diff --git a/Babylon.hs b/Babylon.hs
new file mode 100644
--- /dev/null
+++ b/Babylon.hs
@@ -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)
diff --git a/LICENSE b/LICENSE
new file mode 100644
--- /dev/null
+++ b/LICENSE
@@ -0,0 +1,674 @@
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+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".
+
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diff --git a/Main.hs b/Main.hs
new file mode 100644
--- /dev/null
+++ b/Main.hs
@@ -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)
+
+
+
+                                           
diff --git a/Minimax.hs b/Minimax.hs
new file mode 100644
--- /dev/null
+++ b/Minimax.hs
@@ -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)
diff --git a/README b/README
new file mode 100644
--- /dev/null
+++ b/README
@@ -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
+
+
+
+
diff --git a/Setup.hs b/Setup.hs
new file mode 100644
--- /dev/null
+++ b/Setup.hs
@@ -0,0 +1,2 @@
+import Distribution.Simple
+main = defaultMain
diff --git a/babylon.cabal b/babylon.cabal
new file mode 100644
--- /dev/null
+++ b/babylon.cabal
@@ -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
+
+
diff --git a/images/Black.png b/images/Black.png
new file mode 100644
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diff --git a/images/Brown.png b/images/Brown.png
new file mode 100644
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diff --git a/images/Green.png b/images/Green.png
new file mode 100644
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diff --git a/images/White.png b/images/White.png
new file mode 100644
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