packages feed

babylon (empty) → 0.1

raw patch · 11 files changed

+1163/−0 lines, 11 filesdep +basedep +containersdep +haskell98setup-changedbinary-added

Dependencies added: base, containers, haskell98, wx, wxcore

Files

+ Babylon.hs view
@@ -0,0 +1,95 @@+{-+  Game playing module for Babylon +  Pedro Vasconcelos, 2009+-}+module Babylon where++import List+import Maybe+import Data.Tree+import Control.Monad+import Minimax++-- piece colors+data Color = White | Black | Green | Brown +             deriving (Eq,Ord,Show,Enum)++-- a game board is a list of stacks;+-- each stack is a list of colors+type Game = [[Color]]++-- a move is given by a pair of indices+-- (i,j) means move stack i on top of stack j+type Move = (Int,Int)++-- list of all colors+colors :: [Color]+colors = [White .. Brown]++-- the initial game game: 4 colors x 3 pieces+-- each piece in a separate stack+initialGame :: Game+initialGame = [[c] | c<-colors, _<-[1..3]]+++-- play a move and update the game+-- assumes the move is valid+play :: Game -> Move -> Game+play g (i,j) = let from = g!!i+                   (g', to:g'')= splitAt j g                +               in deleteIndex i (g' ++ (from++to):g'')++-- delete element of a list at index i +deleteIndex :: Int -> [a] -> [a]+deleteIndex i xs = let (xs',x:xs'') = splitAt i xs+                   in  xs' ++ xs''++-- list all valid moves of a given board+valid :: Game -> [Move]+valid g = [(i,j) | (xs,i)<-zip g [0..], (ys,j)<-zip g [0..],+           i/=j && (head xs==head ys || length xs==length ys)+          ]+++-- a game position: a board labeled with an optional move+-- this is used to identify which move lead to which position+type Position = (Game, Maybe Move)++-- subsequent positions from a given position+-- labelled with the first move; subsequent moves are not needed+-- optimization: reduces the branching factor +-- by removing "equivalent" child positions+positions :: Position -> [Position]+positions (g,m) +    = nubBy (\x y->sort (fst x)==sort (fst y)) +      [(play g m', mplus m (Just m')) | m'<-valid g]++-- build the game tree from a starting position+gametree :: Position -> Tree Position+gametree p = Node p (map gametree (positions p))+++-- the static evaluation function+-- yields -1 if the position is a loss (no available moves);+-- yields 0 in other positions (unknown)+static :: Position -> Eval Position+static p@(g,m) | null (valid g) = Eval (-1) p+               | otherwise      = Eval 0    p++-- dynamic evaluation to choose the best move +-- uses alpha-beta prunning minimax with a fixed ply-depth+dynamic :: Int -> Game -> Eval Position+dynamic depth game+    = bbminimax (Eval (-1) undefined) (Eval 1 undefined) $+      fmap static $+      prune depth $+      gametree (game,Nothing)+          ++-- get the best move from a given board (using the above)+bestmove :: Int -> Game -> Maybe Move+bestmove d g = snd $ fromEval (dynamic d g)++bestmove' :: Int -> Game -> (Int, Maybe Move)+bestmove' d g = case dynamic d g of+                  Eval x (g,m) ->  (x, m)
+ LICENSE view
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It is safest+to attach them to the start of each source file to most effectively+state the exclusion of warranty; and each file should have at least+the "copyright" line and a pointer to where the full notice is found.++    <one line to give the program's name and a brief idea of what it does.>+    Copyright (C) <year>  <name of author>++    This program is free software: you can redistribute it and/or modify+    it under the terms of the GNU General Public License as published by+    the Free Software Foundation, either version 3 of the License, or+    (at your option) any later version.++    This program is distributed in the hope that it will be useful,+    but WITHOUT ANY WARRANTY; without even the implied warranty of+    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the+    GNU General Public License for more details.++    You should have received a copy of the GNU General Public License+    along with this program.  If not, see <http://www.gnu.org/licenses/>.++Also add information on how to contact you by electronic and paper mail.++  If the program does terminal interaction, make it output a short+notice like this when it starts in an interactive mode:++    <program>  Copyright (C) <year>  <name of author>+    This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.+    This is free software, and you are welcome to redistribute it+    under certain conditions; type `show c' for details.++The hypothetical commands `show w' and `show c' should show the appropriate+parts of the General Public License.  Of course, your program's commands+might be different; for a GUI interface, you would use an "about box".++  You should also get your employer (if you work as a programmer) or school,+if any, to sign a "copyright disclaimer" for the program, if necessary.+For more information on this, and how to apply and follow the GNU GPL, see+<http://www.gnu.org/licenses/>.++  The GNU General Public License does not permit incorporating your program+into proprietary programs.  If your program is a subroutine library, you+may consider it more useful to permit linking proprietary applications with+the library.  If this is what you want to do, use the GNU Lesser General+Public License instead of this License.  But first, please read+<http://www.gnu.org/philosophy/why-not-lgpl.html>.
+ Main.hs view
@@ -0,0 +1,264 @@+{- +   Main module and GUI for the Babylon game+   Uses wxHaskell bindings to the wxWidgets toolkit+   Pedro Vasconcelos, 2009+-}+module Main where++import Graphics.UI.WX hiding (play)+import Graphics.UI.WXCore+import Maybe+import Random++import Babylon++import Paths_babylon   -- Cabal locations of image files++data Player = Human | Computer deriving (Eq,Show)++data Level = Easy | Medium | Hard | Hardest deriving (Eq,Show)++levels :: [Level]+levels = [Easy, Medium, Hard, Hardest]++main :: IO ()+main = start gui++-- start the GUI+gui :: IO ()+gui = do f <- frame [text := "Babylon"]+         status <- statusField [text:="Welcome to Babylon"]+         pan <- panel f []++         game <- shuffleIO initialGame+         vgame <- varCreate game+         vboard <- varCreate []+         vsel <- varCreate Nothing+         vplayer <- varCreate Human+         vlevel <- varCreate Medium++         bmps <- loadBitmaps++         game <- menuPane [text := "&Game"]+         new<-menuItem game [text := "New",+                             help := "Restart the game"+                            ]+         menuLine game+         menuQuit game [help := "Quit this program", +                        on command := delBitmaps bmps >> close f]+         opt <- menuPane [text := "Options"]+         r0<-menuItem opt [text := "Human plays first", +                           help := "Choose starting player",+                           checkable:=True, checked := True]+         menuLine opt+         -- create radio buttons for AI level+         rs<-sequence [menuRadioItem opt +                       [text := show level,  +                        help := "Choose computer opponent level",+                        on command := varSet vlevel level]+                       | level<-levels]++         -- default: Medium level checked+         set (rs!!1) [checked:=True] ++         hlp <- menuHelp []+         rules<- menuItem hlp [text := "Rules", +                               help := "About the game rules",+                               on command := infoRules pan]+         about <- menuAbout hlp [help := "About this program",+                                 on command := infoAbout pan]++         -- name an action to update the status field & repaint the board+         let updt = do updateStatus status vplayer vgame+                       repaint pan+++         set pan [on resize := repaint pan, +                  on paint := drawBoard bmps vgame vboard vsel,+                  on click := (\pt -> do ix<-getIndex vboard pt +                                         humanPlay vplayer vgame vsel updt ix),+                  layout := space 700 300+                 ]++         -- register a timer event to periodically play the computer+         t <- timer f [interval := 2000,+                       on command := computerPlay vplayer vgame vlevel updt+                      ]++         set f [statusBar := [status],+                menuBar := [game, opt, hlp],+                layout := fill (widget pan)+               ]++         -- set the handler for restarting the game+         set new [on command := do game <- shuffleIO initialGame +                                   flag <- get r0 checked+                                   varSet vplayer (if flag then Human+                                                   else Computer)+                                   varSet vgame game+                                   varSet vsel Nothing+                                   updt+                 ]++        ++         +-- display an info dialog +infoAbout w +    = infoDialog w "About Babylon" $ +      init $ +      unlines ["Written in Haskell using the wxWidgets toolkit",+               "by Pedro Vasconcelos <pbv@dcc.fc.up.pt>",+               "",+               "Based on the board game by Bruno Faidutti",+               "Published by FoxMind Games."+              ]++-- display the game rules+infoRules w +    = infoDialog w "Rules of Babylon" $+      init $ +      unlines ["Two players take turns moving stacks of colored tiles.",+               "A move is valid provided that:",+                "1) the stacks have same height; or",+                "2) the stacks have the same top color.",+                "The first player who cannot make a move loses the game!"]++-- load bitmaps for the colored tiles+-- uses Cabal to for portable file paths+loadBitmaps+    = sequence [do { f<-getDataFileName ("images/" ++ show c ++ ".png")+                   ; bitmapCreateLoad f wxBITMAP_TYPE_PNG }+                | c<-colors]++-- delete the bitmaps+delBitmaps bmps = sequence_ [bitmapDelete b | b<-bmps]++-- update the status field +-- shows current player and checks for no available moves, i.e. game end+updateStatus status vplayer vgame+    = do player <- varGet vplayer+         game <- varGet vgame+         let moves = valid game+         case moves of+           [] -> set status [text := show player ++ " loses (no moves available)"]+           _  -> set status [text := show player ++ " to play"]+++--+-- main function to redraw the game board+--+drawBoard bmps vgame vboard vsel dc (Rect x y w h)+    = do game <- varGet vgame+         rs <- drawStacks bmps game dc x' y'+         varSet vboard rs+         -- highlight the selection (if active)+         sel <- varGet vsel+         case sel of+           Nothing -> return ()+           Just i -> drawRect dc (rs!!i) [pen:=penColored red 2, +                                          brush:=brushTransparent]+    where x'= x + 10+          y' = y + h`div`2++-- draw a list of tile stacks+-- returns the list of bounding boxes (rectangles)+drawStacks bmps [] dc x y +    = return []+drawStacks bmps (s:ss) dc x y+    = do r<-drawStack bmps s dc x y+         rs<-drawStacks bmps ss dc (x+rectWidth r+dx) y+         return (r:rs)+    where dx = 8++-- draw a single stack of tiles+drawStack bmps tiles dc x y+    = do rs<-sequence [ do { drawBitmap dc b (pt x' y') False []+                           ; sz <- bitmapGetSize b+                           ; return (rect (pt x' y') sz)+                           }+                        | (c,x',y')<-zip3 (reverse tiles)+                                     [x,x+dx..] [y,y+dy..],+                        let b = bmps!!fromEnum c+                       ]+         return (rectUnions rs)+    where n = length tiles+          dx = 4+          dy = -8++-- convert a screen positon into Just a tile index or Nothing+getIndex vboard pt+    = do rs <- varGet vboard+         return (listToMaybe [i | (i,r)<-zip [0..] rs, rectContains r pt])+                  +--+-- handle a mouse click and perform a human player move+-- `updt' is a continuation to update the board, etc.+--+humanPlay vplayer vgame vsel updt Nothing +    = return ()+humanPlay vplayer vgame vsel updt (Just j) +    = do player <- varGet vplayer+         game <- varGet vgame+         sel <- varGet vsel+         case (player,sel) of+           (Human, Nothing) -> do {varSet vsel (Just j); updt}+           (Human, Just i) -> do varSet vsel Nothing +                                 when ((i,j) `elem` valid game) $+                                     do varSet vgame (play game (i,j))+                                        varSet vplayer Computer+                                 updt+           _ -> return ()++++--+-- perform a computer opponent move+-- `updt' is a continuation to update the board, etc.+-- +computerPlay vplayer vgame vlevel updt+    = do player <- varGet vplayer+         game <- varGet vgame+         level <- varGet vlevel+         case player of+           Human -> return ()+           Computer -> case bestmove' (depth level) game of+                         (_, Nothing) -> return ()+                         (e, Just m) -> +                             do varSet vgame (play game m)+                                varSet vplayer Human+                                updt++ +-- show a move as a string+showMove :: Player -> Game -> Move -> String+showMove p g (i,j) = show p ++ ": " ++ show (g!!i) ++ " to " ++ show (g!!j)++++-- convert the difficulty level in the minimax analysis depth ("ply")+depth :: Level -> Int+depth Easy   = 2+depth Medium = 4+depth Hard   = 8+depth Hardest = 12   -- optimal play (always wins as 2nd player)+++-- an auxilary function to shuffle a list randomly+shuffleIO :: [a] -> IO [a]+shuffleIO xs = do g <- getStdGen+                  let (xs', g') = shuffle g xs (length xs)+                  setStdGen g'+                  return xs'+    where+      shuffle :: RandomGen g => g -> [a] -> Int -> ([a], g)+      shuffle g xs n +          | n>0 = let (k, g') = randomR (0,n-1) g+                      (xs',x:xs'') = splitAt k xs+                      (ys,g'') = shuffle g' (xs' ++ xs'') (n-1)+                  in (x:ys, g'')+          | otherwise = ([],g)++++                                           
+ Minimax.hs view
@@ -0,0 +1,65 @@+{-+  Generic Minimax algorithm for game playing+  Based in Bird & Wadler "Introduction to Functional Programming"+  Pedro Vasconcelos, 2009+-}+module Minimax where+import Data.Tree+--import Data.List++-- annotate something with an evaluation estimate +data Eval a = Eval Int a deriving (Show)++instance Eq (Eval a) where+    (Eval x _) == (Eval y _) = x==y++instance Ord (Eval a) where+    compare (Eval x _) (Eval y _) = compare x y++instance (Show a) => Num (Eval a) where+    fromInteger = undefined+    (+) = undefined+    (-) = undefined+    (*) = undefined+    abs = undefined+    signum= undefined+    negate (Eval x a) = Eval (-x) a++fromEval :: Eval a -> a+fromEval (Eval _ x) = x++++-- naive minimax algorithm+-- nodes are decorated with the static evaluation scores+minimax :: (Num a, Ord a) => Tree a -> a+minimax (Node n []) = n+minimax (Node n ts) = - minimum (map minimax ts)+++-- branch-and-bound minimax (alpha-beta prunning)+-- nodes are decorated with the static evaluation scores+bbminimax :: (Num a, Ord a) => a -> a -> Tree a -> a+bbminimax a b (Node x []) = a `max` x `min` b+bbminimax a b (Node x ts) = cmx a ts+    where+      cmx a []  = a+      cmx a (t:ts) | a'>=b     = a'+                   | otherwise = cmx a' ts+                   where a' = -(bbminimax (-b) (-a) t)+++-- some generic functions follow+-- prune a tree to a fixed depth+prune :: Int -> Tree a -> Tree a+prune n (Node x ts) +    | n>0       = Node x (map (prune (n-1)) ts)+    | otherwise = Node x []++-- breadth and depth of a tree+breadth :: Tree a -> Int+breadth (Node x ts) = length ts++depth :: Tree a -> Int+depth (Node x []) = 1+depth (Node x ts) = 1 + maximum (map depth ts)
+ README view
@@ -0,0 +1,43 @@+Babylon+-------++This is an implementation of a simple two-player game+in Haskell using the wxWidgets GUI toolkit.+This program allows you to play against the computer plays using+the classical minimax algorithm with alpha-beta prunning+(based on Bird and Wadler's presentation in the "Introduction+to Functional Programming").++The rules of the game are very simple: +* there are 12 stone tablets in 4 colors (3 of each color)+* initially the stones are randomly placed on the table,+  forming twelve 1-stone piles+* on his/her turn, a player moves one pile ontop of another+  provided that they have the same height or the same top +  color (or both)+* the first player who cannot perform a move loses the game.++The game play very fast, typically under 5 mins; since there+are only 12 piles at the start, and each turn decrements one +pile, the game must finish in at most 11 moves.++Note that there is a winning strategy for the second player, but+it does not appear to be a simple heuristic for it (?). +The computer will play the winning strategy at the hardest level, +so it will always win as a second player at this level.++This was basically programmed in a single day as an experiment +using this wxWidgets (though I was experienced with Haskell). +I thought it would be a nice addition to show a simple but real+Haskell program.++If you have any comments please drop me a line,++Pedro Vasconcelos+pbv@dcc.fc.up.pt+Department of Computer Science+Faculty of Science, University of Porto, Portugal++++
+ Setup.hs view
@@ -0,0 +1,2 @@+import Distribution.Simple+main = defaultMain
+ babylon.cabal view
@@ -0,0 +1,20 @@+Name:           babylon+Version:        0.1+Cabal-Version:  >= 1.2+License:        GPL+License-file:	LICENSE+Author:         Pedro Vasconcelos <pbv@dcc.fc.up.pt>+Copyright:	(c) 2009 Pedro Vasconcelos+Synopsis:       An implementation of a simple 2-player board game+Description:    The board game was originally designed by Bruno Faidutti (www.faidutti.com).+		In this implementation you play against the computer. +Build-Type:     Simple+Data-files:	images/White.png images/Black.png images/Brown.png images/Green.png README+Category:	Game++Executable babylon+  Build-Depends:  base>= 3 && < 4, haskell98, containers, wx >= 0.11, wxcore >= 0.11+  Main-Is:        Main.hs+  Other-modules:  Babylon Minimax++
+ images/Black.png view

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+ images/Brown.png view

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+ images/Green.png view

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+ images/White.png view

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