Monte-Carlo Simulation: Blackjack

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.

For this project, we have provided small testing programs that will test the functionality of your code. In future projects, you will write these tests yourselves, but we felt that for the first two projects it would be nice if we gave you good starting examples.

More information about Blackjack.


Basic Blackjack Rules

The link above contains an extensive description of the full rules of Blackjack. For this project, you are required to implement only a simplified rule set. You can implement more of the rules as part of project extensions.

There will be only two players in the game: the player and the house. In our simplified rule set, an ace is worth 11 points. In an actual game, an ace can be either 1 or 11. Play should use the following procedure.

  1. The player and the house should each receive two cards dealt from a deck
  2. The player should play their entire turn before the dealer.
    • The player should calculate the value of their hand (the sum of the card values) and choose whether to take a card (hit) or stop at the current value (stand).
    • If the player chooses to hit, then if the new value of their hand is greater than 21, the player loses (busts) and the game is over. If the value is less than 21, the player repeats the process until they stand or bust.
  3. If the player did not bust, the dealer plays.
    • The dealer will continue to take a card (hit) until the value of their hand is 17 or greater.
    • If the dealer busts, then the player wins.
  4. If player and dealer both avoided a bust, then the hand with the highest value wins the game. If both hands are of equal value, then the hand is a tie (push).

When playing Blackjack, the deck is usually not rebuilt and shuffled between each game. Instead, the deck is rebuilt and shuffled when it gets below a certain number of cards. For example, you could implement the rule that when there are fewer than 26 cards (out of 52), then the deck should be rebuilt to 52 cards and shuffled. Therefore, shuffling should not be done every game, but should be an action that is conditioned on the number of cards left in the deck. How often the deck is shuffled will affect game play because it affects the probabilities of certain cards appearing.


The Card Class

Download the following two files: Card.java and CardTests.java. In this section you will complete the java class called Card, which should hold all information unique to the card. For this assignment, it needs to hold only the value of the card, which must be in the range 2-11 (or 1 - 11 if you implement aces with optional values of 1 or 11). The Card class should have the following methods.

When you have completed the methods above, run the CardTests program by compiling it and executing java -ea CardTests in your terminal/cmd.

The Hand Class

Download the following two files: Hand.java and HandTests.java. In this section, complete the 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.

When you have completed the methods above, run the HandTests program by compiling it and executing java -ea HandTests in your terminal/cmd.

The Deck Class

Download the following two files: Deck.java and DeckTests.java. 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.

When you have completed the methods above, run the DeckTests program.

The Blackjack Class

Download the following file: BlackjackTests.java. In this section create a class called Blackjack (no skeleton file for you this time! Do your best to make it clean) that implements a simple version of the card game. The class will need to have fields for a Deck, a Hand for the player, a Hand for the dealer, and a field for the number of cards below which the deck must be reshuffled. The main function for the Blackjack class should implement one complete game.

Use the main function of your Blackjack class to test the above functions. Make sure they are working properly by dealing two hands and then calling the playerTurn and dealerTurn methods, printing out the game state and making sure the rules are correctly implemented.

Create a method to play a single game.

The attached BlackJackTests program is extremely bare-bones. Update it to have better tests and explain how/what you chose to do in your report.

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

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


Extensions

Projects are your opportunity to learn by doing. They are also an opportunity to explore and try out new things. Rather than list out every activity for a project, the defined part of each project will be about 85% of the assignment. You are free to stop there and hand in your work. If you do all of the required tasks and do them well, you will earn a B/B+.

To earn a higher grade, you can undertake one or more extensions. The difficulty and quality of the extension or extensions will determine your final grade for the assignment. Extensions are your opportunity to customize the assignment by doing something of interest to you. Each week we will suggest some things to try, but you are free to choose your own.

A common question is "how much is an extension worth?" The answer to that question depends on the extension, how well it is done, and how far you pushed it. As teachers, we prefer to see one significant extension, done well, where you explore a topic in some depth. But doing 2-3 simpler extensions is also fine, if that's what you want to do. Choose extensions that you find interesting and challenging.

The following are a few suggestions on things you can do as extensions to this assignment. You are free to choose other extensions, and we are happy to discuss ideas with you. For full credit, extensions need to be discussed in the report adequately. For example, if you chose the second extension below, I would expect that you compared the results of the simulations with the original rules and the updated rules and reasoned about the why whatever changes did or did not take place.

  1. Create a new method in your Blackjack class called playerTurnInteractive() that uses input from the terminal to control the player's actions. Then create a new class Interactive that lets you play Blackjack on the terminal.
  2. Add in more of the rules for Blackjack. For example, an Ace (value 11 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 is left. Play the game 1000 times, and observe how many games the player wins, how many the dealer wins, and many are pushes. Compare with using only a single deck.
  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.

Report

Your intended audience for your report are your peers not in the class, but who have taken a CS course. Your report should explain the core CS concept used, present the results of your program, and discuss the meaning of the results: what did you discover and does it make sense?

Your project report should contain the following elements. Please include a header for each section.

Handin

Here's a checklist of everything you should do when you are finished with a project and are ready to turn it in. Go ahead and follow these steps to turn in your code from today.

+ Create a report and export to pdf


+ Prepare your project folder


+ Submit your project on Google Drive