Python代写:CSC108 Phrase Puzzler




This handout explains the problem you are to solve, and the tasks you need to complete for the assignment. Please read it carefully.

Goals of this Assignment

  • Use the Function Design Recipe to plan, implement, and test functions.
  • Write function bodies using variables, numeric types, strings, and conditional statements. (You can do this whole assignment with only the concepts from Weeks 1, 2, and 3 of the course.)
  • Learn to use Python 3, Wing 101, provided starter code, a checker module, and other tools.

Phrase Puzzler

In this assignment, you’ll be writing a Phrase Puzzler game. To see how the game is played, please watch the demo below.

The video demonstrates playing the one-player version of the game, but your code will eventually also have a two-player human vs. human version and also a human vs. computer version.

If you have trouble viewing the video above, you can click here to watch it on MS Stream (Links to an external site.).

Starter code

For this assignment, we are giving you some files, including Python starter code files. Please download the Assignment 1 filesand extract/unzip the zip file.

There are three starter code Python files, two sample text input files, and a Python program that helps you check (not fully test!) your solutions for Python style violations:

    This file contains constants for you to use in your code, a provided function (is_game_over), and the complete docstrings (but not the function bodies) for the first two functions you are to write. Note that we have provided extra docstring examples for these functions to help you, however you only need to write two for your own docstrings.
    You can find the full table of functions to implement below. Your job is to complete this file.
    This is the main program. You will not modify this file (with one exception stated in the next section), and you will not submit it. Rather, you will run this file to play the Phrase Puzzler game. Please note that depends on functions you will write in, so this program won’t run properly until you’ve implemented the functions.
  • puzzles_small.txt and puzzles.txt
    Each of these files contains puzzle phrases used by to select a puzzle for a game and also to provide a pool of phrases that the computer player “knows”. You may want to use puzzles_small.txt when you are in the beginning of developing and debugging your solution, and puzzles.txt to play the game.
    To change which of these files you are using, edit the string that the constant DATA_FILE refers to This is the only change you should make
    This is a checker program that you should use to check your code. See below for more information about
  • There are some other files and folders in the zip file. You do not need to do anything with them, other than leave them where they are.


Constants are special variables whose values should not change once assigned. A different naming convention (uppercase pothole) is used for constants, so that programmers know to not change their values. For example, in the starter code, the constant CONSONANT_POINTS is assigned the value 1 at the beginning of the module and the value of CONSONANT_POINTS should never change in your code. When writing your code, if you need to use the number of points awarded for a guessed consonant, you should use CONSONANT_POINTS. The same goes for the other constant values.

Using constants simplifies code modifications and improves readability and changeability. For example, if we later decide to use a different character to represent a hidden index in our puzzle, we would only have to make a change in one place (the HIDDEN assignment statement), rather than throughout the program. This also makes our code more readable – whether we use’^’or any other character to represent a hidden index, we write our code using the constant HIDDEN so it is clear to the reader what we mean.

More about the Phrase Puzzler program:

  • Two strings are used to represent information about a Phrase Puzzler puzzle:
    • puzzleis made up of alphabetic and non-alphabetic characters (e.g., spaces, punctuation, and digits). An example puzzle string is ‘e-mail inbox’.
    • view is the current view of the puzzle as seen by the players. In it, the alphabetic characters are either displayed (if they have been revealed) or hidden (using a special character (a caret’^’by default), if they have not yet been revealed). Non-alphabetic characters (spaces, punctuation, and digits) are always displayed. For example, at the beginning of the game, the view string for the puzzle above would be (with a caret to represent a hidden character):’^-^^^^ ^^^^^’.
      As the game progresses and players guess letters to be revealed, the view is updated. Continuing with the example above, if the player guesses “m”, the view becomes’^-m^^^ ^^^^^’and then if “i” is guessed, it becomes’^-m^i^ i^^^^’.
  • There are three types of games that your program will play: human, human vs human, and human vs computer. We will use the constants HUMAN,HUMAN_HUMAN, and HUMAN_COMPUTER respectively, to represent the type of game being played.
  • When a player guesses a consonant, each occurrence of that consonant in the puzzle earns a certain number points for that player: the value of the constant CONSONANT_POINTS. If a player correctly guesses a consonant, they play again in the next turn. If the guess is incorrect, the turn goes to the next player (in a two-player game).
  • Players have to pay to guess a vowel. The cost does not depend on the number of occurrences of the vowel, and is always equal to the value of the constant VOWEL_PRICE. Thus, guessing a vowel decreases the player’s points. A player is not allowed to guess a vowel if they do not have sufficient points to pay for it. After paying to guess a vowel, the player plays again if the vowel is in the puzzle. If the guessed vowel is not in the puzzle, the turn goes to the next player (in a two-player game).
  • When a player solves the puzzle, CONSONANT_BONUS bonus points are added to their score for each occurrence of a consonant that is still HIDDEN.
  • All puzzles are always lower-case. That is, the puzzles will not contain any upper-case letters.
  • You should read the constants defined at the top of carefully to understand the purpose of each defined constant. You must use these constants in your code and NOT the literal values. For example, you must use HIDDEN instead of’^’.

What to do

In the starter code file, complete the following function definitions. Use the Function Design Recipe that you have been learning in this course. We have included the type contracts in the following table; please read through the table to understand how the functions will be used.
We will be evaluating your docstrings in addition to your code. Please include two examples in your docstrings. You will need to paraphrase the full descriptions of the functions to get an appropriate docstring description.

Using Constants

As we discuss in section Constants above, your code should make use of the provided constants. If the value of one of those constants were changed, and your program rerun, your functions should work with those new values.

For example, if CONSONANT_POINTS were changed, then your functions should work according to the new number of bonus points that should be earned for guessing a consonant. Using constants in your code means that this happens automatically.

Your docstring examples should reflect the given values of the constants in the provided starter code, and do not need to change.


You can assume that your functions will be called with arguments as described in the table above. For example, you can assume that is_human will only be passed one of the three constants representing the type of game being played.
If this hand out states that a parameter represents a particular value, then you can assume that will be the case and you do not need to state it as a precondition.

No Input or Output

Your file should contain the starter code, plus the function definitions specified above. must not include any calls to the print and input functions. Do not add any import statements. Also, do not include any function calls or other code outside of the function definitions.

How should you test whether your code works

First, run the checker and review ALL output you may need to scroll. You should also test each function individually by writing code to verify your functions in the Python shell. For example, after defining functionis_human, you might call it from the shell (e.g.,is_human(‘Player One’, ‘HC’)) to check whether it returns the right value (True). One call usually isn’t enough to thoroughly test the function for example, we should also testis_human(‘Player Two’, ‘HC’) where it must return False.

A1 Checker

We are providing a checker module ( that tests two things:

  • whether your code follows the Python style guidelines, and
  • whether your functions are named correctly, have the correct number of parameters, and return the correct types.

To run the checker, opena1_checker.pyand run it. Note: the checker file should be in the same directory as your, as provided in the starter code zip file. We have posted a demo of the checker being run in the Week 3 Prepare exercises on PCRS(Links to an external site.). When you run your own checker, be sure to scroll up to the top and read all messages.
If the checker passes for both style and types:

  • Your code follows the style guidelines.
  • Your function names, number of parameters, and return types match the assignment specification. This does not mean that your code works correctly in all situations.We will run adifferentset of tests on your code once you hand it in, so be sure to thoroughly test your code yourself before submitting.

If the checker fails, carefully read the message provided:

  • It may have failed because your code did not follow the style guidelines. Review the error description(s) and fix the code style. Please see the PyTA documentation(Links to an external site.) for more information about errors.
  • It may have failed because:
    • you are missing one or more function,
    • one or more of your functions is misnamed,
    • one or more of your functions has the incorrect number or type of parameters, or
    • one of more of your function return types does not match the assignment specification, or
    • file is misnamed or in the wrong place.

Read the error message to identify the problematic function, review the function specification in the handout, and fix your code.

Make sure the checker passes before submitting.

Running the checker program on Markus

In addition to running the checker program on your own computer, run the checker on MarkUs as well. You will be able to run the checker program on MarkUs once every 12 hours (note: we may have to revert to every 24 hours if MarkUs has any issues handling every 12 hours). This can help to identify issues such as uploading the incorrect file.

First, submit your work on MarkUs. Next, click on the “Automated Testing” tab and then click on “Run Tests”. Wait for a minute or so, then refresh the webpage. Once the tests have finished running, you’ll see results for the Style Checker and Type Checker components of the checker program (see both the Automated Testing tab and results files under the Submissions tab). Note that these are not actually marks – just the checker results. This is the same checker that we have provided to you in the starter code. If there are errors, edit your code, run the checker program again on your own machine to check that the problems are resolved, resubmit your assignment on MarkUs, and (if time permits) after the 24 hour period has elapsed, rerun the checker on MarkUs.


These are the aspects of your work that may be marked for A1:

  • Coding style
    • Make sure that you follow Python style guidelines that we have introduced and the Python coding conventions that we have been using throughout the semester. Although we don’t provide an exhaustive list of style rules, the checker tests for style are complete, so if your code passes the checker, then it will earn full marks for coding style with one exception:docstrings may be evaluated separately. For each occurrence of a PyTA error, one mark (out of 20) deduction will be applied. For example, if a C0301 (line-too-long) error occurs 3 times, then 3 marks will be deducted.
    • All functions, including helper functions, should have complete docstrings including preconditions when you think they are necessary.
  • Correctness
    Your functions should perform as specified. Correctness, as measured by our tests, will count for the largest single portion of your marks. Once your assignment is submitted, we will run additional tests not provided in the checker. Passing the checkerdoes notmean that your code will earn full marks for correctness.