board-games (empty) → 0.1
raw patch · 17 files changed
+2819/−0 lines, 17 filesdep +QuickCheckdep +arraydep +basesetup-changed
Dependencies added: QuickCheck, array, base, cgi, containers, html, httpd-shed, network, random, transformers, utility-ht
Files
- LICENSE +674/−0
- Setup.lhs +3/−0
- board-games.cabal +111/−0
- src/Game/Mastermind.hs +288/−0
- src/Game/Mastermind/CodeSet.hs +71/−0
- src/Game/Mastermind/CodeSet/Tree.hs +177/−0
- src/Game/Mastermind/CodeSet/Union.hs +138/−0
- src/Game/Mastermind/HTML.hs +263/−0
- src/Game/Server.hs +59/−0
- src/Game/Server/Option.hs +92/−0
- src/Game/Tree.hs +127/−0
- src/Game/Utility.hs +11/−0
- src/Game/VierGewinnt.hs +291/−0
- src/Game/VierGewinnt/HTML.hs +129/−0
- src/Game/VierGewinnt/Text.hs +37/−0
- src/Game/ZeilenSpalten.hs +180/−0
- src/Game/ZeilenSpalten/HTML.hs +168/−0
+ LICENSE view
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+ Setup.lhs view
@@ -0,0 +1,3 @@+#! /usr/bin/env runhaskell+> import Distribution.Simple+> main = defaultMain
+ board-games.cabal view
@@ -0,0 +1,111 @@+Name: board-games+Version: 0.1+License: GPL+License-File: LICENSE+Author: Henning Thielemann <haskell@henning-thielemann.de>+Maintainer: Henning Thielemann <haskell@henning-thielemann.de>+Homepage: http://code.haskell.org/~thielema/games/+Category: Game, Web+Synopsis: Three games for inclusion in a web server+Description:+ Three games that might run as CGI script in a web server:+ Connect Four, Rows&Columns, Mastermind+ .+ Check running versions at+ <http://www.henning-thielemann.de/VierGewinnt> and+ <http://www.henning-thielemann.de/ZeilenSpalten>.+ .+ You can build an example web server by installing with+ .+ > cabal install board-games -fbuildExamples+ .+ Then start the server with+ .+ > ./dist/build/board-games/board-games+ .+ and play the games in your browser at the URL+ <http://localhost:8080/>.+ .+ Currently the games use German texts.+ I wanted to use gettext, but this is not thread-safe.+Tested-With: GHC==6.4.1, GHC==6.8.2, GHC==6.12.3+Cabal-Version: >=1.8+Build-Type: Simple+Source-Repository head+ type: darcs+ location: http://code.haskell.org/~thielema/games/++Flag buildExamples+ description: build example web server that runs the games++Flag splitBase+ description: Choose the new smaller, split-up base package.++Library+ Build-Depends:+ html >=1.0 && <1.1,+ cgi >=3001.1 && <3001.2,+ utility-ht >=0.0.3 && <0.1,+ transformers >=0.2.2 && <0.3+ If flag(splitBase)+ Build-Depends:+ containers >=0.2 && <0.5,+ random >=1.0 && <1.1,+ array >=0.1 && <0.4,+ base >= 2 && <5+ Else+ Build-Depends: base >= 1.0 && < 2++ GHC-Options: -Wall+ Hs-Source-Dirs: src+ Exposed-Modules:+ Game.Tree+ Game.VierGewinnt.HTML+ Game.VierGewinnt.Text+ Game.VierGewinnt+ Game.ZeilenSpalten.HTML+ Game.ZeilenSpalten+ Game.Mastermind.HTML+ Game.Mastermind+ Game.Mastermind.CodeSet+ Game.Mastermind.CodeSet.Union+ Game.Mastermind.CodeSet.Tree+ Other-Modules:+ Game.Utility++Executable board-games+ Main-Is: Game/Server.hs+ GHC-Options: -Wall+ Hs-Source-Dirs: src+ Other-Modules:+ Game.Server.Option+ If flag(buildExamples)+ Build-Depends:+ httpd-shed >=0.4 && <0.5,+ network >=2.3 && <2.4,+ html >=1.0 && <1.1,+ cgi >=3001.1 && <3001.2,+ utility-ht >=0.0.3 && <0.1,+ transformers >=0.2.2 && <0.3,+ containers >=0.2 && <0.5,+ random >=1.0 && <1.1,+ array >=0.1 && <0.4,+ base >= 2 && <5+ Else+ Buildable: False++Test-Suite testsuite+ Type: exitcode-stdio-1.0+ Main-Is: Game/Test.hs+ GHC-Options: -Wall+ Hs-Source-Dirs: src+ Other-Modules:+ Game.Test.Mastermind+ Build-Depends:+ QuickCheck >1.2 && <3.0,+ utility-ht >=0.0.3 && <0.1,+ transformers >=0.2.2 && <0.3,+ containers >=0.2 && <0.5,+ random >=1.0 && <1.1,+ array >=0.1 && <0.4,+ base >= 2 && <5
+ src/Game/Mastermind.hs view
@@ -0,0 +1,288 @@+module Game.Mastermind where++import qualified Game.Mastermind.CodeSet.Tree as CodeSetTree+-- import qualified Game.Mastermind.CodeSet.Union as CodeSetUnion+import qualified Game.Mastermind.CodeSet as CodeSet+import Game.Mastermind.CodeSet+ (flatten, intersection, (*&), (#*&), unit, empty, union, unions, cube, )++import qualified Data.Map as Map+import qualified Data.Set as Set++import Data.List.HT (partitionMaybe, partition, )+import Data.Tuple.HT (mapPair, )+import Data.Maybe.HT (toMaybe, )+import Data.Maybe (listToMaybe, )+import Control.Monad (liftM, guard, when, replicateM, )++import qualified Control.Monad.Trans.State as State+import qualified Control.Monad.Trans.Class as Trans++import qualified System.Random as Rnd+import qualified System.IO as IO+++data Eval = Eval Int Int+ deriving (Eq, Show)++{- |+Given the code and a guess, compute the evaluation.+-}+evaluate :: (Ord a) => [a] -> [a] -> Eval+evaluate code attempt =+ uncurry Eval $+ mapPair+ (length,+ sum . Map.elems .+ uncurry (Map.intersectionWith min) .+ mapPair (histogram,histogram) . unzip) $+ partitionMaybe (\(x,y) -> toMaybe (x==y) ()) $+ zip code attempt++{-+*Game.Mastermind> filter ((Eval 2 0 ==) . evaluate "aabbb") $ replicateM 5 ['a'..'c']+["aaaaa","aaaac","aaaca","aaacc","aacaa","aacac","aacca","aaccc","acbcc","accbc","acccb","cabcc","cacbc","caccb","ccbbc","ccbcb","cccbb"]+*Game.Mastermind> flatten $ remaining (Set.fromList ['a'..'c']) "aabbb" (Eval 2 0)+["aaaaa","aaaac","aaaca","aaacc","aacaa","aacac","aacca","aaccc","acbcc","accbc","acccb","cabcc","cacbc","caccb","ccbbc","ccbcb","cccbb"]+-}+++histogram :: (Ord a) => [a] -> Map.Map a Int+histogram =+ Map.fromListWith (+) . map (\a -> (a,1))++selectFromHistogram :: (Ord a) => Map.Map a Int -> [(a, Map.Map a Int)]+selectFromHistogram hist =+ map (\a -> (a, Map.update (\n -> toMaybe (n>1) (pred n)) a hist)) $+ Map.keys hist++{- |+A variant of the game:+It is only possible to specify number of symbols at right places.++The results of 'remaining' and 'remainingSimple' cannot be compared.+-}+remainingSimple :: Ord a => Set.Set a -> [a] -> Int -> [[Set.Set a]]+remainingSimple alphabet code rightPlaces =+ map+ (zipWith+ (\symbol right ->+ if right+ then Set.singleton symbol+ else Set.delete symbol alphabet)+ code) $+ possibleRightPlaces (length code) rightPlaces++{- |+Combinatorical \"choose k from n\".+-}+possibleRightPlaces :: Int -> Int -> [[Bool]]+possibleRightPlaces n rightPlaces =+ if n < rightPlaces+ then []+ else+ if n==0+ then [[]]+ else+ (guard (rightPlaces>0) >>+ (map (True:) $+ possibleRightPlaces (n-1) (rightPlaces-1)))+ +++ (map (False:) $+ possibleRightPlaces (n-1) rightPlaces)++{- |+Given a code and an according evaluation,+compute the set of possible codes.++The Game.Mastermind game consists of collecting pairs+of codes and their evaluations.+The searched code is in the intersection of all corresponding code sets.+-}+remaining ::+ (CodeSet.C set, Ord a) =>+ Set.Set a -> [a] -> Eval -> set a+remaining alphabet code0 (Eval rightPlaces rightSymbols0) =+ let findCodes =+ foldr+ (\(fixed,c) go rightSymbols floating0 ->+ if fixed+ then c #*& go rightSymbols floating0+ else+ (if rightSymbols == 0+ then empty+ else unions $ do+ (src, floating1) <- selectFromHistogram floating0+ guard (c /= src)+ return $ src #*& go (rightSymbols-1) floating1)+ `union`+ (Set.difference+ (Set.delete c alphabet)+ (Map.keysSet floating0) *&+ go rightSymbols floating0))+ (\rightSymbols _floating ->+ if rightSymbols>0+ then empty+ else unit)+ in unions $+ map+ (\pattern ->+ let patternCode = zip pattern code0+ in findCodes patternCode rightSymbols0 $+ histogram $ map snd $ filter (not . fst) patternCode) $+ possibleRightPlaces (length code0) rightPlaces+++partitionSizes :: (Ord a) => Set.Set a -> [a] -> [(Eval, Integer)]+partitionSizes alphabet code =+ map (\eval ->+ (eval,+ CodeSet.size $+ (id :: CodeSetTree.T a -> CodeSetTree.T a) $+ remaining alphabet code eval)) $+ possibleEvaluations (length code)++possibleEvaluations :: Int -> [Eval]+possibleEvaluations n = do+ rightPlaces <- [0..n]+ rightSymbols <- [0..n-rightPlaces]+ return $ Eval rightPlaces rightSymbols+++interaction ::+ (CodeSetTree.T Char -> State.StateT state Maybe [Char]) ->+ state ->+ Set.Set Char -> Int -> IO ()+interaction select initial alphabet n =+ let go state set =+ case State.runStateT (select set) state of+ Nothing -> putStrLn "contradicting evaluations"+ Just (attempt, newState) -> do+ putStr $ show attempt ++ " " +++ show (CodeSet.size set, CodeSet.representationSize set) ++ " "+ IO.hFlush IO.stdout+ eval <- getLine+ let evalHist = histogram eval+ evalHistRem =+ Map.keys $ Map.delete 'o' $ Map.delete 'x' evalHist+ when (not $ null evalHistRem)+ (putStrLn $ "ignoring: " ++ evalHistRem)+ let rightPlaces = length (filter ('x' ==) eval)+ rightSymbols = length (filter ('o' ==) eval)+ if rightPlaces >= n+ then putStrLn "I won!"+ else go newState $ intersection set $+ remaining alphabet attempt $+ Eval rightPlaces rightSymbols+ in go initial (cube alphabet n)++mainSimple :: Set.Set Char -> Int -> IO ()+mainSimple =+ interaction+ (Trans.lift . listToMaybe . flatten)+ ()++-- candidate for random-utility, cf. module htam:Election, markov-chain+randomSelect ::+ (Rnd.RandomGen g, Monad m) =>+ [a] -> State.StateT g m a+randomSelect items =+ liftM (items!!) $ State.StateT $ return . Rnd.randomR (0, length items-1)++{- |+minimum of maximums using alpha-beta-pruning+-}+minimax :: (Ord b) => [(a, [b])] -> a+minimax [] = error "minimax of empty list"+minimax ((a0,bs0):rest) =+ fst $+ foldl+ (\old@(_minA, minB) (a,bs) ->+ let (ltMinB, gtMinB) = partition (minB>) bs+ in if null gtMinB+ then (a, maximum ltMinB)+ else old)+ (a0, maximum bs0) rest++{-+Here we optimize for small set sizes.+For performance we could optimize for small set representation sizes.+However the resulting strategy looks much like the strategy+from mainSimple and needs more attempts.+-}+randomizedAttempt ::+ (CodeSet.C set, Rnd.RandomGen g, Ord a) =>+ Int -> Set.Set a ->+ set a -> State.StateT g Maybe [a]+randomizedAttempt n alphabet set = do+ randomAttempts <-+ replicateM 10 $+ replicateM n $+ randomSelect . Set.toList $+ CodeSet.symbols set+ let possible = flatten set+ somePossible =+ -- take 10 possible+ let size = CodeSet.size set+ num = 10+ in map (CodeSet.select set) $+ Set.toList $ Set.fromList $+ take num $+ map (flip div (fromIntegral num)) $+ iterate (size+) 0+ _ <- Trans.lift $ listToMaybe possible+ return $ minimax $+ map+ (\attempt -> (attempt,+ map (CodeSet.size . intersection set . remaining alphabet attempt) $+ possibleEvaluations n)) $+ somePossible ++ randomAttempts++{- |+In the beginning we simply choose a random code+from the set of possible codes.+In the end, when the set becomes small,+then we compare different alternatives.+-}+mixedRandomizedAttempt ::+ (CodeSet.C set, Rnd.RandomGen g, Ord a) =>+ Int -> Set.Set a ->+ set a -> State.StateT g Maybe [a]+mixedRandomizedAttempt n alphabet set = do+ case CodeSet.size set of+ 0 -> Trans.lift Nothing+ 1 -> return $ head $ CodeSet.flatten set+ 2 -> return $ head $ CodeSet.flatten set+ size ->+ if size <= 100+ then randomizedAttempt n alphabet set+ else+ fmap (CodeSet.select set) $+ State.StateT $ return . Rnd.randomR (0, size-1)++mainRandom :: Set.Set Char -> Int -> IO ()+mainRandom alphabet n = do+ g <- Rnd.getStdGen+ interaction (randomizedAttempt n alphabet) g alphabet n++main :: IO ()+main =+-- mainSimple (Set.fromList ['a'..'z']) 7+ mainRandom (Set.fromList ['a'..'z']) 5++{-+Bug: (fixed)+*Game.Mastermind> main+"uvqcm" (11881376,130) o+"wukjv" (3889620,440)+"lmoci" (1259712,372) xo+"caoab" (94275,1765) oo+"mbadi" (6856,2091) ooo+"ombed" (327,447) x+"lqbia" (2,10) xo+contradicting evaluations+*Game.Mastermind> map (evaluate "amiga") ["uvqcm","wukjv","lmoci","caoab","mbadi","ombed","lqbia"]+[Eval 0 1,Eval 0 0,Eval 1 1,Eval 0 2,Eval 0 3,Eval 1 0,Eval 1 1]+*Game.Mastermind> map (\attempt -> member "amiga" $ remaining (Set.fromList $ ['a'..'z']) attempt (evaluate "amiga" attempt)) ["uvqcm","wukjv","lmoci","caoab","mbadi","ombed","lqbia"]+[True,True,True,True,False,True,False]+-}
+ src/Game/Mastermind/CodeSet.hs view
@@ -0,0 +1,71 @@+module Game.Mastermind.CodeSet where++import qualified Data.Set as Set+import qualified Data.List as List+import qualified Data.List.Key as Key+import Data.Function.HT (nest, )+import Data.Ord.HT (comparing, )++import Prelude hiding (null, )+++class C set where+ empty :: set a+ union, intersection :: (Ord a) => set a -> set a -> set a+ unit :: set a+ -- | the left operand must be non-empty+ leftNonEmptyProduct :: Set.Set a -> set a -> set a+ flatten :: (Ord a) => set a -> [[a]]+ symbols :: (Ord a) => set a -> Set.Set a+ null :: set a -> Bool+ size :: set a -> Integer+ select :: set a -> Integer -> [a]+ representationSize :: set a -> Int+ -- | simplify set representation by combining set products where possible+ compress :: (Ord a) => set a -> set a++cube :: (C set) => Set.Set a -> Int -> set a+cube alphabet n =+ nest n (leftNonEmptyProduct alphabet) unit++unions :: (C set, Ord a) => [set a] -> set a+unions = foldr union empty+++-- simulate priority queue+insertSortedBy :: (a -> a -> Ordering) -> a -> [a] -> [a]+insertSortedBy cmp x =+ let recourse [] = [x]+ recourse (y:ys) =+ if cmp x y == GT+ then y : recourse ys+ else x:y:ys+ in recourse++intersections :: (C set, Ord a) => [set a] -> set a+intersections =+ let go [] = error "intersections: empty list"+ go [(_, set)] = set+ go ((_,x):(_,y):rest) =+ let sec = intersection x y+ in go (insertSortedBy (comparing fst) (size sec, sec) rest)+ in go .+ List.sortBy (comparing fst) .+ map (\set -> (size set, set))++intersectionsSort :: (C set, Ord a) => [set a] -> set a+intersectionsSort =+ foldl1 intersection . Key.sort size++{- |+Like 'leftNonEmptyProduct' but the left operand can be empty.+-}+(*&) :: (C set) => Set.Set a -> set a -> set a+c *& set =+ if Set.null c+ then empty+ else leftNonEmptyProduct c set++(#*&) :: (C set) => a -> set a -> set a+c #*& set =+ leftNonEmptyProduct (Set.singleton c) set
+ src/Game/Mastermind/CodeSet/Tree.hs view
@@ -0,0 +1,177 @@+module Game.Mastermind.CodeSet.Tree where++import qualified Game.Mastermind.CodeSet as CodeSet++import qualified Data.Map as Map+import qualified Data.Set as Set++import Data.Tuple.HT (mapFst, swap, )++import Control.Monad (liftM2, )++import Prelude hiding (null, )+++{- |+@Products [(a,b),(c,d)]@+expresses a x b union c x d,+where @x@ denotes the set product.+-}+data T a =+ End | Products (Map.Map (Set.Set a) (T a))+ deriving (Show)++{-+instance (Ord a, Show a) => Show (T a) where+ showsPrec n cs =+ showParen (n>=10) $+ showString "CodeSet.fromLists " . shows (toLists cs)+-}++instance CodeSet.C T where+ empty = Products Map.empty+ union = union+ intersection = intersection+ unit = End+ leftNonEmptyProduct c xs =+ Products $+ if null xs+ then Map.empty+ else Map.singleton c xs+ flatten = flatten+ symbols = symbols+ null = null+ size = size+ select = select+ representationSize = representationSize+ compress = compress+++flatten :: (Ord a) => T a -> [[a]]+flatten End = [[]]+flatten (Products xs) =+ concatMap+ (\(a,b) -> liftM2 (:) (Set.toList a) (flatten b))+ (Map.toList xs)++symbols :: (Ord a) => T a -> Set.Set a+symbols End = Set.empty+symbols (Products xps) =+ Set.unions $+ map (\(x,xs) -> Set.union x (symbols xs)) $+ Map.toList xps+++size :: T a -> Integer+size End = 1+size (Products xs) =+ sum (map (\(a,b) -> fromIntegral (Set.size a) * size b) $ Map.toList xs)++-- somehow inefficient, because the sizes of subsets are recomputed several times+select :: T a -> Integer -> [a]+select End n =+ case compare n 0 of+ LT -> error "CodeSet.select.end: index negative"+ EQ -> []+ GT -> error "CodeSet.select.end: index too large"+select (Products xps) n0 =+ if n0<0+ then error "CodeSet.select: negative index"+ else+ case dropWhile (\(_, ((n1,sz), _)) -> n1>=sz) $+ zip (Map.toList xps) $+ uncurry zip $+ mapFst (\sizes -> zip (scanl (-) n0 sizes) sizes) $+ unzip $+ map (\(x,xs) ->+ let sz = size xs+ in (fromIntegral (Set.size x) * sz, sz)) $+ Map.toList xps of+ [] -> error "CodeSet.select: index too large"+ ((x,xs), ((n1,_), xsSize)) : _ ->+ let (j,k) = divMod n1 xsSize+ in (Set.toList x !! fromInteger j)+ : select xs k++representationSize :: T a -> Int+representationSize End = 1+representationSize (Products xs) =+ sum (map (\(a,b) -> Set.size a + representationSize b) $ Map.toList xs)+++{- |+We could try to merge set products.+I'll first want to see, whether this is needed in a relevant number of cases.+-}+union :: (Ord a) => T a -> T a -> T a+union End End = End+union (Products xs) (Products ys) =+ Products (Map.unionWith union xs ys)+union _ _ = error "CodeSet.union: sets with different tuple size"++intersection :: (Ord a) => T a -> T a -> T a+intersection End End = End+intersection (Products xps) (Products yps) =+ Products $ Map.fromListWith union $ normalizeProducts $+ liftM2+ (\(x,xs) (y,ys) -> (Set.intersection x y, intersection xs ys))+ (Map.toList xps)+ (Map.toList yps)+intersection _ _ =+ error "CodeSet.intersection: sets with different tuple size"++{- |+Remove empty set products.+-}+normalizeProducts ::+ [(Set.Set a, T a)] -> [(Set.Set a, T a)]+normalizeProducts =+ filter (\(x,xs) -> not (Set.null x || null xs))+++{- |+This allows (T a) to be a key in a Map.+I do not want an Ord (T a) instance,+since it makes no sense and it requires an Eq (T a) instance+that is either expensive (if it means set equality)+or confusing (if it means structural equality).+-}+newtype Indexable a = Indexable (T a)++instance (Eq a) => Eq (Indexable a) where+ (Indexable x) == (Indexable y) =+ case (x,y) of+ (End,End) -> True+ (Products xs, Products ys) ->+ fmap Indexable xs == fmap Indexable ys+ _ -> False++instance (Ord a) => Ord (Indexable a) where+ compare (Indexable x) (Indexable y) =+ case (x,y) of+ (End,End) -> EQ+ (End,Products _) -> LT+ (Products _,End) -> GT+ (Products xs, Products ys) ->+ compare (fmap Indexable xs) (fmap Indexable ys)+++compress :: (Ord a) => T a -> T a+compress End = End+compress (Products xs) =+ Products $+ Map.fromListWith union $ map swap $ map (mapFst (\(Indexable set) -> set)) $ Map.toList $+ Map.fromListWith Set.union $ map (mapFst Indexable) $ map swap $ Map.toList $+ fmap compress xs++member :: (Ord a) => [a] -> T a -> Bool+member [] End = True+member (c:cs) (Products xps) =+ any (\(x,xs) -> Set.member c x && member cs xs) $+ Map.toList xps+member _ _ =+ error "CodeSet.member: mismatch of tuple size and tuple size in set"++null :: T a -> Bool+null End = False+null (Products xs) = Map.null xs
+ src/Game/Mastermind/CodeSet/Union.hs view
@@ -0,0 +1,138 @@+module Game.Mastermind.CodeSet.Union where++import qualified Game.Mastermind.CodeSet as CodeSet++import qualified Data.Set as Set++import qualified Data.List as List+import qualified Data.List.HT as ListHT+import Control.Monad (liftM2, guard, )+++{- |+@Cons [[a,b,c,d], [e,f,g,h]]@+expresses a x b x c x d union e x f x g x h,+where @x@ denotes the set product.+-}+newtype T a = Cons [[Set.Set a]]++instance (Ord a, Show a) => Show (T a) where+ showsPrec n cs =+ showParen (n>=10) $+ showString "CodeSet.fromLists " . shows (toLists cs)++instance CodeSet.C T where+ empty = Cons []+ union = union+ intersection = intersection+ unit = Cons [[]]+ leftNonEmptyProduct c (Cons xs) = Cons (map (c:) xs)+ flatten = flatten+ symbols = symbols+ null (Cons xs) = null xs+ size = size+ select = select+ representationSize = representationSize+ compress = id+++toLists :: (Ord a) => T a -> [[[a]]]+toLists (Cons xs) =+ map (map Set.toList) xs++fromLists :: (Ord a) => [[[a]]] -> T a+fromLists =+ Cons . map (map Set.fromList)++flatten :: (Ord a) => T a -> [[a]]+flatten = concatMap sequence . toLists++symbols :: (Ord a) => T a -> Set.Set a+symbols (Cons xs) =+ Set.unions $ map Set.unions xs++cube :: Int -> Set.Set a -> T a+cube n alphabet = Cons [replicate n alphabet]+++size :: T a -> Integer+size = sum . productSizes++productSizes :: T a -> [Integer]+productSizes (Cons x) =+ map (product . map (fromIntegral . Set.size)) $ x++select :: T a -> Integer -> [a]+select set@(Cons xs) n0 =+ let sizes = productSizes set+ in if n0<0+ then error "CodeSet.select: negative index"+ else+ case dropWhile (\(n1,sz,_) -> n1>=sz) $+ zip3 (scanl (-) n0 sizes) sizes xs of+ [] -> error "CodeSet.select: index too large"+ (n1,_,prod) : _ ->+ (\(n3,cs) ->+ if n3==0+ then cs+ else error "CodeSet.select: at the end index must be zero") $+ List.mapAccumR+ (\n2 componentSet ->+ let (n3,i) = divMod n2 (fromIntegral $ Set.size componentSet)+ in (n3, Set.toList componentSet !! fromInteger i))+ n1 prod++representationSize :: T a -> Int+representationSize (Cons x) =+ sum . map (sum . map Set.size) $ x+++{- |+We could try to merge set products.+I'll first want to see, whether this is needed in a relevant number of cases.+-}+union :: T a -> T a -> T a+union (Cons x) (Cons y) = Cons (x++y)++intersection :: (Ord a) => T a -> T a -> T a+intersection (Cons x) (Cons y) =+ normalize $ Cons $ liftM2 (zipWith Set.intersection) x y++member :: (Ord a) => [a] -> T a -> Bool+member code (Cons xs) =+ any (and . zipWith Set.member code) xs++{- |+Remove empty set products.+-}+normalize :: T a -> T a+normalize (Cons x) =+ Cons $ filter (all (not . Set.null)) x+++disjointProduct :: (Ord a) => [Set.Set a] -> [Set.Set a] -> Bool+disjointProduct prod0 prod1 =+ any Set.null $ zipWith Set.intersection prod0 prod1++{- |+for debugging: list all pairs of products, that overlap+-}+overlappingPairs :: (Ord a) => T a -> [([Set.Set a], [Set.Set a])]+overlappingPairs (Cons xs) = do+ prod0:rest <- ListHT.tails xs+ prod1 <- rest+ guard $ not $ disjointProduct prod0 prod1+ return (prod0, prod1)++{- |+for debugging: list all subsets, that are contained in more than one product+-}+overlapping :: (Ord a) => T a -> [([Set.Set a], [[Set.Set a]])]+overlapping (Cons xs) = do+ subset <- Set.toList $ Set.fromList $ do+ prod0:rest <- ListHT.tails xs+ prod1 <- rest+ let sec = zipWith Set.intersection prod0 prod1+ guard $ all (not . Set.null) $ sec+ return sec+ return (subset, filter (not . disjointProduct subset) xs)
+ src/Game/Mastermind/HTML.hs view
@@ -0,0 +1,263 @@+{- | Input and output for Game.Mastermind -}+module Game.Mastermind.HTML where++import qualified Game.Mastermind.CodeSet.Tree as CodeSetTree+import qualified Game.Mastermind.CodeSet as CodeSet+import qualified Game.Mastermind as MM+import Game.Utility (readMaybe, nullToMaybe, )++import Text.Html((<<), (+++), concatHtml, toHtml)+import qualified Text.Html as Html++import qualified Network.CGI as CGI++import qualified Data.List as List+import qualified Data.List.HT as ListHT+import qualified Data.Set as Set+import qualified Control.Monad.Trans.State as State+import Control.Monad (liftM2, replicateM, )++import Data.Tuple.HT (mapPair, )+import qualified System.Random as Rnd+++labelAnchor :: String -> Html.Html -> Html.Html+labelAnchor ref label =+ Html.anchor label Html.! [Html.href ref]++relHeight, relWidth :: Int -> Html.HtmlAttr+relHeight r = Html.strAttr "HEIGHT" (show r ++ "%")+relWidth r = Html.strAttr "WIDTH" (show r ++ "%")+++type Move = (String, MM.Eval)+type Config = (Int, Set.Set Char, Int, Maybe [Move], Maybe String)++evaluation :: MM.Eval -> Html.Html+evaluation (MM.Eval rightPlaces rightSymbols) =+ (Html.table $+ Html.tr $ concatHtml $+ replicate rightPlaces+ ((Html.td << Html.spaceHtml) Html.! [Html.bgcolor Html.black]) +++ replicate rightSymbols+ ((Html.td << Html.spaceHtml) Html.! [Html.bgcolor Html.white]))+ Html.! [Html.border 2]++state ::+ Config ->+ Maybe (CodeSetTree.T Char) ->+ Maybe String ->+ Html.Html+state (width, alphabet, seed, mMoves, mAttempt) mRemaining mCheck =+ let moves = maybe [] id mMoves+ select name options =+ (Html.select $ concatHtml $+ map (Html.option . toHtml) options)+ Html.! [Html.name name]+ verify code eval =+ case mCheck of+ Nothing -> []+ Just check ->+ let shouldBeEval = MM.evaluate check code+ in [if shouldBeEval == eval+ then toHtml " "+ else toHtml "sollte sein:" ++++ Html.spaceHtml ++++ evaluation shouldBeEval]+ won =+ not (null moves) &&+ case last moves of+ (_, MM.Eval rightPlaces _) -> rightPlaces == width+ in Html.center $+ (Html.! [Html.action "Mastermind"]) $+ Html.form $ concatHtml $+ [Html.hidden "width" (show width),+ Html.hidden "alphabet" (Set.toAscList alphabet),+ Html.hidden "seed" (show seed),+ Html.hidden "moves" (unwords $ map formatMove moves)]+ +++ maybe [] (\attempt -> [Html.hidden "attempt" attempt]) mAttempt+ +++ [(Html.table $+ concatHtml $ map Html.tr $+ zipWith (\n row -> Html.th (toHtml (show n ++ ".")) +++ row) [(0::Int)..] $+ flip map moves (\(code, eval) ->+ concatHtml $ map Html.td $+ map toHtml code +++ [evaluation eval] +++ verify code eval)+ +++ if won || maybe False (null . CodeSet.flatten) mRemaining+ then []+ else [+ maybe+ (Html.td (Html.textfield "attempt" Html.!+ [Html.maxlength width]) Html.! [Html.colspan width]+ ++++ Html.td (Html.submit "" "abschicken"))+ (\attempt ->+ concatHtml $ map Html.td $+ map toHtml attempt +++ let numbers = map show [0..width]+ in [concatHtml+ [select "rightplaces" numbers,+ Html.spaceHtml,+ select "rightsymbols" numbers,+ Html.spaceHtml,+ Html.submit "" "bewerten"]])+ mAttempt])+ -- Html.! [Html.border 2]+ ]+ +++ (case mRemaining of+ Nothing -> []+ Just remaining ->+ [case CodeSet.size remaining of+ 0 ->+ toHtml "Die Bewertungen sind widerspr\252chlich."+ ++++ Html.br+ ++++ toHtml "Welchen Code meinten Sie? "+ ++++ Html.textfield "check" Html.! [Html.maxlength width]+ ++++ Html.submit "" "pr\252fen"++ 1 -> toHtml "Dies ist die einzige verbleibende M\246glichkeit."+ n ->+ toHtml+ ("Es bleiben noch " ++ show n +++ " M\246glichkeiten. Hier eine kleine Auswahl:")+ ++++ (Html.ordList $ take 10 $ CodeSet.flatten remaining)])+ +++ (if won+ then [Html.br, Html.bold $ Html.toHtml "R\228tsel gel\246st!"]+ else [])+++game :: String -> Html.Html+game s =+ case parseQuery s of+ Just ((width, alphabet, seed, mMoves, mAttempt), mCheck) ->+ case (mMoves,mAttempt) of+ (Just moves, Nothing) ->+ let remaining =+ CodeSet.compress $+ CodeSet.intersections $+ CodeSet.cube alphabet width :+ map (uncurry (MM.remaining alphabet)) moves+ (attempt,newSeed) =+ maybe+ (Nothing, seed)+ (mapPair (Just, fst . Rnd.random)) $+ State.runStateT+ (MM.mixedRandomizedAttempt width alphabet remaining)+ (Rnd.mkStdGen seed)+ in state+ (width, alphabet, newSeed, Just moves, attempt)+ (Just remaining)+ mCheck+ _ ->+ let code =+ State.evalState+ (replicateM width+ (MM.randomSelect (Set.toList alphabet)))+ (Rnd.mkStdGen seed)+ in state+ (width, alphabet, seed,+ Just $ maybe [] id mMoves +++ maybe [] (\attempt -> [(attempt, MM.evaluate code attempt)]) mAttempt,+ Nothing)+ Nothing+ mCheck+ Nothing ->+ toHtml $ "Mit dem Spielstand " ++ show s ++ " kann ich nichts anfangen."++start :: Int -> Html.Html+start seed =+ toHtml "Es r\228t" ++++ Html.simpleTable [] []+ (map (\(alphabet,typ) ->+ map (\(computerAttempts,player) ->+ labelAnchor+ ("Mastermind?"+++ formatQuery+ (4, Set.fromList alphabet, seed,+ if computerAttempts then Just [] else Nothing, Nothing))+ << ("der "++player++" "++typ++"."))+ [(False,"Mensch"),(True,"Computer")])+ [(['0'..'9'], "Zahlen"),(['a'..'z'], "W\246rter")]) Html.! [Html.border 2]+++complete :: Html.Html -> Html.Html+complete body =+ Html.header (Html.thetitle << "Mastermind") ++++ Html.body body ++++ Html.br +++ labelAnchor "Mastermind" << "Noch einmal von vorne!"++-- need Maybe String in order to distinguish between "?" and ""+generate :: Maybe String -> IO Html.Html+generate =+ maybe (fmap start Rnd.randomIO) (return . game)+++formatQuery :: Config -> String+formatQuery (width, alphabet, seed, mMoves, mAttempt) =+ CGI.formEncode $+ ("width", show width) :+ ("alphabet", Set.toAscList alphabet) :+ ("seed", show seed) :+ (case mAttempt of+ Nothing -> []+ Just attempt -> [("attempt", attempt)]) +++ (case mMoves of+ Nothing -> []+ Just moves -> [("moves", unwords $ map formatMove moves)]) +++ []++formatMove :: (String, MM.Eval) -> String+formatMove (code, MM.Eval rightPlaces rightSymbols) =+ code ++ "-" ++ show rightPlaces ++ "-" ++ show rightSymbols++parseQuery :: String -> Maybe (Config, Maybe String)+parseQuery query =+ let pairs = CGI.formDecode query+ in do width <- readMaybe =<< List.lookup "width" pairs+ alphabet <- fmap Set.fromList $ List.lookup "alphabet" pairs+ seed <- readMaybe =<< List.lookup "seed" pairs+ mMoves <-+ maybe (Just Nothing)+ (fmap Just .+ mapM (\moveText ->+ case ListHT.chop ('-' ==) moveText of+ [code,rightPlacesText,rightSymbolsText] ->+ fmap ((,) code) $+ liftM2 MM.Eval+ (readMaybe rightPlacesText)+ (readMaybe rightSymbolsText)+ _ -> Nothing)+ .+ words) $+ List.lookup "moves" pairs+ let mAttempt0 = List.lookup "attempt" pairs+ mRightPlaces = fmap readMaybe $ List.lookup "rightplaces" pairs+ mRightSymbols = fmap readMaybe $ List.lookup "rightsymbols" pairs+ (moves,mAttempt) <-+ case mMoves of+ Nothing -> Just (Nothing, Nothing)+ Just moves0 ->+ case liftM2 (,) mAttempt0 $+ liftM2 (,) mRightPlaces mRightSymbols of+ Just (move, mEval) ->+ fmap (\eval -> (Just $ moves0 ++ [(move,eval)], Nothing)) $+ uncurry (liftM2 MM.Eval) mEval+ Nothing -> Just (Just moves0, mAttempt0)+ return ((width, alphabet, seed, moves, mAttempt),+ List.lookup "check" pairs)+++main :: IO ()+main =+ putStr . Html.renderHtml . complete =<< generate . nullToMaybe =<< getLine
+ src/Game/Server.hs view
@@ -0,0 +1,59 @@+module Main where++import qualified Game.ZeilenSpalten.HTML as ZeilenSpalten+import qualified Game.VierGewinnt.HTML as VierGewinnt+import qualified Game.Mastermind.HTML as Mastermind+import qualified Game.Server.Option as Option++import qualified Network.Shed.Httpd as HTTPd+import Network.URI (uriQuery, uriPath, )++import Text.Html((<<), (+++), )+import qualified Text.Html as Html+++headers :: [(String, String)]+headers =+ [("Content-Type", "text/html; charset=latin1")]++withQuery :: String -> (Maybe String -> IO HTTPd.Response) -> IO HTTPd.Response+withQuery query action =+ case query of+ '?':str -> print str >> (action $ Just str)+ [] -> action $ Nothing+ _ -> return $ HTTPd.Response 400 [] $ "invalid query: " ++ query++main :: IO ()+main = do+ opt <- Option.get+ HTTPd.initServer (Option.port opt) $ \ req -> do+ Option.printVerbose opt 1 req+ let uri = HTTPd.reqURI req+ Option.printVerbose opt 2 $ uriQuery uri+ Option.printVerbose opt 2 $ HTTPd.queryToArguments $ uriQuery uri+ case uriPath uri of+ "/" ->+ return $ HTTPd.Response 200 headers $+ Html.renderHtml $+ Html.header (Html.thetitle << "Web games") ++++ Html.body (Html.unordList (map+ (\(path,name) -> (Html.anchor << name) Html.! [Html.href path]) $+ ("VierGewinnt", "Vier gewinnt") :+ ("ZeilenSpalten", "Zeilen und Spalten") :+ ("Mastermind", "Mastermind") :+ []))+ "/VierGewinnt" ->+ withQuery (uriQuery uri) $ \query ->+ return $ HTTPd.Response 200 headers $ Html.renderHtml $+ VierGewinnt.komplett $ VierGewinnt.erzeuge query+ "/ZeilenSpalten" ->+ withQuery (uriQuery uri) $ \query ->+ fmap (HTTPd.Response 200 headers . Html.renderHtml .+ ZeilenSpalten.komplett) $ ZeilenSpalten.erzeuge query+ "/Mastermind" ->+ withQuery (uriQuery uri) $ \query ->+ fmap (HTTPd.Response 200 headers . Html.renderHtml .+ Mastermind.complete) $ Mastermind.generate query+ path ->+ return $ HTTPd.Response 404 [] $ "unknown game: " ++ path+ return ()
+ src/Game/Server/Option.hs view
@@ -0,0 +1,92 @@+module Game.Server.Option (+ T(..),+ get,+ printVerbose,+ ) where++import System.Console.GetOpt+ (getOpt, ArgOrder(..), OptDescr(..), ArgDescr(..), usageInfo, )+import System.Environment (getArgs, getProgName, )+import System.Exit (exitSuccess, exitFailure, )+import qualified System.IO as IO++import Control.Monad (when, )+++data T =+ Cons {+ verbosity :: Int,+ port :: Int+ }+ deriving (Show)+++deflt :: T+deflt =+ Cons {+ verbosity = 0,+ port = 8080+ -- other options might control maximum values for some dimensions in the games+ }+++exitFailureMsg :: String -> IO a+exitFailureMsg msg =+ IO.hPutStrLn IO.stderr msg >> exitFailure++parseNumber ::+ (Read a) =>+ String -> (a -> Bool) -> String -> String -> IO a+parseNumber name constraint constraintName str =+ case reads str of+ [(n, "")] ->+ if constraint n+ then return n+ else exitFailureMsg $ name ++ " must be " ++ constraintName+ _ ->+ exitFailureMsg $ name ++ " must be a number, but is '" ++ str ++ "'"+++printVerbose :: (Show a) => T -> Int -> a -> IO ()+printVerbose opt verb a =+ when (verb <= verbosity opt) $ print a+++{-+Guide for common Linux/Unix command-line options:+ http://www.faqs.org/docs/artu/ch10s05.html+-}+description :: [OptDescr (T -> IO T)]+description =+ Option ['h'] ["help"]+ (NoArg $ \ _flags -> do+ programName <- getProgName+ putStrLn+ (usageInfo ("Usage: " ++ programName ++ " [OPTIONS]") description)+ exitSuccess)+ "show options" :+ Option ['v'] ["verbose"]+ (flip ReqArg "LEVEL" $ \str flags ->+ fmap (\verb -> flags{verbosity = fromInteger verb}) $+ parseNumber "verbosity" (\n -> 0<=n && n<=2) "from the range from 0 to 2" str)+ "level of verbosity" :+ Option ['p'] ["port"]+ (flip ReqArg "NUMBER" $ \str flags ->+ fmap (\p -> flags{port = fromInteger p}) $+ parseNumber "port" (\n -> 0<n && n<0x10000) "a positive 16-bit number" str)+ "port number" :+ []+++get :: IO T+get = do+ argv <- getArgs+ let (opts, files, errors) = getOpt RequireOrder description argv+ when (not $ null errors) $+ exitFailureMsg (init (concat errors))+ when (not $ null files) $+ exitFailureMsg $+ "Do not know what to do with arguments " ++ show files+ foldl (>>=)+ (return deflt)+ opts
+ src/Game/Tree.hs view
@@ -0,0 +1,127 @@+module Game.Tree where++import Data.Maybe (fromMaybe, )+import Data.List (maximumBy, minimumBy, sortBy, )++import Data.Tuple.HT (mapSnd, )+import Data.Function.HT (compose2, )+++data T move state =+ Cons {state :: state,+ subTrees :: [(move, T move state)]}+ deriving (Show, Read)++mapTrees :: (a -> b) -> [(c,a)] -> [(c,b)]+mapTrees f = map (mapSnd f)++mapNodesLeaves :: (state0 -> state1) -> (state0 -> state1) ->+ T move state0 -> T move state1+mapNodesLeaves _ leafFunc (Cons st []) =+ Cons (leafFunc st) []+mapNodesLeaves nodeFunc leafFunc (Cons st subs) =+ Cons (nodeFunc st) (mapTrees (mapNodesLeaves nodeFunc leafFunc) subs)++instance Functor (T move) where+ fmap f (Cons st subs) =+ Cons (f st) (mapTrees (fmap f) subs)++scanChildren ::+ ([(move, T move state)] -> [(move, T move state)]) ->+ T move state -> T move state+scanChildren f (Cons st subs) =+ Cons st (f (mapTrees (scanChildren f) subs))+++build :: (state -> [(move, state)]) -> state -> T move state+build nextMoves start =+ Cons start (mapTrees (build nextMoves)+ (nextMoves start))++selectSubTree :: (Eq move) => move -> T move state -> T move state+selectSubTree mv (Cons _ subs) =+ fromMaybe (error "selectSubTree: illegal move") (lookup mv subs)++selectDeepSubTree :: (Eq move) => [move] -> T move state -> T move state+selectDeepSubTree =+ flip (foldl (flip selectSubTree))++{- prune the tree to a fixed depth -}+pruneDepth :: Int -> T move state -> T move state+pruneDepth 0 (Cons st _) = Cons st []+pruneDepth n (Cons st subs) =+ Cons st (mapTrees (pruneDepth (n-1)) subs)++{- prune the tree roughly to a fixed volume -}+pruneVolume :: Int -> T move state -> T move state+pruneVolume 0 (Cons st _) = Cons st []+pruneVolume n (Cons st subs) =+ let subSize = div n (length subs)+ in Cons st (mapTrees (pruneVolume subSize) subs)+++maximise, minimise :: (Ord score) => T move score -> score+maximise (Cons score []) = score+maximise (Cons _ subs) =+ maximum (map (minimise . snd) subs)++minimise (Cons score []) = score+minimise (Cons _ subs) =+ minimum (map (maximise . snd) subs)+++maximumMove, minimumMove :: (Ord score) => T move score -> move+maximumMove (Cons _ subs) =+ fst (maximumBy (compose2 compare snd)+ (mapTrees maximise subs))+minimumMove (Cons _ subs) =+ fst (minimumBy (compose2 compare snd)+ (mapTrees minimise subs))+++maximiseFast, minimiseFast :: (Ord score) => T move score -> [score]+maximiseFast (Cons score []) = [score]+maximiseFast (Cons _ subs) =+ mapMinimum (map (minimiseFast . snd) subs)++minimiseFast (Cons score []) = [score]+minimiseFast (Cons _ subs) =+ mapMaximum (map (maximiseFast . snd) subs)++{- it holds+ maximum (map minimum xs) = maximum (mapMinimum xs)+ but compared to (map minimum) those minima are omited,+ which do not alter the overall maximum -}+mapMaximum, mapMinimum :: (Ord score) => [[score]] -> [score]+mapMaximum [] = error "GameTree.mapMaximum: empty list"+mapMaximum (x:xs) =+ let bound = maximum x+ in bound : map maximum (filter (all (<=bound)) xs)+mapMinimum [] = error "GameTree.mapMinimum: empty list"+mapMinimum (x:xs) =+ let bound = minimum x+ in bound : map minimum (filter (all (>=bound)) xs)+++{- only if child notes are sorted,+ then mapMaximum can prune uninteresting sub trees -}+sortChildrenAsc, sortChildrenDesc :: (Ord score) =>+ T move score -> T move score+-- sortChildrenAsc = scanChildren (sortBy (compose2 compare state))+sortChildrenAsc (Cons st subs) =+ Cons st (sortBy (compose2 compare (state . snd))+ (mapTrees sortChildrenDesc subs))+sortChildrenDesc (Cons st subs) =+ Cons st (sortBy (compose2 (flip compare) (state . snd))+ (mapTrees sortChildrenAsc subs))+++maximumMoveFast, minimumMoveFast :: (Ord score) => T move score -> move+maximumMoveFast =+ fst . maximumBy (compose2 compare snd) .+ mapTrees (maximum . maximiseFast) . subTrees .+ sortChildrenAsc+minimumMoveFast =+ fst . minimumBy (compose2 compare snd) .+ mapTrees (minimum . minimiseFast) . subTrees .+ sortChildrenDesc
+ src/Game/Utility.hs view
@@ -0,0 +1,11 @@+module Game.Utility where++readMaybe :: (Read a) => String -> Maybe a+readMaybe str =+ case reads str of+ [(a,"")] -> Just a+ _ -> Nothing++nullToMaybe :: [a] -> Maybe [a]+nullToMaybe [] = Nothing+nullToMaybe s = Just s
+ src/Game/VierGewinnt.hs view
@@ -0,0 +1,291 @@+module Game.VierGewinnt where+{- <plaintext>++http://sim.mathematik.uni-halle.de/~helmut/Fun/Game.VierGewinnt/vierg.hs++VIER-GEWINNT IN HASKELL++Idee und Programmierung: Joerg Wensch und Helmut Podhaisky+ {wensch,podhaisky}@mathematik.uni-halle.de+Version vom Mai 2002++Kopierrechte nach GPL+(GNU GENERAL PUBLIC LICENSE, siehe http://www.gnu.org/)++-}++import qualified Data.List.Key as Key++import Data.Array (Array, Ix, array, range, inRange, listArray, (!), (//), )+import Data.Maybe (isNothing, catMaybes, )++{-+Es gibt die Dateneinheit Spielstand. Zu ihr gehoert immer eine+Sofortwertung. Neue Zuege koennen nur mit doTheMove aus einem alten+Spielstand abgeleitet werden. So sind inkrementelle Bewertungsfunktionen+leicht implementierbar. Die Positionsbewertung erfolgt mit einem+(vorzeichenbehafteten) Integerwert. Alle Sonderfaelle lassen sich in+diesen Integerwert hineinpressen. Z.B. so:++ + posinfty >= matt in 7 => matt in 3 >= 500 Materialpunkte >= 10+ Materialpunkte >= patt in 10 >= patt in 1 >= sofortpatt >= - 10+ materialpunkte >= matt in 7 >= -neginfty++Besonderheiten fuer Vier-Gewinnt:+Es gibt 69 Vierer. Wir werten nur diese, unabhaengig von der konkreten+Lage mit 0 1 5 oder 50 Punkten fuer 0,1,2 oder 3 Steine (und Luft+sonst).+++Das muss ein Fehler sein:+In folgender Spielsituation tut der Computer was ganz dummes,+er verhindert nicht den Vierer.+putStr (game (Computer, [1,4,4,4,6,3,3,7,3,4,5,6,3,3,1,6,2,2,2,4,5,2]))++-}++type Brett = Array (Int,Int) (Maybe Spieler)+type Fuellstand = Array Int Int+type Wertung = Int+type Zug = Int+data Spieler =+ Computer+ | Mensch+ deriving (Show,Read,Eq,Ord,Ix)++{-+instance Ix a => Ix Maybe a where+a general Ix instance for Maybe cannot be defined,+because if the lower index bound is Nothing+then we do not know the next larger index of the form (Just i).+This is a problem e.g. for Maybe Int+-}++data Spielstand =+ S {brettVon :: Brett,+ fuellstandVon :: Fuellstand,+ amZug :: Spieler,+ wertung :: Wertung,+ anfangundzuege :: (Spieler, [Zug])}++brettGroesse :: ((Int,Int),(Int,Int))+brettGroesse = ((1,1),(7,6))++posinfty, neginfty :: Wertung+posinfty = 10000+neginfty = -10000++gegner :: Spieler -> Spieler+gegner Mensch = Computer+gegner Computer = Mensch++++moeglicheZuege :: Spielstand -> [Int]+moeglicheZuege spielstand =+ let brett = brettVon spielstand+ in filter (\i -> isNothing (brett!(i,6))) [1..7]++computerAmZug :: Spielstand -> Bool+computerAmZug spielstand =+ amZug spielstand == Computer++istMatt, istPatt :: Spielstand -> Bool+istMatt spielstand = abs (wertung spielstand) >= 5000+istPatt spielstand = null (moeglicheZuege spielstand)++doTheMove :: Spielstand->Zug->Spielstand+doTheMove spielstand zug =+ S neuesBrett neuerFuellstand derGegner neueWertung (anfang,zuege)+ where+ altesBrett,neuesBrett :: Brett+ altesBrett = brettVon spielstand+ alterFuellstand = fuellstandVon spielstand+ drann = amZug spielstand+ derGegner = gegner drann+ alteWertung = wertung spielstand+ neueWertung = updateWertung alteWertung altesBrett neuesBrett (zug,j)+ neuesBrett=altesBrett // (((zug,j),Just drann):[])+ neuerFuellstand=alterFuellstand // ((zug,j):[])+ j=alterFuellstand!zug + 1+ (anfang,altezuege)= anfangundzuege spielstand+ zuege=altezuege++(zug:[])++fmtwertung :: Wertung -> String+fmtwertung w =+ if -5000 < w && w < 5000+ then show w+ else " Matt in " ++ show (6000 - abs w)++updateWertung :: Int -> Brett-> Brett -> (Int,Int) -> Wertung+updateWertung alteWertung altesBrett neuesBrett (i,j)+ = neueWertung+ where+ aktiv = aktiveVierer!(i,j)+ alt = sum (map (werte . map (altesBrett!)) aktiv)+ neu = sum (map (werte . map (neuesBrett!)) aktiv)++ neueWertung :: Wertung+ neueWertung =+ if abs neu >= 5000+ then maxmin neu+ else maxmin (alteWertung + neu - alt)++ maxmin x = max (min x 6000) (-6000)+ w :: Int -> Int+ w x = [0,1,5,50,posinfty] !! x++ werte xs =+ let xsm = catMaybes xs+ {- effizienter?+ steine = accumArray (+) 0 (Computer, Mensch)+ (map (\x->(x,1)) xsm)+ computerSteine = steine ! Computer+ menschSteine = steine ! Mensch+ -}+ computerSteine = length (filter (Computer ==) xsm)+ menschSteine = length (filter (Mensch ==) xsm)+ in if computerSteine>0 && menschSteine>0+ then 0+ else w computerSteine - w menschSteine++++aktiveVierer :: Array (Int,Int) [[(Int,Int)]]+aktiveVierer = array brettGroesse+ (map (\ix -> (ix, uncurry viererVon ix)) (range brettGroesse))++viererVon :: Int -> Int -> [[(Int, Int)]]+viererVon i j = filter (elem (i,j)) alleVierer+alleVierer :: [[(Int,Int)]]+alleVierer = [ [(i+l*ii,j+l*jj) | l<-[0..3] ]+ | (i,j) <- range brettGroesse,+ (ii,jj) <- inc i j ]+ where+ inc i j = filter (\(ii,jj) ->+ inRange brettGroesse (i+3*ii,j+3*jj))+ [(0,1),(1,-1),(1,0),(1,1)]++grundstellung :: Spieler -> Spielstand+grundstellung x = S leeresBrett leererFuellstand x 0 (x,[])+ where+ leeresBrett=listArray brettGroesse (repeat Nothing)+ leererFuellstand=listArray (1,7) (repeat 0)++-- Korrektur der Matt-Vorhersage-Zuege+bewertungsKorrektur :: Wertung->Wertung+bewertungsKorrektur w+ | w > 5000 = w-1+ | w < -5000 = w+1+ | otherwise = w++{-+Wir berechnen die Stellungsbewertung zum gegebenen Brett mit einer+vorgegebenen Tiefe einschliesslich der Zuege zu dieser Stellung.++----------------------+Alpha-Beta-Suche:++Ebene 0 X+Ebene 1 A B C+Ebene 2 a b c d e ...++wert(X)=max(A,B,C)+wert(A)=min(a,b)+wert(B)=min(c,d,e)++Wir moechten nun den Wert von B abschaetzen. D.h. wir wollen wissen,+ob wert(B)<= wert(A) ist. Das ist bereits dann der Fall, wenn+wert(c)<=wert(A) ist. Dann brauchen wir d und e gar nicht mehr+anzusehen, denn es gilt wert(X) >= max (A, min (c,d,e)).++Auswerten mit Schranke:++w(A) = max (-inf, min (a,b))+wert(B) <= w(B) = max (w(A), min (c,d,e))+w(C) = max (W(B), min (...)++scanl (\x,y->f(x,X)) w(A) [B,C,D] = [w(a),f(w(a),B),f(f(w(a),B),C) ...]+also: f=(\x,y-> max (x,min(kinder y)))++----------------------++Weil ein Matt in 5 schlechter als ein Matt in 3 ist, muss beim+Zusammensetzen der Wertung vom Tochterknoten zum Mutterknoten u.U. eine+Bewertungskorrektur durchgefuehrt werden.++-}++tiefe0 :: Int+tiefe0 = 0++search :: Int->Spielstand->(Wertung,[Zug])+search suchTiefe spielstand =+ bewerteKnoten suchTiefe tiefe0 posinfty spielstand+++bewerteKnoten :: Int->Int->Int->Spielstand->(Wertung,[Zug])+bewerteKnoten suchTiefe tiefe bound spielstand+ | tiefe == suchTiefe = (wertung spielstand,[])+ | istMatt spielstand = (wertung spielstand,[])+ | istPatt spielstand = (0,[])+ | tiefe < suchTiefe = bestesKind+ | otherwise = error "bewerteKnoten: unmoeglicher Fall"+ where+ zuege1 = moeglicheZuege spielstand+ kinder1= map (doTheMove spielstand) zuege1++ -- Den jeweils besten Zug zuerst ausprobieren, dann+ -- fallen viele Faelle spaeter schneller weg.+ (kinder,zuege) = unzip+ ((if computerAmZug spielstand+ then reverse+ else id)+ (Key.sort (wertung . fst) (zip kinder1 zuege1)))++ godown :: Int -> Spielstand -> (Wertung,[Zug])+ godown=bewerteKnoten suchTiefe (tiefe+1)+ godown1 (w,_) = godown w++ wkind1=godown newbound (head kinder)+ werteKinder = scanl (godown1) wkind1 (tail kinder)++ paareWertZug = zip werteKinder zuege+ bestesKind = verbinden (minmax' paareWertZug)++ (minmax,newbound) =+ if computerAmZug spielstand+ then (maximum,neginfty)+ else (minimum,posinfty)+++ worseThan bound0 =+ if computerAmZug spielstand+ then bound0 + 5+ else bound0 - 5++ rel :: Ord a => a->a->Bool+ rel =+ if computerAmZug spielstand+ then (>)+ else (<)++ minmax' paareWertZug0 =+ if any (\x->rel (fst (fst x)) (bewertungsKorrektur bound))+ paareWertZug0+ then ((worseThan (bewertungsKorrektur bound),[]),0)+ else minmax paareWertZug0++ verbinden ((wert,zuege0),zug)=(bewertungsKorrektur wert,zug:zuege0)+------------------------------------------------------++suchTiefeGesamt :: Int+suchTiefeGesamt = 6++berechneSpielstand :: (Spieler,[Zug]) -> Spielstand+berechneSpielstand (erster,zuege) =+ let spielstand = foldl doTheMove (grundstellung erster) zuege+ in if istMatt spielstand || not (computerAmZug spielstand)+ then spielstand+ else doTheMove spielstand+ (head $ snd (search suchTiefeGesamt spielstand))
+ src/Game/VierGewinnt/HTML.hs view
@@ -0,0 +1,129 @@+{- | Ein- und Ausgabe fuer Game.VierGewinnt getrennt von Zugberechnung -}+module Game.VierGewinnt.HTML where++import Game.VierGewinnt+ (Spieler(..), Zug, Spielstand, grundstellung, brettVon, wertung,+ anfangundzuege, moeglicheZuege, berechneSpielstand, istMatt, )+import Game.Utility (readMaybe, nullToMaybe, )++import Text.Html((<<), (+++), noHtml, spaceHtml, concatHtml, renderHtml, toHtml, )+import qualified Text.Html as Html+import qualified Data.List as List+import Data.Array((!))++import qualified Network.CGI as CGI+++farbe :: Maybe Spieler -> String+farbe Nothing = Html.white+farbe (Just Mensch) = Html.blue+farbe (Just Computer) = Html.red++labelAnchor :: String -> Html.Html -> Html.Html+labelAnchor ref label =+ Html.anchor label Html.! [Html.href ref]++relHeight, relWidth :: Int -> Html.HtmlAttr+relHeight r = Html.strAttr "HEIGHT" (show r ++ "%")+relWidth r = Html.strAttr "WIDTH" (show r ++ "%")++spielstand :: Spielstand -> Html.Html+spielstand stand = concatHtml [moeglichesEnde, table]+ where+ brett = brettVon stand+ fmtf x = Html.td spaceHtml+ Html.! [relHeight 14, Html.bgcolor (farbe x)]++ table = Html.center (Html.table (concatHtml tableContents)+ Html.! [relWidth 65, relHeight 65, Html.border 2])+ tableContents =+ zuege:+ [Html.tr (concatHtml [fmtf (brett!(i,7-j)) | i<-[1..7]]) |+ j<-[1..6]]++ moeglichesEnde =+ case wertung stand of+ 6000 -> Html.h2 << "Du bist matt!"+ (-6000) -> Html.h2 << "Du hast gewonnen!"+ _ -> noHtml++ zuege = Html.tr (concatHtml (map gencell [1..7]))++ {-+ fmt [] = "<h2>Unentschieden. Nochmal?</h2>"+ fmt x = show x+ -}++ (anfang,altezuege)= anfangundzuege stand+ color :: Zug -> String+ color i =+ if null altezuege || i /= last altezuege+ then Html.white+ else Html.yellow++ gencell :: Zug -> Html.Html+ gencell i = Html.td (Html.center (href (toHtml ("Spalte " ++ show i))))+ Html.! [Html.bgcolor (color i)]+ where+ href s =+ if elem i (moeglicheZuege stand) && not (istMatt stand)+ then Html.bold (labelAnchor ("VierGewinnt?" ++ erzeugeAnfrage anfang (altezuege++[i])) s)+ else s+++komplett :: Html.Html -> Html.Html+komplett body =+ Html.header (Html.thetitle << "Vier gewinnt") ++++ Html.body+ (Html.h1 ("Vier-Gewinnt in " ++++ labelAnchor "http://www.haskell.org/" << "Haskell" ++++ " (" +++ labelAnchor "VierGewinnt.hs" << "Quelltext" +++ ")") ++++ body ++++ labelAnchor "VierGewinnt" (Html.h2 << "Neues Spiel?") ++++ Html.hr ++++ labelAnchor "http://www.mathematik.uni-halle.de/~wensch" << "JW" ++++ ", " ++++ labelAnchor "http://www.mathematik.uni-halle.de/~podhaisky" << "HP")+++-- Maybe String wird gebraucht um zwischen "?" und "" zu unterscheiden+erzeuge :: Maybe String -> Html.Html+erzeuge =+ maybe+ (concatHtml+ [Html.h2 << "Wer f\228ngt an?",+ (labelAnchor ("VierGewinnt?" ++ erzeugeAnfrage Computer []) << "Der Computer"),+ Html.h2 << "Nein, ich. Ich nehme:",+ spielstand (grundstellung Mensch)])+ (\s ->+ case interpretiereAnfrage s of+ Just stand -> spielstand (berechneSpielstand stand)+ Nothing -> toHtml $ "Mit dem Spielstand " ++ show s ++ " kann ich nichts anfangen.")++erzeugeAnfrage :: Spieler -> [Zug] -> String+erzeugeAnfrage spieler zuege =+ CGI.formEncode $+ ("start", show spieler) :+ (if null zuege then [] else [("zuege", unwords $ map show zuege)]) +++ []++interpretiereAnfrage :: String -> Maybe (Spieler, [Zug])+interpretiereAnfrage anfrage =+ let paare = CGI.formDecode anfrage+ in do anfangText <- List.lookup "start" paare+ anfang <- readMaybe anfangText+ zuege <-+ case List.lookup "zuege" paare of+ Nothing -> Just []+ Just zuegeText ->+ mapM (\zugText ->+ case zugText of+ [_] -> readMaybe zugText+ _ -> Nothing) $+ words zuegeText+ return (anfang, zuege)+++main :: IO ()+main =+ putStr . renderHtml . komplett . erzeuge . nullToMaybe =<< getLine
+ src/Game/VierGewinnt/Text.hs view
@@ -0,0 +1,37 @@+module Game.VierGewinnt.Text where++import Game.VierGewinnt+ (Spieler(..), Zug, Spielstand, brettVon,+ anfangundzuege, berechneSpielstand, )++import Data.Array((!))+++symbol :: Maybe Spieler -> Char+symbol Nothing = ' '+symbol (Just Mensch) = '@'+symbol (Just Computer) = '+'++--- ASCII-dump+spielstand :: Spielstand -> String+spielstand stand =+ show (anfangundzuege stand) ++ "\n" +++ concatMap (++"|\n") (concat ([+ [ruler,line (7-j),nline (7-j)] | j<-[1..6] ])++[nruler])+ where+ brett = brettVon stand+ ruler, nruler :: String+ line, nline :: Int-> String+ ruler = " "++ concat (replicate 7 ("|-----"))+ nruler = " "++ concatMap (\i->"|--"++show i++"--") [1..(7::Int)]+ line j = " "++ concatMap (\i->"|" +++ replicate 5 (symbol (brett!(i,j)))) [1..7]+ nline j = show j ++ tail (line j)++-- We may use a custom Spielstand datatype in order to avoid the orphan instance+instance Show Spielstand where+ show = spielstand+++spiel :: (Spieler,[Zug]) -> String+spiel = spielstand . berechneSpielstand
+ src/Game/ZeilenSpalten.hs view
@@ -0,0 +1,180 @@+module Game.ZeilenSpalten where++{-+ Benutzung in GHCi:+ Game.ZeilenSpalten> spiel (5,5) 123 Spalte [0,1,2]+-}++import qualified Game.Tree as GameTree++import Data.Array (Array, Ix, range, rangeSize, bounds, listArray, (!), (//), )+import Data.Maybe (isNothing, )+import Data.List (intersperse, unfoldr, )+import System.Random (mkStdGen, randomR, randomRs, )+++type Zahlenfeld = Array (Koordinate,Koordinate) Zahl+type Spielfeld = Array (Koordinate,Koordinate) (Maybe Spieler)+type Zahl = Int+type Punkte = Int+type Zug = Int+type Koordinate = Int++data Spielstand = S+ {punkte :: (Punkte, Punkte),+ amZug :: Spieler,+ koordinate :: Koordinate,+ zahlenfeld :: Zahlenfeld,+ spielfeld :: Spielfeld}++data Spieler =+ Spalte+ | Zeile+ deriving (Show,Read,Eq,Ord,Ix)++spielfeldSymbol :: Maybe Spieler -> Char+spielfeldSymbol = maybe ' ' spielerSymbol++spielerSymbol :: Spieler -> Char+spielerSymbol Spalte = '+'+spielerSymbol Zeile = '@'++gegner :: Spieler -> Spieler+gegner Zeile = Spalte+gegner Spalte = Zeile++punkteDifferenz :: Spielstand -> Punkte+punkteDifferenz s =+ uncurry (-) (punkte s)+++moeglicheZuege :: Spielstand -> [(Zug, Spielstand)]+moeglicheZuege s =+ let k = koordinate s+ y = spielfeld s+ z = zahlenfeld s+ p = punkte s+ dran = amZug s+ ((i0,j0),(i1,j1)) = bounds z+ zuege =+ case dran of+ Spalte -> filter (isNothing . (y!) . (\j->(k,j))) [j0..j1]+ Zeile -> filter (isNothing . (y!) . (\i->(i,k))) [i0..i1]+ poss =+ case dran of+ Spalte -> map (\j -> (k,j)) zuege+ Zeile -> map (\i -> (i,k)) zuege+ pneu (pspalte,pzeile) d =+ case dran of+ Spalte -> (pspalte + d, pzeile)+ Zeile -> (pspalte, pzeile + d)+ spielstandNeu zug pos =+ (zug, S (pneu p (z!pos)) (gegner dran) zug+ z (y//[(pos, Just dran)]))+ in zipWith spielstandNeu zuege poss++grundstellung :: (Koordinate,Koordinate) -> Int -> Spieler -> Spielstand+grundstellung (breite,hoehe) saat beginner =+ let groesse = ((0,0),(breite-1,hoehe-1))+ g = mkStdGen saat+ kgrenze = case beginner of+ Zeile -> hoehe+ Spalte -> breite+ (k,g') = randomR (0,kgrenze-1) g+ in S (0,0)+ beginner+ k+ (listArray groesse (randomRs (0,9) g'))+ (listArray groesse (repeat Nothing))++spielstandZuText :: Spielstand -> String+spielstandZuText s =+ let z = zahlenfeld s+ y = spielfeld s+ aktiv = koordinate s+ ((i0,j0),(i1,j1)) = bounds z+ symbol (i,j) =+ maybe (if (case amZug s of+ Spalte -> i == aktiv+ Zeile -> j == aktiv)+ then '?' else ' ')+ spielerSymbol (y!(i,j))+ in unlines (+ concat (" " : intersperse " " (map show (range (i0,i1)))) :+ concat (" +" : replicate (rangeSize (i0,i1)) "---") :+ map (\j ->+ show j ++ " | " +++ unwords (map (\i -> show (z!(i,j)) ++ [symbol (i,j)])+ [i0..i1])) [j0..j1] +++ ["Punkte (Spalter, Zeiler): " ++ show (punkte s) +++ ", Differenz: " ++ show (punkteDifferenz s)])++instance Show Spielstand where+ show = spielstandZuText++{- Computer spielt begonnene Party für beide Seiten optimal zu Ende -}+optimalesSpiel :: (Koordinate,Koordinate) -> Int -> Spieler -> [Zug] -> [Zug]+optimalesSpiel groesse saat beginner zuege =+ let spielbaum =+ GameTree.selectDeepSubTree zuege+ (GameTree.build moeglicheZuege+ (grundstellung groesse saat beginner))+ in unfoldr (\s -> fmap (\zug -> (zug, GameTree.selectSubTree zug s))+ (optimalerZug s))+ spielbaum++optimalerZug :: GameTree.T Zug Spielstand -> Maybe Zug+optimalerZug spielaktuell =+ let spielstand = GameTree.state spielaktuell+ besterZug =+ if True -- schnell oder nicht+ then case amZug spielstand of+ Spalte -> GameTree.maximumMoveFast+ Zeile -> GameTree.minimumMoveFast+ else case amZug spielstand of+ Spalte -> GameTree.maximumMove+ Zeile -> GameTree.minimumMove+ in if null (GameTree.subTrees spielaktuell)+ then Nothing+ else Just (besterZug (-- GameTree.pruneVolume 100000+ GameTree.pruneDepth 4+ {- bewerte Knoten für sofortiges Ende höher,+ dadurch wird Gegner-K.O. forciert,+ aber eigenes K.O. eher abgewendet. -}+ (GameTree.mapNodesLeaves id (5*)+ -- (GameTree.mapNodesLeaves id id+ {- Wir wollen Zugfolge, die unseren Vorsprung maximiert. -}+ (fmap (uncurry (-) . punkte) spielaktuell))))+ {- Wir wollen Zugfolge mit den meisten Punkten für uns.+ Unter allen Folgen mit gleicher Punktzahl für uns,+ gönnen wir dem Gegner die wenigsten. -}+ -- (fmap ((\(ps,pz) -> (ps,-pz)) . punkte) spielaktuell))))+++berechneSpielstandUndZug ::+ (Koordinate,Koordinate) -> Int -> Spieler -> [Zug] -> (Spielstand, Maybe Zug)+berechneSpielstandUndZug groesse saat beginner zuege =+ let spielbaum =+ GameTree.build moeglicheZuege+ (grundstellung groesse saat beginner)+ spielaktuell =+ GameTree.selectDeepSubTree zuege spielbaum+ spielstand = GameTree.state spielaktuell+ in (spielstand, optimalerZug spielaktuell)+++spielZuText :: (Koordinate,Koordinate) -> Int -> Spieler -> [Zug] -> String+spielZuText groesse saat beginner zuege =+ let (spielstand, optZug) =+ berechneSpielstandUndZug groesse saat beginner zuege+ zugvorschlag =+ maybe "Nix geht mehr."+ (\zug -> "Zugvorschlag f\252r " ++ show (amZug spielstand) ++ "r: " +++ show zug)+ optZug+ in spielstandZuText spielstand+ ++ zugvorschlag ++ "\n"++spiel :: (Koordinate,Koordinate) -> Int -> Spieler -> [Zug] -> IO ()+spiel groesse saat beginner zuege =+ putStr (spielZuText groesse saat beginner zuege)
+ src/Game/ZeilenSpalten/HTML.hs view
@@ -0,0 +1,168 @@+{- | Ein- und Ausgabe fuer Game.ZeilenSpalten getrennt von Zugberechnung -}+module Game.ZeilenSpalten.HTML where++import Game.ZeilenSpalten hiding (spiel)+import qualified Game.Tree as GameTree+import Game.Utility (readMaybe, nullToMaybe, )++import Text.Html((<<), (+++), concatHtml, toHtml)+import qualified Text.Html as Html++import qualified Network.CGI as CGI++import qualified Data.List as List+import Data.Array ((!), bounds, )+import Data.Maybe (maybeToList, isNothing, )+import Control.Monad (guard, )+import System.Random (randomIO, )+++spielfeldFarbe :: Maybe Spieler -> String+spielfeldFarbe = maybe Html.white spielerFarbe++spielerFarbe :: Spieler -> String+spielerFarbe Zeile = Html.blue+spielerFarbe Spalte = Html.red++labelAnchor :: String -> Html.Html -> Html.Html+labelAnchor ref label =+ Html.anchor label Html.! [Html.href ref]++relHeight, relWidth :: Int -> Html.HtmlAttr+relHeight r = Html.strAttr "HEIGHT" (show r ++ "%")+relWidth r = Html.strAttr "WIDTH" (show r ++ "%")++type Beschreibung = ((Koordinate,Koordinate), Int, Spieler, Bool, [Zug])++spielstand :: Beschreibung -> Spielstand -> Html.Html+spielstand (groesse, saat, beginner, _, zuege) s =+ let z = zahlenfeld s+ y = spielfeld s+ (ps,pz) = punkte s+ aktiv = koordinate s+ ((i0,j0),(i1,j1)) = bounds z+ aktivesFeld (i,j) = variableKoordinate (j,i) == aktiv+ variableKoordinate (i,j) =+ case amZug s of+ Spalte -> j+ Zeile -> i+ anc ij =+ labelAnchor ("ZeilenSpalten?" +++ erzeugeAnfrage+ (groesse, saat, beginner, True,+ zuege ++ [variableKoordinate ij]))+ farbe grund ij =+ maybe grund spielerFarbe (y!ij)+ feld =+ Html.table+ (concatHtml $ map (\j -> Html.tr+ (concatHtml $ map (\i ->+ let ij = (i,j)+ af = aktivesFeld ij+ fb = if af then Html.yellow else Html.white+ canc = if af && isNothing (y!ij) then anc ij else id+ zahl = toHtml (show (z!ij))+ in Html.td (canc zahl)+ Html.! [Html.bgcolor (farbe fb ij)])+ [i0..i1]))+ [j0..j1])+ Html.! [Html.border 2]+ in Html.center+ (Html.simpleTable [] [{-Html.valign "top"-}]+ [[toHtml ("Spalter: " ++ show ps),+ feld,+ toHtml ("Zeiler: " ++ show pz)]])+++-- umständlich, weil Spielfeld zweimal aufgebaut wird+spiel' :: String -> Html.Html+spiel' s =+ let (groesse, saat, beginner, macheGegenzug, zuege) = read s+ (_,computerZug) = berechneSpielstandUndZug groesse saat beginner zuege+ zuegeMitComputer = zuege ++ maybeToList computerZug+ (stand,_) =+ berechneSpielstandUndZug groesse saat beginner zuegeMitComputer+ in Html.center (spielstand+ (groesse, saat, beginner, macheGegenzug, zuegeMitComputer) stand)++spiel :: String -> Html.Html+spiel s =+ case interpretiereAnfrage s of+ Just (groesse, saat, beginner, macheGegenzug, zuege) ->+ let spielbaum =+ GameTree.build moeglicheZuege+ (grundstellung groesse saat beginner)+ spielaktuell =+ GameTree.selectDeepSubTree zuege spielbaum+ optZug = optimalerZug spielaktuell+ (spielunterbaum,zuegeMitComputer) =+ maybe+ (spielaktuell, zuege)+ (\zug -> (GameTree.selectSubTree zug spielaktuell, zuege++[zug]))+ (guard macheGegenzug >> optZug)+ stand = GameTree.state spielunterbaum+ in spielstand+ (groesse, saat, beginner, macheGegenzug, zuegeMitComputer) stand+ Nothing ->+ toHtml $ "Mit dem Spielstand " ++ show s ++ " kann ich nichts anfangen."++start :: Int -> Html.Html+start saat =+ toHtml "Es beginnt" ++++ Html.simpleTable [] []+ (map (\orient ->+ map (\(gegenzug,spieler) ->+ labelAnchor+ ("ZeilenSpalten?"+++ erzeugeAnfrage ((10,10),saat,orient,gegenzug,[]))+ << ("der "++spieler++" auf einer "++show orient++"."))+ [(False,"Mensch"),(True,"Computer")])+ [Spalte,Zeile]) Html.! [Html.border 2]+++komplett :: Html.Html -> Html.Html+komplett body =+ Html.header (Html.thetitle << "Zeilen und Spalten") ++++ Html.body body ++++ Html.br +++ labelAnchor "ZeilenSpalten" << "Nochmal von vorne!"++-- Maybe String wird gebraucht um zwischen "?" und "" zu unterscheiden+erzeuge :: Maybe String -> IO Html.Html+erzeuge =+ maybe (fmap start randomIO) (return . spiel)+++erzeugeAnfrage :: Beschreibung -> String+erzeugeAnfrage ((breite,hoehe),saat,orient,gegenzug,zuege) =+ CGI.formEncode $+ ("breite", show breite) :+ ("hoehe", show hoehe) :+ ("saat", show saat) :+ ("orient", show orient) :+ ("gegenzug", show gegenzug) :+ (if null zuege then [] else [("zuege", unwords $ map show zuege)]) +++ []++interpretiereAnfrage :: String -> Maybe Beschreibung+interpretiereAnfrage anfrage =+ let paare = CGI.formDecode anfrage+ in do breite <- readMaybe =<< List.lookup "breite" paare+ hoehe <- readMaybe =<< List.lookup "hoehe" paare+ saat <- readMaybe =<< List.lookup "saat" paare+ orient <- readMaybe =<< List.lookup "orient" paare+ gegenzug <- readMaybe =<< List.lookup "gegenzug" paare+ zuege <-+ case List.lookup "zuege" paare of+ Nothing -> Just []+ Just zuegeText ->+ mapM (\zugText ->+ case zugText of+ _:_:_:_ -> Nothing+ _ -> readMaybe zugText) $+ words zuegeText+ return ((breite,hoehe), saat, orient, gegenzug, zuege)+++main :: IO ()+main =+ putStr . Html.renderHtml . komplett =<< erzeuge . nullToMaybe =<< getLine