Objectives

The main purpose of this project is to give you practice building classes in Java. To do this, we'll simulate a simple version of the card game Blackjack. The objects in a card game include: a Card, a Deck, a Hand, and Game. You'll make a class for each one, connecting them together as appropriate. We'll also start to make use of a few of the many Java library classes.

Tasks

For this assignment you will implement classes to represent a card, a hand, a deck, and the game Blackjack. The result will be a text-based version of the game that runs in the terminal. You are free to make the game more complex as an extension.

The purpose of the assignment is not to create a Blackjack game for people to play, however, but to study the properties of Blackjack, given a particular rule set, when played over many hands. You are using CS to study the properties of a system defined by a set of rules.

More information about Blackjack.

The Card Class

Create a java class called Card, which should hold all information unique to the card. For this assignment, it needs only to hold the value of the card, which must be in the range 1-10. The Card class should have the following methods. In addition, make a main method that uses each of the class methods.

The Hand Class

Create a java class called Hand, which should hold a set of cards. You can use an ArrayList (import java.util.ArrayList) to hold the Card objects. The class should have at least the following methods.

The Deck Class

Create a java class called Deck, which should hold a set of cards and be able to shuffle and deal the cards. You should use an ArrayList to hold the cards. The class should support the following methods.

The Blackjack Class

Create a class called Blackjack that implements a simple version of the card game. The class will need to have a Deck, a Hand for the player, a Hand for the dealer, and scores for both the dealer and player. The main function for the Blackjack class should implement one complete game.

Storing Game Output

Once you have completed the above four classes, generate a printout of three different games. You can send output to a file using the greater than symbol on the command line. For example, the command

java Blackjack > mygames.txt

would play a game and send it to the file mygames.txt.

Simulation

Add another function to the Blackjack class that plays a game and returns 1 if the player wins, 0 if it is a push, and -1 if the dealer wins.

Make one more class called Simulation. This class should have only a main function that executes 1000 games of Blackjack. It should keep track of how many games the player wins, how many the dealer wins, and many are pushes. Print out the total in the end both as raw numbers and as percentages.

Extensions

  1. Have the dealer take only one card to start, then make the game interactive so that you can decide whether the player takes another card or not. Add betting. [Obviously, this makes simulating many games impossible, so the point is to make a real interactive game.]

  2. Add in more of the rules for Blackjack. For example, an Ace (value 1 in the default case above) can have the value 1 or 11, whichever is more advantageous. If you add in the Ace rule, then you will also want to take into account a real Blackjack (2 cards totaling 21) when evaluating the winning hand. A Blackjack beats a 21 with more than 2 cards. See how these rules affect the simulation results.

  3. Make your game use 6 decks, and reshuffle if only 1 deck left. Play the game 1000 times, and observe how many games the player wins, how many the dealer wins, and many are pushes.

  4. Run the simulation with different decision rules for the player and see how it affects the outcome percentages over many games (>= 1000).

  5. Add a type of betting strategy to the simulation and see if the player can win money even while losing more games than winning.

  6. Try running the simulation with different numbers of games and see how variable the results are. For example, run the simulation using M games (e.g. M = 100) and do this N times (e.g. N = 10). Then calculate the standard deviation of the results. Then you can plot the standard deviation versus the number of games (M) in the simulation to see how the results stabilize as you use a larger number of games.

  7. For any assignment, a good extension will be to implement a Java class yourself and demonstrate that it has the same functionality as the Java class. For example, you could implement your own ArrayList class for this assignment.

  8. Another good extension for any assignment is to identify in comments when memory is being "lost." (Indicate the line of code in which the last reference to an object in memory is removed.)

Write Up

Your writeup should have a simple format.

Hand In

Make your writeup for the project a wiki page in your personal space. If you have questions about making a wiki page, stop by my office or ask in lab.

Once you have written up your assignment, give the page the label:

cs231f17project1

You can give any wiki page a label using the label field at the bottom of the page. The label is different from the title.

Do not put code on your writeup page or anywhere it can be publicly accessed. To hand in code, put it in your folder on the Courses fileserver. Create a directory for each project inside the private folder inside your username folder.


When you are done with the lab exercises, you may start on the rest of the project.


© 2017 Caitrin Eaton.