +\setcounter{tikzumlStateJoinNum}{0} +\setcounter{tikzumlStateDecisionNum}{0} +\setcounter{tikzumlStateInitialNum}{0} +\setcounter{tikzumlStateFinalNum}{0} +\setcounter{tikzumlStateEnterNum}{0} +\setcounter{tikzumlStateExitNum}{0} +\setcounter{tikzumlStateEndNum}{0} +\setcounter{tikzumlStateHistoryNum}{0} +\setcounter{tikzumlStateDeepHistoryNum}{0} +\setcounter{tikzumlStateLevel}{0} +\setcounter{tikzumlStateSubStateNum}{0} +\setcounter{tikzumlStateText}{0} +\setcounter{tikzumlObjectNum}{0} +\setcounter{tikzumlCallLevel}{0} +\setcounter{tikzumlCallNum}{0} +\setcounter{tikzumlFragmentLevel}{0} +\setcounter{tikzumlFragmentLevelNum}{0} +\setcounter{tikzumlFragmentNum}{0} +\setcounter{tikzumlFragmentPartNum}{0} +\setcounter{tikzumlCallStartFragmentNum}{0} +\setcounter{tikzumlCallEndFragmentNum}{0} +\setcounter{tikzumlComponentLevel}{0} +\setcounter{tikzumlComponentSubComponentNum}{0} +\setcounter{tikzumlConnectorNum}{1} +\setcounter{section@level}{1} +} diff --git a/docs/rapports/rapport-initial-delabre/parts/cmp.tex b/docs/rapports/rapport-initial-delabre/parts/cmp.tex new file mode 100644 index 0000000..626a02f --- /dev/null +++ b/docs/rapports/rapport-initial-delabre/parts/cmp.tex @@ -0,0 +1,41 @@ +\chapter*{Étude comparative} +\addcontentsline{toc}{chapter}{Étude comparative} + +Le jeu de la vie permet, avec des règles très simples, de produire +des motifs extrêmement complexes. Ces motifs peuvent nécessiter de +nombreuses générations sur de grandes surfaces, d'où la nécessité +d'un algorithme évitant les calculs inutiles. En effet, on peut +remarquer que beaucoup de motifs se répètent au cours des générations +et qu'il n'est pas utile de calculer l'état de zones isolées +des cellules vivantes. C'est l'objectif de l'algorithme \emph{Hashlife}. + +D'un point de vue algorithmique, le jeu de go est également +intéressant. Le décompte des points demande de pouvoir identifier +les territoires des joueurs, ce à quoi un algorithme de remplissage par +diffusion se prête bien, comme montré au cours de l'étude algorithmique. +Cependant, le décompte peut aussi demander (en fonction +des règles que l'on applique) de retirer les pierres « mortes » +c'est à dire celles qui n'auraient pas pu être sauvées +de la prise même en contiuant de jouer. On ne peut pas imaginer pouvoir +concevoir un algorithme qui détecte de telles pierres sans avoir +une intelligence artificielle assez performante pour pouvoir simuler +les coups suivants. Les intelligences artificielles en matière +de jeu de go restent peu performantes, car les techniques +classiques de recherche de solutions employées notamment avec +les échecs ne sont pas envisageables, au vu du nombre de possibilités. + +Le jeu de plateformes présente un intérêt différent. D'une part, +la quantité de travail à fournir est largement supérieure à celle des autres +jeux présentés, et nécessite donc la coordination d'une équipe. +D'autre part, les algorithmes à concevoir sont directement +à mettre en relation avec l'enseignement de mécanique classique du +premier semestre, ce qui permet de le valoriser. Enfin, un tel jeu +a un résultat visuel plus à même d'être présenté en vidéo ou +devant un public, puisqu'il est plus dynamique que le jeu de la +vie ou le jeu de go. + +Chaque jeu présenté dans ce rapport demande une organisation différente car le +volume de travail requis va en croissant. En effet, alors que le jeu de la vie +peut être développé par une seule personne en 40 heures totales, le jeu de +plateformes demande au moins 175 heures et donc la collaboration d'au moins +3 personnes. diff --git a/docs/rapports/rapport-initial-delabre/parts/conclu.aux b/docs/rapports/rapport-initial-delabre/parts/conclu.aux new file mode 100644 index 0000000..00ba596 --- /dev/null +++ b/docs/rapports/rapport-initial-delabre/parts/conclu.aux @@ -0,0 +1,69 @@ +\relax +\providecommand\hyper@newdestlabel[2]{} +\@writefile{toc}{\contentsline {chapter}{Conclusion}{22}{chapter*.4}} +\@setckpt{./parts/conclu}{ +\setcounter{page}{23} +\setcounter{equation}{0} +\setcounter{enumi}{3} +\setcounter{enumii}{4} +\setcounter{enumiii}{5} +\setcounter{enumiv}{0} +\setcounter{footnote}{0} +\setcounter{mpfootnote}{0} +\setcounter{part}{0} +\setcounter{chapter}{3} +\setcounter{section}{5} +\setcounter{subsection}{0} +\setcounter{subsubsection}{0} +\setcounter{paragraph}{0} +\setcounter{subparagraph}{0} +\setcounter{figure}{4} +\setcounter{table}{0} +\setcounter{Item}{58} +\setcounter{Hfootnote}{0} +\setcounter{bookmark@seq@number}{21} +\setcounter{ganttnum}{-12} +\setcounter{ganttwidth}{8} +\setcounter{gantttitlenum}{45} +\setcounter{tikzumlPackageLayers}{3} +\setcounter{tikzumlFragmentLayers}{3} +\setcounter{tikzumlStateLayers}{3} +\setcounter{tikzumlComponentLayers}{3} +\setcounter{tikzumlPackageClassNum}{0} +\setcounter{tikzumlPackageSubPackageNum}{0} +\setcounter{tikzumlRelationNum}{3} +\setcounter{tikzumlNoteNum}{1} +\setcounter{pos}{19} +\setcounter{posT}{80} +\setcounter{posStereo}{50} +\setcounter{tikzumlPackageLevel}{0} +\setcounter{tikzumlSystemUseCaseNum}{0} +\setcounter{tikzumlSystemLevel}{0} +\setcounter{tikzumlUseCaseNum}{0} +\setcounter{tikzumlActorNum}{0} +\setcounter{tikzumlStateJoinNum}{0} +\setcounter{tikzumlStateDecisionNum}{0} +\setcounter{tikzumlStateInitialNum}{0} +\setcounter{tikzumlStateFinalNum}{0} +\setcounter{tikzumlStateEnterNum}{0} +\setcounter{tikzumlStateExitNum}{0} +\setcounter{tikzumlStateEndNum}{0} +\setcounter{tikzumlStateHistoryNum}{0} +\setcounter{tikzumlStateDeepHistoryNum}{0} +\setcounter{tikzumlStateLevel}{0} +\setcounter{tikzumlStateSubStateNum}{0} +\setcounter{tikzumlStateText}{0} +\setcounter{tikzumlObjectNum}{0} +\setcounter{tikzumlCallLevel}{0} +\setcounter{tikzumlCallNum}{0} +\setcounter{tikzumlFragmentLevel}{0} +\setcounter{tikzumlFragmentLevelNum}{0} +\setcounter{tikzumlFragmentNum}{0} +\setcounter{tikzumlFragmentPartNum}{0} +\setcounter{tikzumlCallStartFragmentNum}{0} +\setcounter{tikzumlCallEndFragmentNum}{0} +\setcounter{tikzumlComponentLevel}{0} +\setcounter{tikzumlComponentSubComponentNum}{0} +\setcounter{tikzumlConnectorNum}{1} +\setcounter{section@level}{1} +} diff --git a/docs/rapports/rapport-initial-delabre/parts/conclu.tex b/docs/rapports/rapport-initial-delabre/parts/conclu.tex new file mode 100644 index 0000000..fee26db --- /dev/null +++ b/docs/rapports/rapport-initial-delabre/parts/conclu.tex @@ -0,0 +1,15 @@ +\chapter*{Conclusion} +\addcontentsline{toc}{chapter}{Conclusion} + +Pour les raisons exposées dans l'étude comparative, +j'ai choisi de développer le jeu de plateformes pour le projet +C.M.I. de cette année. La réalisation d'un moteur physique +reste un bon exercice algorithmique, tout en laissant place +à une partie plus créative à travers la réalisation de l'univers +graphique et de la musique. + +Pour la création de ce jeu, un volume horaire d'au moins +175 heures est nécessaire. Il faut donc constituer une +équipe d'au moins 3 personnes. Je pense que +Maëlle \textsc{Beuret} et Rémi \textsc{Cérès} seraient +les plus à même à m'accompagner sur ce projet. diff --git a/docs/rapports/rapport-initial-delabre/parts/go.aux b/docs/rapports/rapport-initial-delabre/parts/go.aux new file mode 100644 index 0000000..0b1eb86 --- /dev/null +++ b/docs/rapports/rapport-initial-delabre/parts/go.aux @@ -0,0 +1,93 @@ +\relax +\providecommand\hyper@newdestlabel[2]{} +\citation{ggo-aga} +\citation{game-theory-wiki} +\citation{ggo-ai} +\citation{ggo-compqueens} +\citation{ggo-ffg} +\@writefile{toc}{\contentsline {chapter}{\numberline {2}Jeu de go}{8}{chapter.2}} +\@writefile{lof}{\addvspace {10\p@ }} +\@writefile{lot}{\addvspace {10\p@ }} +\@writefile{toc}{\contentsline {section}{\numberline {2.1}Principes}{8}{section.2.1}} +\@writefile{toc}{\contentsline {subsection}{\numberline {2.1.1}Mat\IeC {\'e}riel}{8}{subsection.2.1.1}} +\@writefile{toc}{\contentsline {subsection}{\numberline {2.1.2}R\IeC {\`e}gles}{8}{subsection.2.1.2}} 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0000000..c6b9e94 --- /dev/null +++ b/docs/rapports/rapport-initial-delabre/parts/go.tex @@ -0,0 +1,219 @@ +%%%%%%%%%% +% Macros % +%%%%%%%%%% + +% Dessine une pierre en X, Y de la couleur donnée +% (doit être utilisé dans un environnement TikZ) +\newcommand{\fillstone}[3]{ +\draw [fill=#3] (#1,#2) circle (.4); +} + +%%%%%%%%%% +% Source % +%%%%%%%%%% + +\chapter{Jeu de go} + +Joué en occident depuis le XIX siècle, le jeu de go est originaire +d'Asie et vieux de plusieurs milliers d'années. La société étasunienne +de Go le décrit comme \flqq~le plus ancien jeu toujours joué sous +sa forme originale.~\frqq~\cite{ggo-aga} +Comme les échecs, le jeu de go est déterminé, à information complète +et parfaite~: à tout moment tous les joueurs ont la même information +à disposition pour décider de leur coup et il n'y a pas de hasard.~\cite{game-theory-wiki} + +Malgré la simplicité apparente du jeu, le nombre de combinaisons possibles +s'élève à plus de $10^{600},$ ce qui en fait l'un des objectifs non-atteints +les plus anciens en matière de recherche en intelligence artificielle. +Le programme \emph{AlphaGo} de \emph{Google} tentera en mars prochain de rivaliser +avec le meilleur joueur de go au monde, Lee Sedol.~\cite{ggo-ai,ggo-compqueens} + +\section{Principes} + +\subsection{Matériel} + +Le jeu se joue sur un plateau de $18 \times 18$ cases (soit +$19 \times 19$ intersections) appelé \emph{goban.} Deux joueurs +s'affrontent en posant à tour de rôle des pierres blanches +et noires. + +\subsection{Règles} + +Lorsqu'un joueur doit jouer, il peut soit poser une pierre +de sa couleur sur une des intersections du \emph{goban,} soit passer son tour. +Si les deux joueurs passent successivement, la partie est terminée.~\cite{ggo-ffg} + +\begin{wrapfigure}[12]{r}{0.35\linewidth} + \centering + \input{./figures/go-ex-1} + \caption{La chaîne blanche sera capturée par la pose d'une pierre noire en~(1)} + \label{fig:go-ex-1} +\end{wrapfigure} + +On définit une chaîne comme étant une zone de pierres +interconnectées horizontalement ou verticalement (mais pas +diagonalement). Les \emph{libertés} d'une telle chaîne +sont le nombre d'intersections vides autour d'elles (horizontalement, +verticalement, mais pas diagonalement). + +Si, en plaçant une pierre, un joueur supprime la dernière +liberté d'une chaîne adverse, la chaîne en question est capturée +et retirée du plateau, comme montré en figure \ref{fig:go-ex-1}. +Un joueur peut placer sa pierre n'importe où sur le +\emph{goban,} pour peu que cela ne supprime pas toutes les libertés +d'une de ses chaînes et que cela ne répète pas une position précédente du jeu. + +\subsection{Fin du jeu} + +À la fin de la partie, c'est-à-dire après que les deux joueurs +ont passé leur tour, on décompte les points. Chaque pierre +présente sur le \emph{goban} rapporte un point, ainsi que chaque +intersection vide à l'intérieur du territoire d'un joueur. +Un territoire d'un joueur est défini comme étant une zone inoccupée du plateau, +séparée du reste uniquement par des pierres de la couleur attribuée à ce joueur. +La figure \ref{fig:go-ex-2} montre des exemples de territoires. + +\begin{figure}[h!] + \centering + \input{./figures/go-ex-2} + \caption{Un territoire du joueur attribué aux blancs en~(1) et un territoire du joueur attribué aux noirs en~(2)} + \label{fig:go-ex-2} +\end{figure} + +\section{Modélisation} + +Seules les $19 \times 19$ intersections de la grille sont utilisées, +pas les cases. On pourra donc utiliser un tableau de tableaux de taille +$19 \times 19.$ À tout moment, chaque case peut soit être vide, soit +occupée par une pierre noire, soit occupée par une pierre blanche. +On optera donc pour un tableau de tableaux d'entiers, en représentant +par $0$ l'état vide, $1$ la présence d'une pierre noire et $2$ la +présence d'une pierre blanche. + +On maintiendra en tout temps une liste des chaînes actives, avec une +liste des intersections occupées par ces chaînes et le nombre de leurs libertés. +Après chaque coup, la grille sera hachée et le résultat sera ajouté +dans une liste appelée la liste des positions précédentes. + +\section{Algorithmes} + +\begin{description} + \item[Initialisation] Allocation d'une grille de taille + $19 \times 19,$ initialisée à $0$. + \item[Placement d'une pierre] Étant donnés une position et + la couleur de la pierre à placer. + \begin{enumerate} + \item Si la pierre se situe en dehors de la grille, le coup est invalide. + Terminer l'algorithme. + \item Faire une copie de la grille et de la liste des chaînes. Dans le + reste de l'algorithme, on opérera uniquement sur ces copies, sauf mention contraire. + \item À la position choisie dans la grille, affecter l'entier correspondant + à la couleur du joueur (1 ou 2). + \item Hacher la grille et comparer l'empreinte à la liste des positions + précédentes. S'il y a correspondance, le coup reproduit un état de jeu déjà + atteint, donc le coup est invalide. Terminer l'algorithme. + \item Identifier toutes les chaînes voisines horizontalement et + verticalement à la pierre placée. Mettre à jour les libertés et + les pierres composant ces chaînes. + \item Si une chaîne voisine de la couleur adverse n'a plus aucune + liberté, effacer toutes ses pierres dans la grille et supprimer la + chaîne de la liste des chaînes. Mettre à jour les libertés des + chaînes voisines. + \item Si une chaîne voisine de la couleur du joueur jouant le coup + n'a plus aucune liberté, le coup est invalide. Terminer + l'algorithme. + \item Appliquer les grilles copiées dans les grilles originales. + \item Ajouter l'empreinte de la grille à la liste des positions + précédentes. + \end{enumerate} + \item[Décompte des points] On initialise deux compteurs pour les points + du joueur attribué aux noirs et les points du joueur attribué aux blancs. + Pour parcourir les territoires des joueurs on utilise une variante de + l'algorithme de remplissage par diffusion.~\cite{ggo-algofloodfill} + \begin{enumerate} + \item Parcourir la grille et attribuer un point par pierre placée à chaque joueur. + \item Créer une grille $G$ de même taille que la grille de jeu, initialisée à 0. + \item Pour chaque case $C$ dans la grille de $(0,0)$ à $(18,18)$, si la case n'est + pas vide ou si $G[C] = 1,$ passer à la case suivante, sinon~: + \begin{enumerate} + \item initialiser une liste $L$ contenant uniquement $C$~; + \item initialiser un compteur $cases$ à 0~; + \item initialiser une variable $couleur$ vide~; + \item tant que la liste $L$ n'est pas vide, faire~: + \begin{enumerate} + \item prendre $D$ la première case de $L$~; + \item supprimer le premier élément de $L$~; + \item si la case $D$ est vide, passer $G[D]$ à 1, + ajouter les cases au nord, au sud, à l'est et à l'ouest de $D$ dans $L$ si + elles ne sont pas telles que $G[X] = 1,$ et incrémenter $cases$~; + \item sinon, si $couleur$ est vide, $couleur := couleur(D)$~; + \item sinon, si $couleur \neq couleur(D), couleur := mixte$~; + \end{enumerate} + \item si $couleur = noir,$ ajouter $cases$ points au joueur attribué + aux pierres noires. Si $couleur = blanc,$ ajouter $cases$ points + au joueur attribué aux pierres blanches. + \end{enumerate} + \end{enumerate} + \item[Affichage] La grille sera parcourue case par case. Chaque valeur + différente de 0 provoquera le placement d'un pion sur l'intersection + correspondante de la couleur correspondante. Le programme devra + être réceptif aux clics sur la grille et appeler l'algorithme de placement + d'un pion en conséquence. +\end{description} + +\section{Spécifications} + +\subsection{Version initiale} + +On choisira le langage C++, qui possède les structures requises dans +la section précédente, et est enseigné dans le cursus. Il n'y a pas de difficulté +algorithmique particulière qui justifie le choix d'un langage différent, +sachant que le choix d'un tel langage pourrait ralentir le développement. + +On préfèrera un affichage fenêtré au vu des nombreuses interactions +qui seront facilitées par l'usage de la souris. On proposera une +grille de taille fixe $19 \times 19.$ +Les deux joueurs utiliseront la même fenêtre, plaçant leur +pierre à tour de rôle. + +Les types standards, comme +\texttt{std::vector} ou \texttt{std::unordered\_map}, seront utilisés +pour représenter les structures abordées dans la section traitant +de la modélisation. + +\subsection{Améliorations possibles} + +Une interface plus travaillée pourra être proposée avec un +choix parmi différentes tailles standard de grille telles que +$9 \times 9$ et $13 \times 13.$ +Les joueurs pourront s'affronter en réseau. + +\section{Organisation} + +L'implémentation des algorithmes +demandera de la documentation sur les hachages, les +tableaux associatifs et autres structures abordées ci-avant. +Il y a deux algorithmes principaux~: le décompte des points +et le placement d'une pierre. On consacrera à la mise au point +des algorithmes initiaux et à leur perfection 40 heures au total. + +Pendant le développement des algorithmes, le fenêtrage +pourra être conçu avec l'interface de choix des grilles +et de présentation des résultats. On pourra y consacrer +10 heures. + +La mise en réseau du jeu se fera lorsque les algorithmes +seront suffisamment robustes. Elle nécessitera de la +documentation sur les \emph{sockets} avec la SFML. On +pourra y consacrer 15 heures. + +La rédaction du rapport s'effectuera en continu pendant la création du jeu. +La figure~\ref{fig:go-gantt} présente un diagramme de Gantt résumant +la répartition du travail. + +\begin{figure}[h!] + \centering + \input{./figures/go-gantt} + \caption{Développement du jeu de go sur 40 heures} + \label{fig:go-gantt} +\end{figure} diff --git a/docs/rapports/rapport-initial-delabre/parts/intro.aux b/docs/rapports/rapport-initial-delabre/parts/intro.aux new file mode 100644 index 0000000..57d175f --- /dev/null +++ b/docs/rapports/rapport-initial-delabre/parts/intro.aux @@ -0,0 +1,69 @@ +\relax +\providecommand\hyper@newdestlabel[2]{} +\@writefile{toc}{\contentsline {chapter}{Introduction}{2}{chapter*.2}} +\@setckpt{./parts/intro}{ +\setcounter{page}{3} +\setcounter{equation}{0} +\setcounter{enumi}{0} +\setcounter{enumii}{0} +\setcounter{enumiii}{0} +\setcounter{enumiv}{0} +\setcounter{footnote}{0} +\setcounter{mpfootnote}{0} +\setcounter{part}{0} +\setcounter{chapter}{0} +\setcounter{section}{0} +\setcounter{subsection}{0} +\setcounter{subsubsection}{0} +\setcounter{paragraph}{0} +\setcounter{subparagraph}{0} +\setcounter{figure}{0} +\setcounter{table}{0} +\setcounter{Item}{0} +\setcounter{Hfootnote}{0} +\setcounter{bookmark@seq@number}{1} +\setcounter{ganttnum}{0} +\setcounter{ganttwidth}{0} +\setcounter{gantttitlenum}{0} +\setcounter{tikzumlPackageLayers}{3} +\setcounter{tikzumlFragmentLayers}{3} +\setcounter{tikzumlStateLayers}{3} +\setcounter{tikzumlComponentLayers}{3} +\setcounter{tikzumlPackageClassNum}{0} +\setcounter{tikzumlPackageSubPackageNum}{0} +\setcounter{tikzumlRelationNum}{1} +\setcounter{tikzumlNoteNum}{1} +\setcounter{pos}{0} +\setcounter{posT}{0} +\setcounter{posStereo}{0} +\setcounter{tikzumlPackageLevel}{0} +\setcounter{tikzumlSystemUseCaseNum}{0} +\setcounter{tikzumlSystemLevel}{0} +\setcounter{tikzumlUseCaseNum}{0} +\setcounter{tikzumlActorNum}{0} +\setcounter{tikzumlStateJoinNum}{0} +\setcounter{tikzumlStateDecisionNum}{0} +\setcounter{tikzumlStateInitialNum}{0} +\setcounter{tikzumlStateFinalNum}{0} +\setcounter{tikzumlStateEnterNum}{0} +\setcounter{tikzumlStateExitNum}{0} +\setcounter{tikzumlStateEndNum}{0} +\setcounter{tikzumlStateHistoryNum}{0} +\setcounter{tikzumlStateDeepHistoryNum}{0} +\setcounter{tikzumlStateLevel}{0} +\setcounter{tikzumlStateSubStateNum}{0} +\setcounter{tikzumlStateText}{0} +\setcounter{tikzumlObjectNum}{0} +\setcounter{tikzumlCallLevel}{0} +\setcounter{tikzumlCallNum}{0} +\setcounter{tikzumlFragmentLevel}{0} +\setcounter{tikzumlFragmentLevelNum}{0} +\setcounter{tikzumlFragmentNum}{0} +\setcounter{tikzumlFragmentPartNum}{0} +\setcounter{tikzumlCallStartFragmentNum}{0} +\setcounter{tikzumlCallEndFragmentNum}{0} +\setcounter{tikzumlComponentLevel}{0} +\setcounter{tikzumlComponentSubComponentNum}{0} +\setcounter{tikzumlConnectorNum}{1} +\setcounter{section@level}{0} +} diff --git a/docs/rapports/rapport-initial-delabre/parts/intro.tex b/docs/rapports/rapport-initial-delabre/parts/intro.tex new file mode 100644 index 0000000..553893d --- /dev/null +++ b/docs/rapports/rapport-initial-delabre/parts/intro.tex @@ -0,0 +1,24 @@ +\chapter*{Introduction} +\addcontentsline{toc}{chapter}{Introduction} + +L'objectif du module Projet C.M.I. de second semestre est +de développer un jeu en groupe, ce qui permet de s'initier +à la gestion d'un projet, à la communication et à la collaboration +au sein d'une équipe, mais aussi de mobiliser les connaissances +acquises en matière d'algorithmique au premier semestre. + +Ce rapport présente ainsi trois jeux vidéos qui se prêtent +à cet exercice~: le jeu de la vie, le jeu de go et un jeu +original basé sur les jeux de plateformes. Pour chacun de ces jeux, +on étudie son principe, mais aussi les manières de le +représenter dans une machine et les algorithmes pouvant être +utilisés pour simuler le jeu. + +Cette étude est également l'occasion de réfléchir sur les +éventuelles difficultés qui seront rencontrées pendant +le développement. Est également présentée une organisation +possible pour la création du jeu. + +Enfin, les trois jeux sont comparés à la lumière de leur +intérêt algorithmique, de leur difficulté de développement +et du temps nécessaire pour les créer. diff --git a/docs/rapports/rapport-initial-delabre/parts/life.aux b/docs/rapports/rapport-initial-delabre/parts/life.aux new file mode 100644 index 0000000..052ed0b --- /dev/null +++ b/docs/rapports/rapport-initial-delabre/parts/life.aux @@ -0,0 +1,91 @@ +\relax +\providecommand\hyper@newdestlabel[2]{} +\citation{gof-wikipedia} +\citation{gof-automata} +\citation{gof-conwaylife} +\@writefile{toc}{\contentsline {chapter}{\numberline {1}Jeu de la vie}{3}{chapter.1}} +\@writefile{lof}{\addvspace {10\p@ }} +\@writefile{lot}{\addvspace {10\p@ }} +\@writefile{toc}{\contentsline {section}{\numberline {1.1}Principes}{3}{section.1.1}} +\newlabel{sec:principes}{{1.1}{3}{Principes}{section.1.1}{}} +\@writefile{lof}{\contentsline {figure}{\numberline {1.1}{\ignorespaces Mort par sous-population}}{4}{figure.1.1}} +\newlabel{fig:life-ex-1}{{1.1}{4}{Mort par sous-population}{figure.1.1}{}} +\@writefile{lof}{\contentsline {figure}{\numberline {1.2}{\ignorespaces Un oscillateur, une configuration qui se r\IeC {\'e}p\IeC {\`e}te ind\IeC {\'e}finiment}}{4}{figure.1.2}} +\newlabel{fig:life-ex-2}{{1.2}{4}{Un oscillateur, une configuration qui se répète indéfiniment}{figure.1.2}{}} +\@writefile{lof}{\contentsline {figure}{\numberline {1.3}{\ignorespaces Stabilisation de la configuration en quatre \IeC {\'e}tats}}{4}{figure.1.3}} +\newlabel{fig:life-ex-3}{{1.3}{4}{Stabilisation de la configuration en quatre états}{figure.1.3}{}} +\@writefile{toc}{\contentsline {section}{\numberline {1.2}Mod\IeC {\'e}lisation}{5}{section.1.2}} +\@writefile{toc}{\contentsline {section}{\numberline {1.3}Algorithmes}{5}{section.1.3}} +\citation{gof-hashlife} +\@writefile{toc}{\contentsline {section}{\numberline {1.4}Sp\IeC {\'e}cifications}{6}{section.1.4}} 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+% Macros % +%%%%%%%%%% + +% Associe les couleurs en fonction de l'état d'une cellule +\newcommand{\cellcolor}[1]{% +\ifnum\pdfstrcmp{#1}{alive}=0 matblue\fi% +\ifnum\pdfstrcmp{#1}{dying}=0 matred\fi% +\ifnum\pdfstrcmp{#1}{nascent}=0 matgreen\fi} + +% Dessine une cellule en X, Y dans l'état donné (doit être +% utilisé dans un environnement TikZ) +\newcommand{\fillcell}[3]{ +\ifnum\pdfstrcmp{#3}{stillborn}=0 +\draw [fill=\cellcolor{dying}] (#1,#2) -- (#1+1,#2) -- (#1+1,#2+1) -- (#1,#2); +\draw [fill=\cellcolor{nascent}] (#1,#2) -- (#1,#2+1) -- (#1+1,#2+1) -- (#1,#2); +\else +\draw [fill=\cellcolor{#3}] (#1,#2) rectangle (#1+1,#2+1); +\fi +} + +%%%%%%%%%% +% Source % +%%%%%%%%%% + +\chapter{Jeu de la vie} + +Le jeu de la vie, inventé par John Conway en 1970, est l'exemple le plus +populaire d'automate cellulaire. +\cite{gof-wikipedia} +Un automate cellulaire est un ensemble +de cellules pouvant être dans plusieurs états différents et dont l'état +suivant est entièrement déterminé à partir de l'état actuel. +\cite{gof-automata} + +Il présente un intérêt théorique car il a été démontré que le jeu de la vie +est Turing-complet, c'est-à-dire que n'importe quel algorithme peut +y être implémenté. + +\section{Principes}\label{sec:principes} + +Le jeu de la vie est composé d'une grille infinie de cellules pouvant +être soit mortes soit vivantes. Le jeu est constitué d'états : un état du jeu +est l'ensemble des états (vivante ou morte) de chacune de ses cellules à +un moment précis. Seul l'état initial est fourni, les états suivants sont calculés +de proche en proche selon les règles suivantes~: + +\begin{enumerate} + \item si une cellule a trois voisines à l'état $n$, elle est vivante à l'état $n+1$ ; + \item si une cellule a deux voisines à l'état $n$, elle persévère dans son état ; + \item si une cellule a moins de deux ou plus de trois voisines à l'état $n$, elle est morte à l'état $n+1$. + \cite{gof-conwaylife} +\end{enumerate} + +Les figures~\ref{fig:life-ex-1}, \ref{fig:life-ex-2} et \ref{fig:life-ex-3} montrent +trois situations typiques du jeu de la vie sur des portions de grilles. +Dans ces figures, une case \tikz[scale=.2]{\fillcell{0}{0}{nascent}} représente +une cellule qui vient de naître, une case \tikz[scale=.2]{\fillcell{0}{0}{dying}} +représente une cellule qui va mourir à l'état suivant et une case +\tikz[scale=.2]{\fillcell{0}{0}{alive}} représente une cellule vivante. + +\begin{figure}[p!] + \centering + \input{./figures/life-ex-1} + \caption{Mort par sous-population} + \label{fig:life-ex-1} +\end{figure} + +\begin{figure}[p!] + \centering + \input{./figures/life-ex-2} + \caption{Un oscillateur, une configuration qui se répète indéfiniment} + \label{fig:life-ex-2} +\end{figure} + +\begin{figure}[p!] + \centering + \input{./figures/life-ex-3} + \caption{Stabilisation de la configuration en quatre états} + \label{fig:life-ex-3} +\end{figure} + +\section{Modélisation} + +Les cellules peuvent prendre uniquement deux états, vivante ou +morte. Pour cette raison, il est naturel de représenter une +cellule par un booléen, \texttt{true} pour une cellule +vivante et \texttt{false} pour une cellule morte. +Pour la représentation d'une grille de cellules, on utilisera donc +un tableau de tableaux de booléens. + +Les tableaux seront de taille suffisamment grande pour éviter qu'une +structure n'arrive à la bordure. En effet, le comportement à la bordure +d'une grille n'est pas défini dans les règles du jeu de la vie puisqu'il +est censé se dérouler sur une grille infinie. + +\section{Algorithmes} + +Quatre algorithmes doivent être définis pour gérer la grille. + +\begin{description} + \item[Initialisation de la grille] Allocation d'une grille de taille + donnée et initialisation de tous les booléens à \texttt{false}. + \item[Détermination du nombre de voisins vivants] Reçoit une grille $G$ + et une position de cellule $(x, y)$. + \begin{enumerate} + \item Soit $total := 0$. + \item Pour $i$ allant de $x - 1$ à $x + 1$~: + \begin{enumerate} + \item pour $j$ allant de $y - 1$ à $y + 1$, si + $(i, j)$ est une position valide et + $(i, j)$ est une cellule vivante de $G$ et + $(i, j) \neq (x, y)$, alors $total := total + 1$. + \end{enumerate} + \item Renvoyer $total$. + \end{enumerate} + \item[Calcul de l'état suivant] Reçoit une grille $G$ et calcule + la grille représentant l'état suivant du jeu. + \begin{enumerate} + \item Soit $G^\prime$ une grille de même taille que $G$. + \item Pour $i$ allant de $0$ à la taille horizontale de $G$~: + \begin{enumerate} + \item pour $j$ allant de $0$ à la taille verticale de $G$~: + \begin{enumerate} + \item appeler l'algorithme \textbf{Détermination du nombre de voisins vivants} + sur la grille $G$ et la case $(i, j)$ et stocker le résultat dans $voisins$~; + \item si $voisins = 3$, $G^\prime(i, j) := \mathtt{true}$~; + \item sinon, si $voisins = 2$, $G^\prime(i, j) := G(i, j)$~; + \item sinon, $G^\prime(i, j) := \mathtt{false}$. + \end{enumerate} + \end{enumerate} + \item Renvoyer $G^\prime$. + \end{enumerate} + \item[Affichage de la grille] Doit parcourir chaque cellule + d'une grille donnée pour afficher à l'écran l'état de celle-ci. L'algorithme + dépendra principalement du type d'affichage choisi (terminal, fenêtré). +\end{description} + +Le programme principal se charge d'appeler l'algorithme 1, puis +d'appeler de manière répétée les algorithmes 3 et 4 pour afficher +les états suivants. + +\section{Spécifications} + +\subsection{Version initiale} + +On choisira le langage C++, qui possède les structures requises dans +la section précédente, et est enseigné dans le cursus. Il n'y a pas de difficulté +algorithmique particulière qui justifie le choix d'un langage différent, +sachant que le choix d'un tel langage pourrait ralentir le développement. + +L'affichage de la grille se fera dans le terminal. Un algorithme +naïf sera choisi pour le calcul de l'état suivant, se contenant de parcourir +chaque cellule et de calculer son état, sans recherche d'optimisation. + +L'état initial sera choisi par l'utilisateur parmi une série de +préconfigurations codées \emph{en dur} dans le programme. + +Le type \texttt{std::vector\null>} de la librairie +standard C++ sera utilisé pour représenter les grilles car il permet +une allocation dynamique automatiquement gérée. + +\subsection{Améliorations possibles} + +L'affichage peut s'effectuer en fenêtré. Les bibliothèques +SDL~(en C) ou SFML~(en C++, orienté objet) peuvent être choisies +et seront utilisées dans l'algorithme d'affichage pour le dessin +des cellules, et dans le programme principal pour initialiser la fenêtre. + +On peut laisser l'utilisateur choisir l'état initial en cliquant +sur les cellules. L'utilisateur pourra contrôler la génération grâce +à un bouton marche/arrêt, pas à pas, ou remise à zéro. On peut +également fournir une série de préconfigurations parmi lesquelles choisir +dans l'interface. + +Enfin, un algorithme plus performant peut être utilisé, réduisant +les calculs inutiles. Par exemple, l'algorithme \emph{Hashlife,} +\cite{gof-hashlife} +utilisant des \emph{quadtrees} et une table de hachage peut améliorer +considérablement les performances (mais peut être difficile à implémenter). + +\section{Organisation} + +Pour la version initiale du programme, il y a quatre algorithmes à +mettre en place. Ces algorithmes reprennent des concepts +vus en cours. On pourra y consacrer 10 heures. + +Pour l'affichage fenêtré, il faudra se renseigner sur l'A.P.I. des +bibliothèques utilisées, concevoir une interface (placement des boutons, +de la grille) et l'implémenter. On pourra prévoir 10 heures. + +L'implémentation de l'algorithme \emph{Hashlife} requièrera des renseignements +sur l'utilisation des \emph{quadtrees} et des tables de hachages ainsi +que sur l'algorithme en lui-même. Prévoir 20 heures. + +La rédaction du rapport s'effectuera en continu pendant la création du jeu. +La figure~\ref{fig:life-gantt} présente un diagramme de Gantt résumant +la répartition du travail. + +\begin{figure}[h!] + \centering + \input{./figures/life-gantt} + \caption{Développement du jeu de la vie sur 40 heures} + \label{fig:life-gantt} +\end{figure} diff --git a/docs/rapports/rapport-initial-delabre/parts/ptf.aux b/docs/rapports/rapport-initial-delabre/parts/ptf.aux new file mode 100644 index 0000000..473163e --- /dev/null +++ b/docs/rapports/rapport-initial-delabre/parts/ptf.aux @@ -0,0 +1,100 @@ +\relax +\providecommand\hyper@newdestlabel[2]{} +\@writefile{toc}{\contentsline {chapter}{\numberline {3}Jeu de plateformes coop\IeC {\'e}ratif}{13}{chapter.3}} +\@writefile{lof}{\addvspace {10\p@ }} +\@writefile{lot}{\addvspace {10\p@ }} +\@writefile{toc}{\contentsline {section}{\numberline {3.1}Principes}{13}{section.3.1}} +\@writefile{toc}{\contentsline {subsection}{\numberline 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de plateformes coopératif} + +Les jeux de plateformes sont un des premiers genres +à avoir émergé dans le monde du jeu vidéo. Ils consistent +à faire progresser un personnage en le faisant aller +de plateforme en plateforme, d'où leur nom. + +Le troisième jeu étudié a un principe original, inspiré +des jeux de plateformes, de coopération et de réflexion. Il +s'agira pour deux joueurs de faire traverser deux balles +aimantées à travers un niveau, certains éléments du décor +étant eux aussi aimantés. + +La conception du jeu s'appuiera sur cet élément +physique pour proposer des niveaux sous forme de casse-têtes, +dans lesquels les deux participants devront s'entraider et +réfléchir pour parvenir à la fin. + +\section{Principes} + +Deux joueurs doivent s'entraider pour faire avancer leur balle à travers +des niveaux. Les joueurs exploitent pour ce faire les mécanismes +physiques définis dans la section \ref{section:ptf-joueurs}. + +Le jeu est constitué d'une suite de niveaux, chaque niveau +étant une grille de blocs en deux dimensions. Ces grilles sont +définies en avance par le programmeur. Les blocs interagissent +avec les balles comme défini dans les sections \ref{section:ptf-joueurs} +et \ref{section:ptf-blocs}. + +Les joueurs valident un niveau en faisant parvenir toutes les +balles dans une zone d'arrivée prédéfinie. Ils passent +ainsi au niveau suivant. Le but du jeu est de terminer tous +les niveaux. + +\subsection{Joueurs} +\label{section:ptf-joueurs} + +Les deux joueurs contrôlent chacun une balle. Ces balles ont pour +propriétés leur position dans le plan, leur vitesse et leur charge +électrique. Les balles évoluent par interactions +avec le joueur et par interactions physiques. + +Un joueur peut interagir avec sa balle de trois manières~: +il peut lui donner de la vitesse vers la gauche de la fenêtre, +la droite de la fenêtre, ou inverser la polarité de la balle. +Le joueur ne peut pas faire « sauter » sa balle. + +L'évolution des balles, en dehors du contrôle des joueurs, est +conditionnée par les phénomènes physiques suivants~: + +\begin{itemize} + \item une force de gravité qui agit en tout point et attire + les balles vers le bas, le haut, la gauche ou la droite de la + fenêtre. L'orientation de cette force peut être modifiée par les + actions d'une balle en cours de jeu~; + + \item une force de réaction qui agit de telle sorte + que les balles ne puissent pas traverser les blocs~; + + \item des forces de frottements lorsque la balle se situe + au contact d'un bloc. L'intensité de cette force varie + en fonction des types de blocs~; + + \item une force d'interaction coulombienne entre les éléments + du jeu qui sont polarisés (c'est-à-dire les balles et + certains blocs tels que définis en section \ref{section:ptf-blocs}). +\end{itemize} + +\subsection{Caméra} + +À tout moment les deux balles peuvent se situer n'importe où dans le +niveau. Il faut toutefois faire en sorte qu'elles soient toutes deux +visibles à tout moment. + +Pour ce faire, la caméra est centrée sur la position moyenne +des deux balles si celles-ci sont suffisament proches. Sinon, +l'écran est divisé en deux et chaque partie est centrée sur chacune +des balles. + +\subsection{Blocs} +\label{section:ptf-blocs} + +Le niveau est une grille de blocs. Les blocs possèdent +une position sur la grille déterminée par une paire d'entiers et +une charge électrique qui peut être annulée pour que le bloc +n'attire aucun objet. Certains blocs peuvent modifier le sens +de la gravité lorsqu'une balle rentre en collision avec eux. +Enfin, les blocs sont statiques et ne sont pas soumis +à la physique du jeu. + +\section{Modélisation} + +Les balles sont modélisées par une classe \texttt{Ball}. Cette +classe est dotée des propriétés \texttt{position}, +\texttt{velocity}, \texttt{mass} et \texttt{charge}. +Le vecteur \texttt{position} représente la position de la balle +dans le plan. Le vecteur \texttt{velocity} représente la +vitesse de la balle. Le flottant \texttt{mass} représente la masse +de la balle, qui sera utilisée dans le calcul de l'accélération. +Enfin, le flottant \texttt{charge} représente sa charge électrique. + +Les blocs sont modélisés par une classe \texttt{Block} munie +des propriétés \texttt{position} et \texttt{charge} +qui représentent la position du bloc sur la grille de jeu et +sa charge. La charge du bloc est nulle s'il n'est pas polarisé. +La classe sera étendue pour représenter des types de +blocs spécialisés. + +Enfin, une classe principale \texttt{Engine} est chargée de +coordonner les éléments du jeu +et d'organiser le dessin des \emph{frames}. Elle est +dotée d'un tableau à deux dimensions d'instances de +\texttt{Block} qui représente la grille de jeu, +d'un tableau à une dimension d'instances de \texttt{Ball} +qui stocke toutes les balles dans le niveau, et d'une +horloge qui mesure le temps écoulé entre chaque \emph{frame}. + +La figure \ref{fig:ptf-uml-diagram} présente les classes +utilisées pour la modélisation. Les méthodes de ces classes +sont détaillées dans la section suivante. + +\begin{figure}[h!] + \centering + \input{./figures/ptf-uml-diagram} + \caption{Diagramme des classes utilisées} + \label{fig:ptf-uml-diagram} +\end{figure} + +\section{Algorithmes} +\label{section:ptf-algos} + +\subsection{Physique} + +Les balles sont équipées de propriétés représentant leur +position, leur vitesse, leur masse et leur charge comme +vu dans la section précédente. On utilise +l'intégration explicite d'Euler pour calculer la nouvelle +position de chaque balle à chaque \emph{frame}. \cite{ptf-euler} +Cette méthode a l'avantage d'être simple à implémenter et rapide. + +\begin{description} + \item[\texttt{Engine::update(delta)}] + L'algorithme reçoit le temps écoulé depuis la dernière \emph{frame}. Il + calcule les forces à appliquer à chaque balle, puis appelle la procédure + \texttt{Ball::update(forces, delta)} en conséquence. + \begin{enumerate} + \item Pour chaque \texttt{ball} dans \texttt{balls}. + \item Initialiser un vecteur \texttt{forces} au vecteur nul. + \item Ajouter le vecteur $(0, g)$, $(0, -g)$, $(g, 0)$, $(-g, 0)$ + selon la direction de la gravité au vecteur \texttt{forces}. + \item Si la touche pour faire aller la balle \texttt{ball} + à gauche est enfoncée, ajouter le vecteur $(-m, 0)$ au + vecteur \texttt{forces}. + \item Si la touche pour faire aller la balle \texttt{ball} + à droite est enfoncée, ajouter le vecteur $(m, 0)$ au + vecteur \texttt{forces}. + \item Pour chaque autre élément polarisé, appliquer une + force d'attraction portée par la droite passant par les + deux éléments et de norme $c \times \frac{\mathtt{charge}_1 \times \mathtt{charge}_2}{\mathtt{distance}^2}$. + \item Gérer les collisions et les frottements. + \item Appeler \texttt{Ball::update(forces, delta)} sur \texttt{ball}. + \end{enumerate} + + \item[\texttt{Ball::update(forces, delta)}] + L'algorithme reçoit le vecteur somme de toutes les forces appliquées + à la balle et un flottant qui contient le temps écoulé depuis la + dernière \emph{frame}. Il calcule la position suivante de la balle. + \begin{enumerate} + \item $\mathtt{acceleration} := \frac{\mathtt{forces}}{\mathtt{mass}}$. + \item Ajouter $\mathtt{acceleration} \times \mathtt{delta}$ à \texttt{velocity}. + \item Ajouter $\mathtt{velocity} \times \mathtt{delta}$ à \texttt{position}. + \end{enumerate} +\end{description} + +Les constantes $g$, $m$ et $c$ devront être définies et +ajustées au cours de la conception du jeu pour que +la simulation paraisse naturelle. + +\subsection{Dessin} + +La scène du jeu est composée de trois couches, l'une pour +l'arrière-plan du jeu, une autre pour la grille de blocs, +et la dernière pour les balles. Ces couches sont représentées +sur les figures \ref{fig:ptf-layering-exploded} et \ref{fig:ptf-layering-merged}. +Chaque objet susceptible d'être dessiné à l'écran possède +une méthode \texttt{draw()}. + +\begin{description} + \item[\texttt{Ball::draw()}] Dessine la balle à sa position sur l'écran. + \item[\texttt{Block::draw()}] Dessine le bloc à sa position sur l'écran. + \item[\texttt{Engine::draw()}] Cet algorithme du moteur appelle les + différentes fonctions de dessin dans un ordre spécifique pour que + les trois couches de la scène du jeu soient correctement affichées. + \begin{enumerate} + \item Dessiner l'arrière-plan du jeu. + \item Dessiner la grille de blocs en appelant \texttt{Block::draw()} + sur les blocs de \texttt{blocks} qui sont visibles à l'écran. + \item Dessiner le premier-plan en appelant \texttt{Ball::draw()} sur + les balles de \texttt{balls} qui sont visibles à l'écran. + \end{enumerate} +\end{description} + +\begin{figure}[p!] + \centering + \input{./figures/ptf-layering-exploded} + \caption{Vue explosée des trois couches de rendu du jeu} + \label{fig:ptf-layering-exploded} +\end{figure} + +\begin{figure}[p!] + \centering + \input{./figures/ptf-layering-merged} + \caption{Une configuration similaire à celle de la figure \ref{fig:ptf-layering-exploded}, vue de face} + \label{fig:ptf-layering-merged} +\end{figure} + +\subsection{Moteur} + +\begin{description} + \item[Initialisation du moteur \texttt{Engine}]\hfill + \begin{enumerate} + \item Créer et configurer la fenêtre d'affichage du jeu. + \item Initialiser \texttt{clock} à zéro. + \item Tant que la fenêtre est ouverte~: + \begin{enumerate} + \item traiter tous les événements relatifs à la fenêtre + (notamment l'appui sur une touche, la fermeture, le redimensionnement)~; + \item calculer le temps écoulé \texttt{delta} depuis la + dernière \emph{frame} et réinitialiser \texttt{clock} à zéro~; + \item appeler l'algorithme \texttt{Engine::update(delta)}~; + \item appeler l'algorithme \texttt{Engine::draw()}. + \end{enumerate} + \end{enumerate} +\end{description} + +\section{Spécifications} + +\subsection{Version initiale} + +On choisira le langage C++, qui prend en charge le paradigme objet +et dont la syntaxe est enseignée dans le cursus. On utilisera +la librairie SFML pour son A.P.I. simple et puissante. + +Les deux joueurs partageront le clavier d'une même machine. + +On utilisera le type \texttt{sf::Vector2d} pour ce qui est +vectoriel (position, vitesse, accélération, forces). Les tableaux +utiliseront le type standard \texttt{std::vector}. Le type +\texttt{sf::Clock} sera utilisé pour l'horloge du moteur. On choisira +entre des flottants simple précision ou double précision en +fonction des besoins. + +Des recherches supplémentaires sont nécessaires notamment +concernant les algorithmes de détection et de réaction +aux collisions. \cite{ptf-collision-detection, ptf-collision-response} + +\subsection{Améliorations possibles} + +L'algorithme physique utilise la méthode explicite d'Euler. +Cette méthode engendre une erreur de simulation d'autant +plus grande que l'espacement entre les \emph{frames} est +élevé, ce qui signifie que la physique du jeu se comportera +différemment selon les performances de la machine. On pourra +opter pour des méthodes plus précises comme l'intégration +de Verlet \cite{ptf-verlet} ou la méthode de Runge-Kutta classique. +\cite{ptf-rk4} + +On pourra faire en sorte que le jeu s'exécute en réseau +entre deux machines, une pour chaque joueur. Cela requièrera +une synchronisation de la simulation physique et la mise au point d'un +protocole de communication entre les deux machines. + +\section{Organisation} + +Dans un premier temps le moteur physique et graphique devra +être conçu sur la base des algorithmes fournis dans le rapport +(hormis l'algorithme de collision, qui devra faire l'objet +de plus de recherches). Durant la mise au point de ce moteur, +un niveau de test sera créé permettant l'appréciation +et l'ajustement des variables physiques. On y consacrera 40 heures +au total. + +Ce niveau de test permettra également l'essai de différents +mécanismes de \emph{gameplay.} Ces éléments seront en parallèle +intégrés dans les niveaux finaux. La conception et le +test des niveaux se fera sur 80 heures. + +Dans le même temps, l'univers graphique, notamment les textures, +la décoration de l'interface, ainsi que la musique et les bruitages +du jeu seront réalisés. Après la réalisation des éléments +graphiques, on pourra concevoir l'interface du jeu. +On y consacrera 50 heures. + +Enfin, les tests finaux du jeu s'effecturont sur 5 heures. +On pourra éventuellement demander l'aide de personnes extérieures +pour ces essais. + +La rédaction du rapport s'effectuera en continu pendant la création du jeu. +La figure~\ref{fig:ptf-gantt} présente un diagramme de Gantt résumant +la répartition du travail. + +\begin{figure}[h!] + \centering + \input{./figures/ptf-gantt} + \caption{Développement du jeu sur 40 heures} + \label{fig:ptf-gantt} +\end{figure} diff --git a/docs/rapports/rapport-initial-delabre/rapport.aux b/docs/rapports/rapport-initial-delabre/rapport.aux new file mode 100644 index 0000000..7b25c65 --- /dev/null +++ b/docs/rapports/rapport-initial-delabre/rapport.aux @@ -0,0 +1,50 @@ +\relax +\providecommand\hyper@newdestlabel[2]{} +\catcode `:\active +\catcode `;\active +\catcode `!\active +\catcode `?\active +\providecommand\HyperFirstAtBeginDocument{\AtBeginDocument} +\HyperFirstAtBeginDocument{\ifx\hyper@anchor\@undefined +\global\let\oldcontentsline\contentsline +\gdef\contentsline#1#2#3#4{\oldcontentsline{#1}{#2}{#3}} +\global\let\oldnewlabel\newlabel +\gdef\newlabel#1#2{\newlabelxx{#1}#2} +\gdef\newlabelxx#1#2#3#4#5#6{\oldnewlabel{#1}{{#2}{#3}}} +\AtEndDocument{\ifx\hyper@anchor\@undefined +\let\contentsline\oldcontentsline +\let\newlabel\oldnewlabel +\fi} +\fi} +\global\let\hyper@last\relax +\gdef\HyperFirstAtBeginDocument#1{#1} +\providecommand\HyField@AuxAddToFields[1]{} +\providecommand\HyField@AuxAddToCoFields[2]{} +\select@language{french} +\@writefile{toc}{\select@language{french}} +\@writefile{lof}{\select@language{french}} +\@writefile{lot}{\select@language{french}} +\@input{./parts/intro.aux} +\@input{./parts/life.aux} +\@input{./parts/go.aux} +\@input{./parts/ptf.aux} +\@input{./parts/cmp.aux} +\@input{./parts/conclu.aux} +\bibstyle{unsrt} +\bibdata{rapport} +\bibcite{gof-wikipedia}{1} +\bibcite{gof-automata}{2} +\bibcite{gof-conwaylife}{3} +\bibcite{gof-hashlife}{4} +\bibcite{ggo-aga}{5} +\bibcite{game-theory-wiki}{6} +\bibcite{ggo-ai}{7} +\bibcite{ggo-compqueens}{8} +\bibcite{ggo-ffg}{9} +\bibcite{ggo-algofloodfill}{10} +\bibcite{ptf-euler}{11} +\bibcite{ptf-collision-detection}{12} +\bibcite{ptf-collision-response}{13} +\bibcite{ptf-verlet}{14} +\bibcite{ptf-rk4}{15} +\@writefile{toc}{\contentsline {chapter}{Webographie}{23}{section*.5}} diff --git a/docs/rapports/rapport-initial-delabre/rapport.bbl b/docs/rapports/rapport-initial-delabre/rapport.bbl new file mode 100644 index 0000000..367c6e9 --- /dev/null +++ b/docs/rapports/rapport-initial-delabre/rapport.bbl @@ -0,0 +1,80 @@ +\begin{thebibliography}{10} + +\bibitem{gof-wikipedia} +Wikipédia. +\newblock Jeu de la vie. +\newblock \url{https://goo.gl/RLc7C7}. + +\bibitem{gof-automata} +Wikipédia. +\newblock Automate cellulaire. +\newblock \url{https://goo.gl/FZ5S5L}. + +\bibitem{gof-conwaylife} +LifeWiki. +\newblock Conway's game of life. +\newblock \url{http://goo.gl/JXXQxz}. + +\bibitem{gof-hashlife} +Wikipédia. +\newblock Hashlife. +\newblock \url{https://goo.gl/nFW2oM}. + +\bibitem{ggo-aga} +American~Go Association. +\newblock A brief history of go. +\newblock \url{http://goo.gl/1NY9Xt}. + +\bibitem{game-theory-wiki} +Wikipédia. +\newblock Classification des jeux. +\newblock \url{https://goo.gl/guXBAO}. + +\bibitem{ggo-ai} +SciencePost. +\newblock Jeu de go : l’affrontement entre le meilleur joueur humain du monde + et la machine sera retransmis en direct. +\newblock \url{http://goo.gl/pD8zKG}. + +\bibitem{ggo-compqueens} +Jay Burmeister. +\newblock An introduction to computer go. +\newblock \url{http://goo.gl/WMPpHU}. + +\bibitem{ggo-ffg} +Fédération~Française de~Go. +\newblock Règle française du jeu de go. +\newblock \url{http://goo.gl/sK15PL}. + +\bibitem{ggo-algofloodfill} +Wikipedia. +\newblock Flood fill. +\newblock \url{https://goo.gl/ERbxi3}. + +\bibitem{ptf-euler} +John~T. Foster. +\newblock Brief explanation of integration schemes. +\newblock \url{http://goo.gl/HRssYN}. + +\bibitem{ptf-collision-detection} +StackExchange GameAlchemist. +\newblock Collision between {AABB} and circle. +\newblock \url{http://goo.gl/7E84Ef}. + +\bibitem{ptf-collision-response} +Randy Gaul. +\newblock How to create a custom 2d physics engine: The basics and impulse + resolution. +\newblock \url{http://goo.gl/G0gdWU}. + +\bibitem{ptf-verlet} +Wikipedia. +\newblock Verlet integration. +\newblock \url{https://goo.gl/Q6giDh}. + +\bibitem{ptf-rk4} +Wikipedia. +\newblock The runge-kutta method. +\newblock \url{https://goo.gl/UHTD8S}. + +\end{thebibliography} diff --git a/docs/rapports/rapport-initial-delabre/rapport.bib b/docs/rapports/rapport-initial-delabre/rapport.bib new file mode 100644 index 0000000..483c5f8 --- /dev/null +++ b/docs/rapports/rapport-initial-delabre/rapport.bib @@ -0,0 +1,89 @@ +@online{game-theory-wiki, + author = "Wikipédia", + title = "Classification des jeux", + howpublished = "\url{https://goo.gl/guXBAO}" +} + +@online{gof-hashlife, + author = "Wikipédia", + title = "Hashlife", + howpublished = "\url{https://goo.gl/nFW2oM}" +} + +@online{gof-conwaylife, + author = "LifeWiki", + title = "Conway's Game of Life", + howpublished = "\url{http://goo.gl/JXXQxz}" +} + +@online{gof-wikipedia, + author = "Wikipédia", + title = "Jeu de la vie", + howpublished = "\url{https://goo.gl/RLc7C7}" +} + +@online{gof-automata, + author = "Wikipédia", + title = "Automate cellulaire", + howpublished = "\url{https://goo.gl/FZ5S5L}" +} + +@online{ggo-ffg, + author = "Fédération Française de Go", + title = "Règle française du jeu de Go", + howpublished = "\url{http://goo.gl/sK15PL}" +} + +@online{ggo-aga, + author = "American Go Association", + title = "A Brief History of Go", + howpublished = "\url{http://goo.gl/1NY9Xt}" +} + +@online{ggo-ai, + author = "SciencePost", + title = "Jeu de go : l’affrontement entre le meilleur joueur humain du monde et la machine sera retransmis en direct", + howpublished = "\url{http://goo.gl/pD8zKG}" +} + +@online{ggo-compqueens, + author = "Jay Burmeister", + title = "An Introduction to Computer Go", + howpublished = "\url{http://goo.gl/WMPpHU}" +} + +@online{ggo-algofloodfill, + author = "Wikipedia", + title = "Flood fill", + howpublished = "\url{https://goo.gl/ERbxi3}" +} + +@online{ptf-euler, + author = "John T. Foster", + title = "Brief Explanation of Integration Schemes", + howpublished = "\url{http://goo.gl/HRssYN}" +} + +@online{ptf-rk4, + author = "Wikipedia", + title = "The Runge-Kutta method", + howpublished = "\url{https://goo.gl/UHTD8S}" +} + +@online{ptf-verlet, + author = "Wikipedia", + title = "Verlet integration", + howpublished = "\url{https://goo.gl/Q6giDh}" +} + +@online{ptf-collision-detection, + author = "GameAlchemist, StackExchange", + title = "Collision between {AABB} and Circle", + howpublished = "\url{http://goo.gl/7E84Ef}" +} + +@online{ptf-collision-response, + author = "Randy Gaul", + title = "How to Create a Custom 2D Physics Engine: The Basics and Impulse Resolution", + howpublished = "\url{http://goo.gl/G0gdWU}" +} diff --git a/docs/rapports/rapport-initial-delabre/rapport.blg b/docs/rapports/rapport-initial-delabre/rapport.blg new file mode 100644 index 0000000..87dd3d7 --- /dev/null +++ b/docs/rapports/rapport-initial-delabre/rapport.blg @@ -0,0 +1,83 @@ +This is 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0000000..5bfd25e --- /dev/null +++ b/docs/rapports/rapport-initial-delabre/rapport.tex @@ -0,0 +1,60 @@ +\documentclass{report} + +% Packages basiques +\usepackage[utf8]{inputenc} +\usepackage[T1]{fontenc} +\usepackage{lmodern} +\usepackage[french]{babel} +\usepackage{hyperref} + +% Dessins +\usepackage{wrapfig} +\usepackage{tikz} +\usetikzlibrary{3d} +\usepackage{gantt} +\usepackage{tikz-uml} +\usepackage{xifthen} + +% Couleurs personnalisées +\definecolor{matred}{RGB}{239,83,80} +\definecolor{matgreen}{RGB}{156,204,101} +\definecolor{matblue}{RGB}{41,182,246} +\definecolor{matyellow}{RGB}{255,235,59} +\definecolor{matblack}{RGB}{33,33,33} +\definecolor{matgray}{RGB}{224,224,224} +\definecolor{matbrown}{RGB}{78,52,46} + +% Noms personnalisés +\addto{\captionsfrench}{\renewcommand{\chaptername}{Jeu}} +\addto{\captionsfrench}{\renewcommand{\bibname}{Webographie}} + +\begin{document} + +% Page de garde +\title{Rapport pour le projet C.M.I.} +\date{29 février 2016} +\author{Mattéo \textsc{Delabre}\\Groupe 1A1} +\maketitle + +% Table des matières +\setcounter{tocdepth}{1} +\tableofcontents + +\setlength{\parskip}{0.4cm plus4mm minus3mm} + +% Sous-parties +\include{./parts/intro} +\include{./parts/life} +\include{./parts/go} +\include{./parts/ptf} +\include{./parts/cmp} +\include{./parts/conclu} + +% Bibliographie +\cleardoublepage +\phantomsection +\addcontentsline{toc}{chapter}{Webographie} +\bibliographystyle{unsrt} +\bibliography{rapport} + +\end{document} diff --git a/docs/rapports/rapport-initial-delabre/rapport.toc b/docs/rapports/rapport-initial-delabre/rapport.toc new file mode 100644 index 0000000..e24552d --- /dev/null +++ b/docs/rapports/rapport-initial-delabre/rapport.toc @@ -0,0 +1,38 @@ +\select@language {french} +\contentsline {chapter}{Introduction}{2}{chapter*.2} +\contentsline {chapter}{\numberline {1}Jeu de la vie}{3}{chapter.1} +\contentsline {section}{\numberline {1.1}Principes}{3}{section.1.1} +\contentsline {section}{\numberline {1.2}Mod\IeC {\'e}lisation}{5}{section.1.2} +\contentsline {section}{\numberline {1.3}Algorithmes}{5}{section.1.3} +\contentsline {section}{\numberline {1.4}Sp\IeC {\'e}cifications}{6}{section.1.4} +\contentsline {subsection}{\numberline {1.4.1}Version initiale}{6}{subsection.1.4.1} +\contentsline {subsection}{\numberline {1.4.2}Am\IeC {\'e}liorations possibles}{6}{subsection.1.4.2} +\contentsline {section}{\numberline {1.5}Organisation}{7}{section.1.5} +\contentsline {chapter}{\numberline {2}Jeu de go}{8}{chapter.2} +\contentsline {section}{\numberline {2.1}Principes}{8}{section.2.1} +\contentsline {subsection}{\numberline {2.1.1}Mat\IeC {\'e}riel}{8}{subsection.2.1.1} +\contentsline {subsection}{\numberline {2.1.2}R\IeC {\`e}gles}{8}{subsection.2.1.2} +\contentsline {subsection}{\numberline {2.1.3}Fin du jeu}{9}{subsection.2.1.3} +\contentsline {section}{\numberline {2.2}Mod\IeC {\'e}lisation}{9}{section.2.2} +\contentsline {section}{\numberline {2.3}Algorithmes}{10}{section.2.3} +\contentsline {section}{\numberline {2.4}Sp\IeC {\'e}cifications}{11}{section.2.4} +\contentsline {subsection}{\numberline {2.4.1}Version initiale}{11}{subsection.2.4.1} +\contentsline {subsection}{\numberline {2.4.2}Am\IeC {\'e}liorations possibles}{12}{subsection.2.4.2} +\contentsline {section}{\numberline {2.5}Organisation}{12}{section.2.5} +\contentsline {chapter}{\numberline {3}Jeu de plateformes coop\IeC {\'e}ratif}{13}{chapter.3} +\contentsline {section}{\numberline {3.1}Principes}{13}{section.3.1} +\contentsline {subsection}{\numberline {3.1.1}Joueurs}{14}{subsection.3.1.1} +\contentsline {subsection}{\numberline {3.1.2}Cam\IeC {\'e}ra}{14}{subsection.3.1.2} +\contentsline {subsection}{\numberline {3.1.3}Blocs}{14}{subsection.3.1.3} +\contentsline {section}{\numberline {3.2}Mod\IeC {\'e}lisation}{15}{section.3.2} +\contentsline {section}{\numberline {3.3}Algorithmes}{16}{section.3.3} +\contentsline {subsection}{\numberline {3.3.1}Physique}{16}{subsection.3.3.1} +\contentsline 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