Rubric

Keep in mind that 19 students have already been assessed using this rubric. Changing it will affect their evaluations.
Project 2: A*: CS 4013
Project 2: A*: CS 4013
Criteria Ratings Pts
Astar
threshold: pts
30 pts Full Marks Correctly implementing A∗. A correct player will have an admissible heuristic and will move to the target beacons efficiently. The ship will rarely run into obstacles, other ships, or bullets. It should collect a fair number of beacons by the end of the game. Sample projects and point distributions are given below. Full credit requires FULL code documentation explaining what each function does. The top of each java file should also contain a 2-3 sentence description of everything that java file does.
25 pts Minor mistake one minor mistake. An example of a minor mistake would be having off-by one errors (where you miss a search node). You can also lose 5 points for not documenting your code well (but at least somewhat).
20 pts Several minor mistakes
17 pts Major error
15 pts Several major errors
8 pts Search but not A* a search other than A∗ that at least moves the agent around the environment in an intelligent manner.
5 pts Non-random movements an agent that at least does something other than random movements.
0 pts No marks
pts
30 pts
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Graphics
threshold: pts
10 pts Full Marks Correctly drawing graphics that enable you to debug your A* search and that help us to grade it. This means you should display your graph either all at once (if you initialize it that way) or step-by-step as it is built. You should also show the optimal path found by A* that your ship will traverse
7 pts Some useful graphics
3 pts Buggy graphics
0 pts No Marks
pts
10 pts
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Admissible and Consistent Heuristic
threshold: pts
8 pts Full Marks Designing, correctly implementing, and documenting an admissible and consistent heuristic
6 pts Minor mistake
4 pts Several minor mistakes or a major mistake
0 pts No Marks
pts
8 pts
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Replanning
threshold: pts
7 pts Full Marks Dynamically replanning as needed in an efficient manner. This CANNOT be replanning every time step
3 pts Replanning at target only
0 pts No Marks
pts
7 pts
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Good coding practices
We will randomly choose from one of the following good coding practices to grade for these 10 points. Note that this will be included on every project. Are your files well commented? Are your variable names descriptive (or are they all i, j, and k)? Do you make good use of classes and methods or is the entire project in one big flat file?
threshold: pts
12 pts Full Marks
8 pts partially commented code, semi-descriptive variable names, or partial use of classes and methods
0 pts No Marks
pts
12 pts
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Writeup part 1: A*
Describe what form of A* you implemented, and how you dealt with the dynamics of the environment
threshold: pts
8 pts Full Marks
0 pts No Marks
pts
8 pts
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Writeup part 2: Heuristic
Describe your heuristic and why it is admissible and consistent
threshold: pts
3 pts Full Marks
0 pts No Marks
pts
3 pts
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Writeup part 3: Why
Why did you choose the cooperative or competitive path? A sentence or two is sufficient here
threshold: pts
2 pts Full Marks
0 pts No Marks
pts
2 pts
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