Course:CPSC312-2019-kenneth-kelvin
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Authors: Kenneth and Kelvin
What is the problem?
We will attempt to create a rough simulation of a simple Pokemon battle in Haskell.
What is the something extra?
We will create an AI player that will pursue a winning strategy given a situation (e.g. most optimal strategy without peeking at user stats, most optimal strategy given a random type, etc.)
What did we learn from doing this?
Bottom line: while creating a game in Haskell is certainly possible, we are unfamiliar with Haskell as a functional programming language and feel it would be hard to do so. Old habits form imperative language coding (such as changing the value of a declared variable) die hard and ultimately having to pass the state of the game through functions and only containing all variables in main makes keeping track of game state difficult to do (especially since we are unable to define a variable using itself).