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author | InigoGutierrez <inigogf.95@gmail.com> | 2022-06-29 23:23:09 +0200 |
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committer | InigoGutierrez <inigogf.95@gmail.com> | 2022-06-29 23:23:09 +0200 |
commit | 6724aeb3ba98c1b9f042344734c2d683e79dfc64 (patch) | |
tree | 34dd64d6d4176edf5e564f860c3a34a9cc128262 /doc/tex | |
parent | c25a5d482937fc861e9d1cfc1ff36e479fcb2fb4 (diff) | |
download | imago-6724aeb3ba98c1b9f042344734c2d683e79dfc64.tar.gz imago-6724aeb3ba98c1b9f042344734c2d683e79dfc64.zip |
Made full class diagram.
Diffstat (limited to 'doc/tex')
-rw-r--r-- | doc/tex/biber.bib | 18 | ||||
-rw-r--r-- | doc/tex/implementation.tex | 140 | ||||
-rw-r--r-- | doc/tex/systemDesign.tex | 93 | ||||
-rw-r--r-- | doc/tex/tfg.tex | 10 |
4 files changed, 169 insertions, 92 deletions
diff --git a/doc/tex/biber.bib b/doc/tex/biber.bib index f22e058..8884962 100644 --- a/doc/tex/biber.bib +++ b/doc/tex/biber.bib @@ -109,8 +109,26 @@ url = {http://www.dabeaz.com/ply} } +@online{vim, + title = {welcome home : vim online}, + urldate = {2022}, + url = {https://www.vim.org} +} + @online{neovim, title = {Home - Neovim}, urldate = {2022}, url = {http://neovim.io} } + +@online{latex, + title = {LaTeX - A document preparation system}, + urldate = {2022}, + url = {https://www.latex-project.org} +} + +@online{puml, + title = {Open-source tool that uses simple textual descriptions to draw beautiful UML diagrams.}, + urldate = {2022}, + url = {https://plantuml.com} +} diff --git a/doc/tex/implementation.tex b/doc/tex/implementation.tex index 40dfb93..f88d57f 100644 --- a/doc/tex/implementation.tex +++ b/doc/tex/implementation.tex @@ -22,20 +22,20 @@ layouts. \paragraph{NumPy\cite{numpy}} -NumPy is a scientific package for python providing a lot of mathematical tools. -The most interesting for this project are its capabilities to create and -transform matrices. +A scientific package for python providing a lot of mathematical tools. The most +interesting for this project are its capabilities to create and transform +matrices. \paragraph{Matplotlib\cite{matplotlib}} -Matplotlib is a python library for creating graphs and other visualizations. It -is used to show the likelihood of moves the neural networks of the project -create from a board configuration. +A python library for creating graphs and other visualizations. It is used to +show the likelihood of moves the neural networks of the project create from a +board configuration. \paragraph{PLY\cite{ply}} -PLY is a tool for generating compilers in Python. It is an implementation of the -lex and yacc utilities, allowing to create lexers and parsers. It is used in the +A tool for generating compilers in Python. It is an implementation of the lex +and yacc utilities, allowing to create lexers and parsers. It is used in the project to create the SGF parser which transform SGF files to internal representations of Go matches. @@ -44,103 +44,61 @@ representations of Go matches. These are some utility libraries commonly used for frequent programming tasks: \begin{itemize} - \item \textbf{sys}, to stop the execution of the program or access system info such + \item \textbf{sys}: to stop the execution of the program or access system info such as primitives maximum values. - \item \textbf{os}, to interact with files. - \item \textbf{re}, to check strings with regular expressions. - \item \textbf{random}, to get random values, for example to obtain a random + \item \textbf{os}: to interact with files. + \item \textbf{re}: to check strings with regular expressions. + \item \textbf{random}: to get random values, for example to obtain a random item from a list. - \item \textbf{copy}, to obtain deep copies of multidimensional arrays. + \item \textbf{copy}: to obtain deep copies of multidimensional arrays. \end{itemize} \subsubsection{Development tools} \paragraph{Neovim\cite{neovim}} -\begin{itemize} +A text editor based on Vim\cite{vim}, providing its same functionality with +useful additions and defaults for modern computers and terminal emulators. With +some extensions and configuration it can become a powerful development +environment with a very fluid usage experience. That, and the fact that the +developer considers Vim's modal editing the best writing experience possible on +a computer, have made Neovim the editor of choice. - \item Extensions +\begin{itemize} + %TODO: Write about neovim extensions + \item FZF \item Extensions \end{itemize} -% Old stuff starts here +\subsubsection{Documentation tools} -\subsection{Engine} +\paragraph{\LaTeX\cite{latex}} -An implementation of GTP, that is, the piece of software which offers the GTP -interface to other applications.\@ It is designed to be used by a software -controller but can also be directly run, mostly for debugging purposes. Its -design is shown in \fref{fig:engine}. The core of the engine is related with -three components, each with a separate responsibility: +A typesetting system widely used in the investigation field, among others. It +allows for documentation like this text to be written in plain text and then +compiled to PDF or other formats, which permits keeping the source files of the +documentation small and organized plus other benefits of plain text such as +being able to use version control. -\begin{itemize} - \item The IO component is the one called from other applications and offers - the text interface. It reads and processes input and calls corresponding - commands from the core of the engine. - \item The EngineBoard component stores the state of the match, recording - information such as the history of boards positions and whose turn goes - next. The engine core uses it for these state-storing purposes. - \item The EngineAI component is responsible of analyzing the match and - generate moves. The engine core uses it when a decision has to be made - by the AI, such as when a move needs to be generated by the engine. -\end{itemize} +\paragraph{PlantUML\cite{puml}} + +A program which creates diagrams from plain text files. PlantUML supports syntax +for many different sorts of diagrams, mainly but not only UML. It has been used +to generate the diagrams used in this text. + +\paragraph{Make} + +A tool for specifying and handling dependencies on a build system. It reads a +file, typically named ``Makefile'', containing which files are needed and on +which other files each of them depends, and then generates those files or +updates them if they already exist but their source files are newer than them. + +It has been used to generate this text from \LaTeX{} and PlantUML source files. +The contents of the Makefile with which this document has been compiled are +shown in \flist{code:makefile}. -\begin{figure}[h] - \begin{center} - \includegraphics[width=\textwidth]{diagrams/gtpEngine.png} - \caption{Design of the GTP engine.}\label{fig:engine} - \end{center} -\end{figure} - -\subsection{Modules} - -One module to store the state of the game and the game tree. One module to parse -moves. One module to read and write SGF files. Modules are shown in -\fref{fig:modules}. - -\begin{figure}[h] - \begin{center} - \includegraphics[width=\textwidth]{diagrams/modules.png} - \caption{Modules.}\label{fig:modules} - \end{center} -\end{figure} - -\subsection{Representation of a match} - -A regular Go match is composed of a list of moves. But since game review and -variants exploration is an important part of Go learning, \program{} allows for -navigation back and forth through the board states of a match and for new -variants to be created from each of these board states. Therefore, a match is -represented as a tree of moves. The state of the board at any given move must -also be stored so liberties, captures count and legality of moves can be -addressed, so it is represented with its own class, which holds a reference both -to the game tree and the current move. Moves depend on a representation of the -game board to have access to its current layout and count of captured stones. -These classes and their relationships can be seen in -\fref{fig:gameRepresentation}. - -\begin{figure}[h] - \begin{center} - \includegraphics[width=0.7\textwidth]{diagrams/gameRepresentation.png} - \caption{A game is represented as a tree of moves.}\label{fig:gameRepresentation} - \end{center} -\end{figure} - -\subsection{SGF} - -To parse SGF files a lexer and parser have been implemented using PLY.\@ The -result of the parsing is an AST (Annotated Syntax Tree) reflecting the contents -of the text input, each node with zero or more properties, and with the ability -to convert themselves and their corresponding subtree into a GameTree. This is -done for the root node, since from the SGF specification there are some -properties only usable in the root node, like those which specify general game -information and properties such as rank of players or komi. These components are -shown in \fref{fig:sgfModule}. - -\begin{figure}[h] - \begin{center} - \includegraphics[width=\textwidth]{diagrams/sgfModule.png} - \caption{Components of the SGF file parsing module.}\label{fig:sgfModule} - \end{center} -\end{figure} +\begin{listing}[h] + \inputminted{make}{Makefile} + \caption{Documentation Makefile}\label{code:makefile} +\end{listing} diff --git a/doc/tex/systemDesign.tex b/doc/tex/systemDesign.tex index 5988ae0..ccd1c48 100644 --- a/doc/tex/systemDesign.tex +++ b/doc/tex/systemDesign.tex @@ -1,2 +1,95 @@ \section{System Design} +\subsection{Class diagram} + +The full class diagram is shown in \fref{fig:fullClasses} + +\begin{figure}[h] + \begin{center} + \includegraphics[width=\textwidth]{diagrams/fullClasses.png} + \caption{Full class diagram.} + \label{fig:fullClasses} + \end{center} +\end{figure} + +% From here + + +\subsection{Engine} + +An implementation of GTP, that is, the piece of software which offers the GTP +interface to other applications.\@ It is designed to be used by a software +controller but can also be directly run, mostly for debugging purposes. Its +design is shown in \fref{fig:engine}. The core of the engine is related with +three components, each with a separate responsibility: + +\begin{itemize} + \item The IO component is the one called from other applications and offers + the text interface. It reads and processes input and calls corresponding + commands from the core of the engine. + \item The EngineBoard component stores the state of the match, recording + information such as the history of boards positions and whose turn goes + next. The engine core uses it for these state-storing purposes. + \item The EngineAI component is responsible of analyzing the match and + generate moves. The engine core uses it when a decision has to be made + by the AI, such as when a move needs to be generated by the engine. +\end{itemize} + +\begin{figure}[h] + \begin{center} + \includegraphics[width=\textwidth]{diagrams/engineModule.png} + \caption{Design of the GTP engine.}\label{fig:engine} + \end{center} +\end{figure} + +\subsection{Modules} + +One module to store the state of the game and the game tree. One module to parse +moves. One module to read and write SGF files. Modules are shown in +\fref{fig:modules}. + +\begin{figure}[h] + \begin{center} + \includegraphics[width=\textwidth]{diagrams/modules.png} + \caption{Modules.}\label{fig:modules} + \end{center} +\end{figure} + +\subsection{Representation of a match} + +A regular Go match is composed of a list of moves. But since game review and +variants exploration is an important part of Go learning, \program{} allows for +navigation back and forth through the board states of a match and for new +variants to be created from each of these board states. Therefore, a match is +represented as a tree of moves. The state of the board at any given move must +also be stored so liberties, captures count and legality of moves can be +addressed, so it is represented with its own class, which holds a reference both +to the game tree and the current move. Moves depend on a representation of the +game board to have access to its current layout and count of captured stones. +These classes and their relationships can be seen in +\fref{fig:gameRepresentation}. + +\begin{figure}[h] + \begin{center} + \includegraphics[width=0.7\textwidth]{diagrams/gameRepresentation.png} + \caption{A game is represented as a tree of moves.}\label{fig:gameRepresentation} + \end{center} +\end{figure} + +\subsection{SGF} + +To parse SGF files a lexer and parser have been implemented using PLY.\@ The +result of the parsing is an AST (Annotated Syntax Tree) reflecting the contents +of the text input, each node with zero or more properties, and with the ability +to convert themselves and their corresponding subtree into a GameTree. This is +done for the root node, since from the SGF specification there are some +properties only usable in the root node, like those which specify general game +information and properties such as rank of players or komi. These components are +shown in \fref{fig:sgfModule}. + +\begin{figure}[h] + \begin{center} + \includegraphics[width=\textwidth]{diagrams/sgfModule.png} + \caption{Components of the SGF file parsing module.}\label{fig:sgfModule} + \end{center} +\end{figure} diff --git a/doc/tex/tfg.tex b/doc/tex/tfg.tex index f387064..4c64bb2 100644 --- a/doc/tex/tfg.tex +++ b/doc/tex/tfg.tex @@ -13,6 +13,9 @@ \usepackage[backend=biber, style=numeric, sorting=none]{biblatex} \addbibresource{tex/biber.bib} +\usepackage{minted} % Code importing and formatting +\setminted{linenos, breaklines} + \geometry{left=4cm,top=2cm,bottom=2cm,right=4cm} \hypersetup{colorlinks=false, @@ -27,6 +30,7 @@ \newcommand{\program}{Imago} \newcommand{\fref}[1]{Fig.~\ref{#1}} +\newcommand{\flist}[1]{Listing~\ref{#1}} %\newcommand{\uurl}[1]{\underline{\url{#1}}} \newcommand{\tabitem}{~~\llap{\textbullet}~~} @@ -110,10 +114,14 @@ inclusion to use this template is included here. \clearpage +\setcounter{secnumdepth}{3} +\setcounter{tocdepth}{4} \tableofcontents \listoffigures +\listoflistings + \clearpage \input{tex/introduction.tex} @@ -122,7 +130,7 @@ inclusion to use this template is included here. \input{tex/systemAnalysis.tex} -%\input{tex/systemDesign.tex} +\input{tex/systemDesign.tex} \input{tex/implementation.tex} |