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 +95/−0
- LICENSE +674/−0
- Main.hs +264/−0
- Minimax.hs +65/−0
- README +43/−0
- Setup.hs +2/−0
- babylon.cabal +20/−0
- images/Black.png binary
- images/Brown.png binary
- images/Green.png binary
- images/White.png binary
+ 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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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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