diff --git a/LICENSE b/LICENSE
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+                    GNU GENERAL PUBLIC LICENSE
+                       Version 3, 29 June 2007
+
+ Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
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+
+  IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
+WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
+THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
+GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
+USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
+DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
+PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
+EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
+SUCH DAMAGES.
+
+  17. Interpretation of Sections 15 and 16.
+
+  If the disclaimer of warranty and limitation of liability provided
+above cannot be given local legal effect according to their terms,
+reviewing courts shall apply local law that most closely approximates
+an absolute waiver of all civil liability in connection with the
+Program, unless a warranty or assumption of liability accompanies a
+copy of the Program in return for a fee.
+
+                     END OF TERMS AND CONDITIONS
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/hpylos.cabal b/hpylos.cabal
new file mode 100644
--- /dev/null
+++ b/hpylos.cabal
@@ -0,0 +1,22 @@
+name:            hpylos
+version:         1.0
+copyright:       (c) 2008 Bartosz Wójcik
+license:         GPL
+license-file:    LICENSE
+author:          Bartosz Wójcik <bartek@sudety.it>
+maintainer:      Bartosz Wójcik <bartek@sudety.it>
+Homepage:        http://sourceforge.net/projects/hpylos/
+category:        AI,Game
+synopsis:        AI of Pylos game with GLUT interface.
+description:     Pylos is 2 persons turn strategy board game described here: <http://www.boardgamegeek.com/game/1419>.
+		 hpylos is functional example of AI of pylos with 3D graphic.
+		 You can play vs. one of few algorithms that can be customized.
+stability:       stable
+build-type:      Simple
+cabal-version:   >= 1.2.1
+
+Executable hpylos
+  Build-Depends:  base,containers,array,OpenGL,GLUT,EEConfig
+  ghc-options:    -O2
+  Main-Is:        hpylos.hs
+  hs-source-dirs: source
diff --git a/readme.txt b/readme.txt
new file mode 100644
--- /dev/null
+++ b/readme.txt
@@ -0,0 +1,12 @@
+This is Pylos game with AI module.
+See homepage: http://sourceforge.net/projects/hpylos/
+
+Intallation notes.
+1. GHC has to be installed (http://www.haskell.org/ghc/). 
+2. OpenGL, GLUT and EEConfig have to be installed (http://hackage.haskell.org/packages/archive/pkg-list.html).
+3. Unpack
+4. ghc --make Setup.hs
+5. ./Setup configure
+6. ./Setup build
+7. ./Setup install (you need root rights)
+ 
diff --git a/source/PylosAI.hs b/source/PylosAI.hs
new file mode 100644
--- /dev/null
+++ b/source/PylosAI.hs
@@ -0,0 +1,392 @@
+{-# LANGUAGE BangPatterns #-}
+-- ==================================
+-- Module name: PylosAI
+-- Project: Pylos
+-- Copyright (C) 2008  Bartosz Wojcik
+-- Created on: 17.10.2008
+-- Last update: 06.11.2008
+-- Version: %
+
+{-  This program is free software: you can redistribute it and/or modify
+    it under the terms of the GNU General Public License as published by
+    the Free Software Foundation, either version 3 of the License, or
+    (at your option) any later version.
+
+    This program is distributed in the hope that it will be useful,
+    but WITHOUT ANY WARRANTY; without even the implied warranty of
+    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+    GNU General Public License for more details.
+
+    You should have received a copy of the GNU General Public License
+    along with this program.  If not, see <http://www.gnu.org/licenses/>.
+-}
+-- =========================================================
+-- |
+-- This module delivers AI functions that work over tree of moves.
+-- It has been created using directly ideas of John Hughes presented
+-- in his paper "Why Functional Programming Matters".
+-- As Miranda can be translated into Haskell almost directly,
+-- the code presented in the paper has big simillarity to ones in this module.
+
+module PylosAI (Algorithm (..),
+                evaluate,
+                maximise,
+                minimise,
+                sizeGT,
+                drawGT
+               )
+where
+
+-- =========================================================
+import Graphics.Rendering.OpenGL (GLint)
+import qualified Data.Map as Map (fold,
+                                  (!))
+import Data.List
+import Data.Tree
+import Data.Array (listArray,(!))
+import PylosBoard (Pylos (..),
+                   Coordinate,
+                   Player (..),
+                   NbrOfBalls,
+                   putable,
+                   moveable,
+                   moveOnCoordinate,
+                   anyTakeable,
+                   nextPlayer,
+                   initPylos,
+                   terminator
+                   )
+import PylosMove (Move (..),
+                  moves,
+                  coordinatesOfLastMove,
+                  movesResult
+                  )
+-- =========================================================
+
+-- =========================================================
+data Algorithm = SimpleDiff
+               | SimpleDiffMiddle
+               | SimpleDiffPlusVal
+               | SimpleDiffAdvance
+               | BalancedDiffPlusVal
+               | MixedDiff
+   deriving (Eq,Read,Show,Enum,Ord)
+-- =========================================================
+
+-- =========================================================
+-- |
+-- AI of Pylos depends on algorithm and depth of analysis.
+data AIPylos = AIPylos Algorithm              --  ^ Playing algorithm
+                       Move                   --  ^ move
+   deriving (Eq,Read,Show)
+-- =========================================================
+
+-- =========================================================
+instance Ord (AIPylos) where
+-- ---------------------------------------------------------
+   -- Rule of simplest difference of number of balls comparison
+   compare (AIPylos SimpleDiff (NextMove _ _ (w1,b1) _))
+           (AIPylos _          (NextMove _ _ (w2,b2) _))    = compare (w1 - b1) (w2 - b2)
+
+   -- Rule that compares difference of balls. In case they are equal, it compares number of
+   -- built 3s.
+   compare (AIPylos SimpleDiffPlusVal (NextMove p1 _ (w1,b1) _))
+           (AIPylos _                 (NextMove p2 _ (w2,b2) _))
+            | d1 == d2                            = compare (pylosVal (+|) p1) (pylosVal (+|) p2)
+            | otherwise                           = compare d1 d2
+            where d1 = w1 - b1
+                  d2 = w2 - b2
+
+   -- Rule that compares difference of balls. In case they are equal, it perfers middle board positions
+   compare (AIPylos SimpleDiffMiddle (NextMove p _ (w1,b1) cs1))
+           (AIPylos _                (NextMove _ _ (w2,b2) cs2))
+            | d1 == d2                            = compare ((fromMiddle s . head . last) cs1) ((fromMiddle s . head . last) cs2)
+            | otherwise                           = compare d1 d2
+            where d1 = w1 - b1
+                  d2 = w2 - b2
+                  s = size p
+
+   -- Rule that compares difference of balls. In case they are equal, it perfers positions of bigger 'advance' value.
+   compare (AIPylos SimpleDiffAdvance (NextMove p1 _ (w1,b1) cs1))
+           (AIPylos _                 (NextMove p2 _ (w2,b2) cs2))
+            | d1 == d2                            = compare v1 v2
+            | otherwise                           = compare d1 d2
+            where d1 = w1 - b1
+                  d2 = w2 - b2
+                  v1 = (-1) * advance p1 Map.! (head . last) cs1
+                  v2 = (-1) * advance p2 Map.! (head . last) cs2
+
+   -- Rule that compares balanced difference of balls. In case they are equal, it compares number of already
+   -- built 3s. "Balanced" means that in case of not many balls in hand, it may be better to diminish
+   -- number of balls for both players equally than to increase difference of 1. Why? Because it brings faster
+   -- towards victory.
+   compare (AIPylos BalancedDiffPlusVal (NextMove p1 pl1 (w1,b1) cs1))
+           (AIPylos _                   (NextMove p2 pl2 (w2,b2) cs2))
+            | d1 == d2                            = compare ((pylosVal (+|) p1) // sum1) ((pylosVal (+|) p2) // sum2)
+            | otherwise                           = compare (d1 // sum1) (d2 // sum2)
+            where d1 = w1 - b1
+                  d2 = w2 - b2
+                  sum1 = w1 + b1
+                  sum2 = w2 + b2
+
+   -- The idea is following. Addtitionall to counted balls on both hands one can try
+   -- to recognize board situation. Player who's next on move and has at least one row, column or square
+   -- of 3 balls with empty 4th place can in next move have one ball more on hand. This rule is
+   -- not 100% correct, but at least can be used as rough estimation on next move advantages.
+   -- Player who's done last move and have at least 2 sets of rows, columns or squares full of 3 own
+   -- balls is in same situation - can get one ball more in his||her next move. So is such situation
+   -- is recognized, the difference of balls on hands is updated accordingly.
+   compare (AIPylos MixedDiff (NextMove p1 pl1 (w1,b1) cs1))
+           (AIPylos _         (NextMove p2 pl2 (w2,b2) cs2)) = compare (d1 + mixedDiff p1 pl1) (d2 + mixedDiff p2 pl2)
+            where d1 = w1 - b1
+                  d2 = w2 - b2
+
+   -- Just in case
+   compare _ _  = EQ
+-- =========================================================
+
+-- =========================================================
+fromMiddle :: GLint -> Coordinate -> Float
+-- ---------------------------------------------------------
+fromMiddle size (l,(x,y)) = fromIntegral size - abs (fromIntegral x - p) - abs (fromIntegral y - p)
+           where p = ((size - l) + 1) // 2 - 1
+-- =========================================================
+
+-- =========================================================
+-- | Recognition of future advantages. Advantage in next move is recognized if there is at least on set
+-- of 3 own balls with empty 4th filed. Advantage of 2nd next move is recognized if there are at least
+-- 2 such sets.
+mixedDiff :: (Integral a) => Pylos -> Player -> a
+-- ---------------------------------------------------------
+mixedDiff pyl player | player == WhitePlayer && nbr3s <= 0 ||
+                       player == BlackPlayer && nbr3s >= 0 = (signum . round) nbr3s
+                     | abs nbr3s < 2 = 0
+                     | otherwise = (signum . round) nbr3s
+          where nbr3s = fromIntegral (pylosVal (+|) pyl) / 3 -- tailored for pylos size 4
+-- =========================================================
+
+-- =========================================================
+pylosVal :: (GLint -> GLint -> GLint) -> Pylos -> GLint
+-- ---------------------------------------------------------
+pylosVal f pylos = pVal f (squaresOf4 pylos) + pVal f (rows pylos) + pVal f (columns pylos)
+-- =========================================================
+
+-- =========================================================
+pVal :: (GLint -> GLint -> GLint) -> NbrOfBalls -> GLint
+-- ---------------------------------------------------------
+pVal f = Map.fold f 0
+-- =========================================================
+
+-- =========================================================
+takeTerminated :: [Coordinate] -> Bool
+-- ---------------------------------------------------------
+takeTerminated cs = head cs == terminator
+-- =========================================================
+
+-- =========================================================
+-- |
+-- This functions adds only agruments >= than 3 (in abs sense).
+-- It's used to sum up all long enough sequences of balls.
+-- "Long enough" have been chosen on experimental way for pylos size 4 and won't work properly for other sizes.
+(+|) :: (Num n, Ord n) => n -> n -> n
+-- ---------------------------------------------------------
+a +| b | not $ abs a == 3 = b
+       | not $ abs b == 3 = a
+--       | abs a < 3 = b
+--       | abs b < 3 = a
+       | otherwise = a + b
+-- =========================================================
+
+-- =========================================================
+(//) :: (Integral a, Fractional b, Integral a1) => a -> a1 -> b
+-- ---------------------------------------------------------
+a // b = fromIntegral a / fromIntegral b
+-- =========================================================
+
+-- =========================================================
+moveOfAIPylos :: AIPylos -> Move
+moveOfAIPylos (AIPylos _ move) = move
+-- =========================================================
+
+-- =========================================================
+repTree :: Ord a => (a -> [a]) -> a -> Tree a
+-- ---------------------------------------------------------
+repTree f m = Node m (map (repTree f) (f m))
+-- =========================================================
+
+-- =========================================================
+gameTree :: Int -> Move -> Tree Move
+-- ---------------------------------------------------------
+gameTree 0       = repTree (sort . moves)
+gameTree breadth = repTree (take breadth . sort . moves)
+-- =========================================================
+
+-- =========================================================
+-- |
+-- Dynamic pruning of tree. It pruns at least to given depth,
+-- deeper if foreseen size of tree is not achieved yet.
+pruneD :: Int -> Int -> Int -> Tree Move -> Tree Move
+-- ---------------------------------------------------------
+pruneD depth 0     _       tree = prune   depth tree
+pruneD depth limit breadth tree = pruneD' depth limit 1 breadth tree
+-- =========================================================
+pruneD' :: Int             --  ^ Depth of pruning - how many leves more are to stay.
+        -> Int             --  ^ Limit of number of nodes to be kept. In format 16^limit.
+        -> Integer         --  ^ Current number of nodes -- estimated!
+        -> Int             --  ^ Max breadth of each subtree - important for current number of nodes estimation.
+        -> Tree Move       --  ^ Input tree
+        -> Tree Move       --  ^ Output tree
+-- ---------------------------------------------------------
+pruneD' 0 0 _  _ (Node a sub) = Node a []
+pruneD' d n 0  b _            = error $ "pruneD': broken counter: " ++ show d ++ " " ++ show n ++ " " ++ show b
+pruneD' 0 n !m 0        (Node a sub) | len == 0 = error $ " result1: " ++ show i ++ " " ++ show n ++ " " ++ show m
+                                      | 16^n + 100 <= m * len^2  = Node a []
+                                    | otherwise      = Node a (map (pruneD' 1 n (m*len) 0) sub)
+                          where len = maxBreadth ! i
+                                i = movesResult a
+pruneD' d n !m 0       (Node a sub)  | len == 0 = error $ " result2: " ++ show i ++ " " ++ show n
+                                     | otherwise = Node a (map (pruneD' (d-1) n (m*len) 0) sub)
+                          where len = maxBreadth ! i
+                                i = movesResult a
+pruneD' 0 n !m breadth (Node a sub) | abs i > 300 = error $ " result3: " ++ show i ++ " " ++ show n
+                                      | 16^n + 100 <= m * len^2  = Node a []
+                                    | otherwise      = Node a (map (pruneD' 1 n (m*len) breadth) sub)
+                          where len = min (fromIntegral breadth) (maxBreadth ! i)
+                                i = movesResult a
+pruneD' d n !m breadth (Node a sub)  | abs i > 300 = error $ " result4: " ++ show i ++ " " ++ show n
+                                     | otherwise = Node a (map (pruneD' (d-1) n (m*len) breadth) sub)
+                          where len = min (fromIntegral breadth) (maxBreadth ! i)
+                                i = movesResult a
+-- =========================================================
+
+-- =========================================================
+prune :: Int -> Tree Move -> Tree Move
+-- ---------------------------------------------------------
+prune 0 (Node a sub) = Node a []
+prune n (Node a sub) = Node a (map (prune (n-1)) sub)
+-- =========================================================
+
+-- =========================================================
+sizeGT :: Int -> Int -> Int -> Move -> Int
+-- ---------------------------------------------------------
+sizeGT depth limit b = sizeT . pruneD depth limit b . gameTree b
+-- =========================================================
+
+-- =========================================================
+sizeT :: Tree a -> Int
+-- ---------------------------------------------------------
+sizeT (Node a sub) = foldl (\x y -> x + sizeT y) 1 sub
+-- =========================================================
+
+-- =========================================================
+-- | This table's figures have been created on experimental way.
+-- maxBreadth = listArray (-30,0) [16,15,14,13,13,12,12,12,15,20,22,25,30,34,40,50,57,40,32,26,20,15,10,6,4,3,4,3,2,1,0]
+-- maxBreadth = listArray (-30,30) ([16,15,14,13,13,12,12,12,15,20,20,20,20,20,20,20,20,20,20,20,15,15,10,6,4,3,4,3,2,1,100] ++ replicate 30 100)
+maxBreadth = listArray (-30,300) ([16,15,14,13,13,12,12,12,15,15,16,16,16,16,16,16,16,16,16,15,10,10,10,6,4,3,4,3,2,1,100] ++ replicate 300 100)
+-- =========================================================
+
+drawGT depth limit b = drawTree . fmap showShort . pruneD depth limit b . gameTree b
+
+showShort (NextMove _ player result moves) = show player ++ " " ++ show result ++ " " ++ show moves
+
+-- =========================================================
+-- |
+-- The function omitMin is passed a "potential maximum" - the largest minimum seen
+-- so far - and omits any minima which are less than this.
+omitMin :: (Ord a) => a -> [[a]] -> [a]
+-- ---------------------------------------------------------
+omitMin pot [] = []
+omitMin pot (nums:rest)
+   | minleq nums pot       = omitMin pot rest
+   | otherwise             = minNums:(omitMin minNums rest)
+   where minNums = minimum nums
+-- =========================================================
+omitMax :: (Ord a) => a -> [[a]] -> [a]
+-- ---------------------------------------------------------
+omitMax pot [] = []
+omitMax pot (nums:rest)
+   | maxleq nums pot       = omitMax pot rest
+   | otherwise             = maxNums:(omitMax maxNums rest)
+   where maxNums = maximum nums
+-- =========================================================
+
+-- =========================================================
+-- |
+-- Minleq takes a list of numbers and a potential maximum, and returns true if the
+-- minimum of the list of numbers is less than or equal to the potential maximum.
+-- To do this, it does not need to look at all the list! If there is any element in the
+-- list less than or equal to the potential maximum, then the minimum of the list
+-- is sure to be. All elements after this particular one are irrelevant. Therefore minleq can be defined by
+minleq :: (Ord t) => [t] -> t -> Bool
+-- ---------------------------------------------------------
+minleq [] pot                       = False
+minleq (num:rest) pot | num <= pot  = True
+                      | otherwise   = minleq rest pot
+-- =========================================================
+maxleq :: (Ord t) => [t] -> t -> Bool
+-- ---------------------------------------------------------
+maxleq [] pot                       = False
+maxleq (num:rest) pot | num >= pot  = True
+                      | otherwise   = maxleq rest pot
+-- =========================================================
+
+-- =========================================================
+-- |
+-- mapmin omits the minima of lists whose minimum doesn't matter.
+mapmin :: (Ord a) => [[a]] -> [a]
+-- ---------------------------------------------------------
+mapmin (nums:rest) = minNums:(omitMin minNums rest)
+   where minNums = minimum nums
+-- =========================================================
+mapmax :: (Ord a) => [[a]] -> [a]
+-- ---------------------------------------------------------
+mapmax (nums:rest) = maxNums:(omitMax maxNums rest)
+   where maxNums = maximum nums
+-- =========================================================
+
+
+-- =========================================================
+-- |
+-- maximise' and minimise' function implement alpha-beta algortihm
+maximise' :: (Ord a) => Tree a -> [a]
+-- ---------------------------------------------------------
+maximise' (Node n []) = n:[]
+maximise' (Node n l) = mapmin (map minimise' l)
+-- =========================================================
+minimise' :: (Ord a) => Tree a -> [a]
+-- ---------------------------------------------------------
+minimise' (Node n []) = n:[]
+minimise' (Node n l) = mapmax (map maximise' l)
+-- =========================================================
+
+-- =========================================================
+maximise :: (Ord a) => Tree a -> a
+maximise = maximum . maximise'
+-- =========================================================
+minimise :: (Ord a) => Tree a -> a
+minimise = minimum . minimise'
+-- =========================================================
+
+-- =========================================================
+compRev :: (Ord a) => a -> a -> Ordering
+-- ---------------------------------------------------------
+compRev x y | x == y    = EQ
+            | x <= y    = GT
+            | otherwise = LT
+-- =========================================================
+
+-- =========================================================
+-- | Evaluates next move.
+evaluate :: Algorithm                          --  ^ Using this algorithm
+         -> Int                                --  ^ Until this depth of tree of moves
+         -> Int                                --  ^ or deeper until this limit of nodes
+         -> (Tree AIPylos -> AIPylos)          --  ^ Using this minimax alpha beta function
+         -> Int                                --  ^ Limit of subtrees of tree of moves (if > 0)
+         -> Move                               --  ^ Last move.
+         -> [Coordinate]                       --  ^ Returns move in terms of coordinates
+-- ---------------------------------------------------------
+evaluate alg depth limit minmax breadth = 
+         coordinatesOfLastMove . moveOfAIPylos . minmax . fmap (AIPylos alg) . pruneD depth limit breadth . gameTree breadth
+-- =========================================================
+
+
diff --git a/source/PylosBoard.hs b/source/PylosBoard.hs
new file mode 100644
--- /dev/null
+++ b/source/PylosBoard.hs
@@ -0,0 +1,522 @@
+-- ==================================
+-- Module name: PylosBoard
+-- Project: Pylos
+-- Copyright (C) 2008  Bartosz Wójcik
+-- Created on: 09.06.2008
+-- Last update: 06.11.2008
+-- Version: %
+
+{-  This program is free software: you can redistribute it and/or modify
+    it under the terms of the GNU General Public License as published by
+    the Free Software Foundation, either version 3 of the License, or
+    (at your option) any later version.
+
+    This program is distributed in the hope that it will be useful,
+    but WITHOUT ANY WARRANTY; without even the implied warranty of
+    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+    GNU General Public License for more details.
+
+    You should have received a copy of the GNU General Public License
+    along with this program.  If not, see <http://www.gnu.org/licenses/>.
+-}
+-- ==================================
+-- | This module defines board of Pylos game.
+--   It contains also board manipulation and verification functions.
+module PylosBoard (Stone (..),
+                   Coordinate,
+                   Board,
+                   IntMapBoard,
+                   NbrOfBalls,
+                   Pylos (..),
+                   Player(..),
+                   initPylos,
+                   putStone,
+                   putable,
+                   putableForMove,
+                   takeStone,
+                   takeable,
+                   moveable,
+                   updateAllBases,
+                   updateAllSuccessors,
+                   anyTakeable,
+                   moveOnCoordinate,
+                   ifTakeAfterPut,
+                   nextPlayer,
+                   isFree,
+                   stone2Player,
+                   nbrOfBalls,
+                   terminator
+                  )
+where
+
+
+-- ===================================
+import Graphics.Rendering.OpenGL (GLint)
+import qualified Data.Map as Map
+-- import Mapext (mapAny)
+-- ===================================
+
+-- ===================================
+-- | Each field of 'Board' must be one of following type.
+data Stone = NoStone
+           | WhiteStone
+           | BlackStone
+   deriving (Eq,Ord,Enum,Read,Show)
+
+-- | Playes definition
+data Player = WhitePlayer
+            | BlackPlayer
+   deriving (Eq,Ord,Enum,Read,Show)
+
+-- | Casts Players on Stones
+player2Stone :: Player -> Stone
+-- ----------------------------------
+player2Stone WhitePlayer = WhiteStone
+player2Stone BlackPlayer = BlackStone
+
+-- | Casts Stones of Players
+stone2Player :: Stone -> Player
+-- ----------------------------------
+stone2Player WhiteStone = WhitePlayer
+stone2Player BlackStone = BlackPlayer
+stone2Player _          = error "stone2Player: Player of NoStone doesn't exist"
+
+-- | Same like not for Bool
+nextPlayer :: Player -> Player
+-- ---------------------------------
+nextPlayer BlackPlayer = WhitePlayer
+nextPlayer WhitePlayer = BlackPlayer
+
+-- | Coordinate within 'Board' consists of level (0 to size) and position within the level.
+-- Size is a parameter that indicates number of tiles of the board, which is (size * size).
+type Coordinate = (GLint,(GLint,GLint))
+
+-- | Terminator terminates move.
+terminator :: Coordinate
+terminator = (-1,(0,0))
+
+-- | Board is map of stones indexed by coordinates.
+type Board = Map.Map Coordinate Stone
+
+-- | 'Board' has two shadow-structures of following type.
+--  * 1st of them called 'bases'.
+--  * 2nd of them called 'successors'.
+type IntMapBoard = Map.Map Coordinate GLint
+
+-- | Any ball on the board increases nbr of balls of own row, colums and some number of 4 balls squares.
+-- Any time ball is placed on or removed from the board, corresponding counters are increased or diminished.
+-- This should accelerate taking decision whether move is good or bad.
+type NbrOfBalls = Map.Map Coordinate GLint
+-- ===================================
+
+-- ===================================
+-- | Aggregated status on the board. It contains 'Board' itself and additional data that accelerate analysis.
+data Pylos = 
+     Pylos { size       :: GLint        -- ^ size of game
+           , board      :: Board        -- ^ board
+           , bases      :: IntMapBoard  -- ^ Number of stones that constitute base of each stone,
+                                        -- that have already been put onto board. If and only if this number = 4
+                                        -- then field is putable. For instance all level 0 fields have this value always = 4.
+           , successors :: IntMapBoard  -- ^ number of stones that covers each stone.
+                                        -- 'Stone' can be removed from the 'Board' only if this number = 0.
+           , rows       :: NbrOfBalls   -- ^ Indicator of content of each row. Row is full of white stones when this equals size of the game.
+                                        -- It is full of black stones when equals (-size).
+                                        -- Rows are indexed by (number of row,0) pair.
+           , columns    :: NbrOfBalls   -- ^ Indicator of content of each column. Column is full of white stones when this equals size of the game.
+                                        -- It is full of black stones when equals (-size).
+                                        -- Columns are indexed by (0,number of column) pair.
+           , squaresOf4 :: NbrOfBalls   -- ^ Indicator of content of each 4 balls square. It is full of white stones when this equals 4.
+                                        -- It is full of black stones when equals (-4). What 4 balls square is? Each 4 tiles of
+                                        -- the board that have 1 common vertex constitute 4 balls square.
+                                        -- 4 balls squares are indexed by their upper left tile (or Nord-West if one prefers).
+           , advance    :: IntMapBoard  -- ^ Each place on board gets own advance value. It is supposed to express expectation of being a good
+                                        -- move by populating this place.
+           }
+   deriving (Eq,Read,Show)
+-- ===================================
+-- | Initial game situation. Input: size.
+initPylos :: GLint -> Pylos
+-- -----------------------------------
+initPylos s = Pylos { size        = s,
+                      board       = initBoard s,
+                      bases       = basesOfFields s,
+                      successors  = succesorsOfFields s,
+                      rows        = Map.fromList [((level,(x,0)),0) | level <- [0 .. s-1], x <- [0 .. s-level-1] ] ,
+                      columns     = Map.fromList [((level,(0,y)),0) | level <- [0 .. s-1], y <- [0 .. s-level-1] ] ,
+                      squaresOf4  = Map.fromList [((level,(x,y)),0) | level <- [0 .. s-1], x <- [0 .. s-level-2], y <- [0 .. s-level-2] ] ,
+                      advance     = Map.fromList $ (terminator,0):[((level,(x,y)),0) | level <- [0 .. s-1], x <- [0 .. s-level-1], y <- [0 .. s-level-1] ] }
+-- ===================================
+
+-- ===================================
+-- Initial board. Input: size.
+initBoard :: GLint -> Board
+-- -----------------------------------
+initBoard size = Map.fromList [((level,(x,y)),NoStone) | level<-[0..(size-1)],
+                                                         x<-[0..(size-level-1)],
+                                                         y<-[0..(size-level-1)]]
+-- ===================================
+
+-- ===================================
+-- | Initial bases. Input: size.
+basesOfFields :: GLint -> IntMapBoard
+-- -----------------------------------
+basesOfFields size = Map.fromList [((level,(x,y)),nbrBaseStones level) | level<-[0..(size-1)],
+                                                                         x<-[0..(size-level-1)],
+                                                                         y<-[0..(size-level-1)]]
+           where nbrBaseStones 0 = 4
+                 nbrBaseStones _ = 0
+-- ===================================
+
+-- ===================================
+-- | Initial successors. Input: size.
+succesorsOfFields :: GLint -> IntMapBoard
+-- -----------------------------------
+succesorsOfFields size = Map.fromList [((level,(x,y)),0) | level<-[0..(size-1)],
+                                                           x<-[0..(size-level-1)],
+                                                           y<-[0..(size-level-1)]]
+-- ===================================
+
+-- ===================================
+-- | If field is free.
+isFree :: Coordinate -> Pylos -> Bool
+-- -----------------------------------
+isFree c pylos = board pylos Map.! c == NoStone
+-- ===================================
+
+-- ===================================
+-- | Is stone of given coordinates of given colour?
+isMyColour :: Player -> Coordinate -> Pylos -> Bool
+-- -----------------------------------
+isMyColour player cor pylos = board pylos Map.! cor == player2Stone player
+-- ===================================
+
+-- ===================================
+-- | Whether given field has all bases.
+hasAllBases :: Coordinate -> Pylos -> Bool
+-- -----------------------------------
+hasAllBases c pylos = bases pylos Map.! c == 4
+-- ===================================
+-- ===================================
+-- | Whether given field has no successors.
+hasNoSuccessors :: Coordinate -> Pylos -> Bool
+-- -----------------------------------
+hasNoSuccessors c pylos = successors pylos Map.! c == 0
+-- ===================================
+
+-- ===================================
+-- | Puts stone on the board on given coordinates. Uses 'Map.insert' function, so doesn't matter what was before value of given coordinates.
+putStone :: Stone -> Coordinate -> Board -> Board
+-- -----------------------------------
+putStone stone coordinate board = Map.insert coordinate stone board
+-- ===================================
+
+-- ===================================
+-- | Checks whether its allowed to put a ball on field given by coordinates.
+putable :: Pylos -> Coordinate -> Bool
+-- -----------------------------------
+putable p c | hasAllBases c p && isFree c p = True
+            | otherwise                     = False
+-- ===================================
+
+-- ===================================
+-- | Removes stone from give filed. In other words, inserts 'NoStone' value.
+takeStone :: Coordinate -> Board -> Board
+-- -----------------------------------
+takeStone coordinate board = Map.insert coordinate NoStone board
+-- ===================================
+
+-- ===================================
+-- | Checks whether it's allowed to take given ball from board.
+takeable :: Player -> Pylos -> Coordinate -> Bool
+-- -----------------------------------
+takeable pl py c | isMyColour pl c py && hasNoSuccessors c py = True
+                 | otherwise                                  = False
+-- ===================================
+
+-- ===================================
+-- | Checks whether it's allowed to take given ball from board and put it level above.
+moveable :: Player -> Pylos -> Coordinate -> Bool
+-- -----------------------------------
+moveable pl pylos c@(l,(x,y)) = takeable pl pylos c && anyPutable (l+1) pylos'
+         where pylos' = takeStoneAndUpdate c pylos
+-- ===================================
+
+-- ===================================
+-- | Updates successor of given coordinate. This function works as well for bases.
+updateSuccessor :: Stone -> Coordinate -> IntMapBoard -> IntMapBoard
+-- -----------------------------------
+updateSuccessor NoStone coordinate succesorsOfFields = Map.adjust (\x -> x-1) coordinate succesorsOfFields
+updateSuccessor _       coordinate succesorsOfFields = Map.adjust (+ 1) coordinate succesorsOfFields
+-- ===================================
+
+
+-- ===================================
+-- | Each time a stone is put or taken 4 (or 3 or 2 or 1) bases have to be updated.
+--  Takes stone, coordinate, size, bases and returns new bases.
+updateAllBases :: Stone -> Coordinate -> GLint -> IntMapBoard -> IntMapBoard
+-- -----------------------------------
+updateAllBases stone (level,(0,0)) size bases = updateSuccessor stone (level+1,(0,0)) bases
+updateAllBases stone (level,(x,0)) size bases | x == size - 1 = updateSuccessor stone (level+1,(x-1,0)) bases
+                                              | otherwise     = updateSuccessor stone (level+1,(x-1,0)) $
+                                                                updateSuccessor stone (level+1,(x,0)) bases
+updateAllBases stone (level,(0,y)) size bases | y == size - 1 = updateSuccessor stone (level+1,(0,y-1)) bases
+                                              | otherwise     = updateSuccessor stone (level+1,(0,y-1)) $
+                                                                updateSuccessor stone (level+1,(0,y)) bases
+updateAllBases stone (level,(x,y)) size bases | x == size - 1 &&
+                                                y == size - 1  = updateSuccessor stone (level+1,(x-1,y-1)) bases
+                                              | x == size - 1  = updateSuccessor stone (level+1,(x-1,y)) $
+                                                                 updateSuccessor stone (level+1,(x-1,y-1)) bases
+                                              | y == size - 1  = updateSuccessor stone (level+1,(x,y-1)) $
+                                                                 updateSuccessor stone (level+1,(x-1,y-1)) bases
+                                              | otherwise      = updateSuccessor stone (level+1,(x-1,y-1)) $
+                                                                 updateSuccessor stone (level+1,(x-1,y)) $
+                                                                 updateSuccessor stone (level+1,(x,y-1)) $
+                                                                 updateSuccessor stone (level+1,(x,y)) bases
+-- ===================================
+
+
+-- ===================================
+-- | Each time a stone is put or taken 4 successors have to be updated.
+-- Takes stone, coordinate, size, bases and returns new successors.
+updateAllSuccessors :: Stone -> Coordinate -> GLint -> IntMapBoard -> IntMapBoard
+-- -----------------------------------
+updateAllSuccessors stone (0,(x,y))     size successors = successors
+updateAllSuccessors stone (level,(x,y)) size successors = updateSuccessor stone (level-1,(x+1,y+1)) $ 
+                                                          updateSuccessor stone (level-1,(x+1,y)) $ 
+                                                          updateSuccessor stone (level-1,(x,y+1)) $ 
+                                                          updateSuccessor stone (level-1,(x,y)) successors
+-- ===================================
+
+-- ===================================
+-- | Updates number of balls of given row.
+updateRow :: Stone
+          -> Bool                     -- ^ True - stone is put, False - stone is being removed from the board.
+          -> Coordinate
+          -> GLint                    -- ^ size
+          -> NbrOfBalls
+          -> NbrOfBalls
+-- -----------------------------------
+updateRow WhiteStone True (level,(x,y)) size rows = Map.adjust (+ 1) (level,(x,0)) rows
+updateRow BlackStone True (level,(x,y)) size rows = Map.adjust (\x -> x - 1) (level,(x,0)) rows
+updateRow WhiteStone False (level,(x,y)) size rows = Map.adjust (\x -> x - 1) (level,(x,0)) rows
+updateRow BlackStone False (level,(x,y)) size rows = Map.adjust (+ 1) (level,(x,0)) rows
+-- ===================================
+
+-- ===================================
+-- | 2nd argument points on the action: True - stone is put, False - stone is being removed from the board.
+-- 4th - size.
+updateColumn :: Stone -> Bool -> Coordinate -> GLint -> NbrOfBalls -> NbrOfBalls
+-- -----------------------------------
+updateColumn WhiteStone True (level,(x,y)) size columns = Map.adjust (+ 1) (level,(0,y)) columns
+updateColumn BlackStone True (level,(x,y)) size columns = Map.adjust (\x -> x - 1) (level,(0,y)) columns
+updateColumn WhiteStone False (level,(x,y)) size columns = Map.adjust (\x -> x - 1) (level,(0,y)) columns
+updateColumn BlackStone False (level,(x,y)) size columns = Map.adjust (+ 1) (level,(0,y)) columns
+-- ===================================
+
+-- ===================================
+-- Coordinate of squareOf4 is its NE ball.
+-- | 2nd argument points on the action: True - stone is put, False - stone is being removed from the board.
+-- 4th - size.
+updateSquaresOf4 :: Stone -> Bool -> Coordinate -> GLint -> NbrOfBalls -> NbrOfBalls
+-- -----------------------------------
+updateSquaresOf4 WhiteStone True coordinate size squaresOf4 = (updateSquareNE 1 coordinate size .
+                                                               updateSquareNW 1 coordinate size .
+                                                               updateSquareSE 1 coordinate size .
+                                                               updateSquareSW 1 coordinate size) squaresOf4
+updateSquaresOf4 BlackStone True coordinate size squaresOf4 = (updateSquareNE (-1) coordinate size .
+                                                               updateSquareNW (-1) coordinate size .
+                                                               updateSquareSE (-1) coordinate size .
+                                                               updateSquareSW (-1) coordinate size) squaresOf4
+updateSquaresOf4 BlackStone False coordinate size squaresOf4 = (updateSquareNE 1 coordinate size .
+                                                                updateSquareNW 1 coordinate size .
+                                                                updateSquareSE 1 coordinate size .
+                                                                updateSquareSW 1 coordinate size) squaresOf4
+updateSquaresOf4 WhiteStone False coordinate size squaresOf4 = (updateSquareNE (-1) coordinate size .
+                                                                updateSquareNW (-1) coordinate size .
+                                                                updateSquareSE (-1) coordinate size .
+                                                                updateSquareSW (-1) coordinate size) squaresOf4
+-- ===================================
+updateSquareNE :: GLint -> Coordinate -> GLint -> NbrOfBalls -> NbrOfBalls
+-- -----------------------------------
+updateSquareNE one (level,(x,y)) size squaresOf4 | x > 0 && y > 0 = Map.adjust (+ one) (level,(x-1,y-1)) squaresOf4
+                                                 | otherwise      = squaresOf4
+-- ===================================
+updateSquareNW :: GLint -> Coordinate -> GLint -> NbrOfBalls -> NbrOfBalls
+-- -----------------------------------
+updateSquareNW one (level,(x,y)) size squaresOf4 | x > 0 && y < size - level -1 = Map.adjust (+ one) (level,(x-1,y)) squaresOf4
+                                                 | otherwise                    = squaresOf4
+-- ===================================
+updateSquareSE :: GLint -> Coordinate -> GLint -> NbrOfBalls -> NbrOfBalls
+-- -----------------------------------
+updateSquareSE one (level,(x,y)) size squaresOf4 | x < size - level -1 && y > 0 = Map.adjust (+ one) (level,(x,y-1)) squaresOf4
+                                                 | otherwise                    = squaresOf4
+-- ===================================
+updateSquareSW :: GLint -> Coordinate -> GLint -> NbrOfBalls -> NbrOfBalls
+-- -----------------------------------
+updateSquareSW one (level,(x,y)) size squaresOf4 | x < size - level -1 && y < size - level -1 = Map.adjust (+ one) (level,(x,y)) squaresOf4
+                                                 | otherwise                                  = squaresOf4
+-- ===================================
+
+-- ===================================
+updateAllAdvances :: Stone -> Coordinate -> GLint -> GLint -> IntMapBoard -> IntMapBoard
+-- -----------------------------------
+updateAllAdvances stone (l,(x,y)) one size = updateAdvances (valueOfStone stone) keysS .
+                                             updateAdvances (valueOfStone stone) keysR .
+                                             updateAdvances (valueOfStone stone) keysC
+                  where keysR = [(l,(x,y')) | y' <- [0 .. size-l-1], y' /= y ]                  -- update all of given row
+                        keysC = [(l,(x',y)) | x' <- [0 .. size-l-1], x' /= x ]                  -- update all of given column
+                        keysS = [(l,(x',y')) | x' <- [(max 0 (x-1)) .. (min (size-l-1) (x+1))], -- update all of all squaresOf4
+                                               y' <- [(max 0 (y-1)) .. (min (size-l-1) (y+1))], x' /= x || y' /= y]
+                        valueOfStone WhiteStone = 1 * one
+                        valueOfStone BlackStone = -1 * one
+                        valueOfStone _          = 0
+-- ===================================
+updateAdvances :: GLint -> [Coordinate] -> IntMapBoard -> IntMapBoard
+-- -----------------------------------
+updateAdvances one keys advance = foldl (\adv key -> Map.adjust (+ one) key adv) advance keys
+-- ===================================
+
+-- ===================================
+-- | If there is any puttable filed on the board.
+-- Takes level and current game situation.
+anyPutable :: GLint -> Pylos -> Bool
+-- -----------------------------------
+anyPutable level pylos = any (putable pylos) keys
+            where keys = [(l,(x,y)) | l<-[level..s-1], x <- [0..s-l-1], y<-[0..s-l-1]]
+                  s = size pylos
+-- ===================================
+
+-- ===================================
+-- | 
+-- Whether ball can be put to given position within the move turn.
+putableForMove :: GLint -> Coordinate -> Pylos -> Bool
+-- -----------------------------------
+putableForMove level c@(l,(x,y)) pylos = l > level && putable pylos c
+-- ===================================
+
+-- ===================================
+-- | If there is any takeable field on the board.
+-- Takes stone to be taken and current game situation.
+anyTakeable :: Player -> Pylos -> Bool
+-- -----------------------------------
+anyTakeable player pylos = any (takeable player pylos) keys
+            where keys = [(l,(x,y)) | l<-[0..s-1], x <- [0..s-l-1], y<-[0..s-l-1]]
+                  s = size pylos
+-- ===================================
+
+-- ===================================
+-- |
+-- Does only possible action on given field.
+-- Gets stone colour which depends on what playes is on move, coordinates and game status.
+-- Updates the whole status of Pylos structure.
+moveOnCoordinate :: Player -> Coordinate -> Pylos -> Pylos
+-- -----------------------------------
+moveOnCoordinate player coordinate pylos | coordinate == terminator         = pylos
+                                         | putable pylos coordinate         = putStoneAndUpdate stone coordinate pylos
+                                         | takeable player pylos coordinate = takeStoneAndUpdate coordinate pylos
+                                         | otherwise                        = pylos
+                                         where stone = player2Stone player
+-- ===================================
+
+-- ===================================
+-- |
+-- Updates whole 'Pylos' structure after stone has been put.
+putStoneAndUpdate :: Stone -> Coordinate -> Pylos -> Pylos
+-- -----------------------------------
+putStoneAndUpdate stone c@(l,(x,y)) pylos = Pylos { size       = s,
+                                                    board      = putStone stone c (board pylos),
+                                                    bases      = updateAllBases stone c s (bases pylos),
+                                                    successors = updateAllSuccessors stone c s (successors pylos),
+                                                    rows       = updateRow stone True c s (rows pylos),
+                                                    columns    = updateColumn stone True c s (columns pylos),
+                                                    squaresOf4 = updateSquaresOf4 stone True c s (squaresOf4 pylos),
+                                                    advance    = updateAllAdvances stone c 1 s (advance pylos)
+                                                    }
+                                        where s = size pylos
+-- ===================================
+
+-- ===================================
+-- |
+-- Updates whole 'Pylos' structure after stone has been taken.
+takeStoneAndUpdate :: Coordinate -> Pylos -> Pylos
+-- -----------------------------------
+takeStoneAndUpdate c@(l,(x,y)) pylos = Pylos { size       = s,
+                                               board      = takeStone c (board pylos),
+                                               bases      = updateAllBases NoStone c s (bases pylos),
+                                               successors = updateAllSuccessors NoStone c s (successors pylos),
+                                               rows       = updateRow stone False c s (rows pylos),
+                                               columns    = updateColumn stone False c s (columns pylos),
+                                               squaresOf4 = updateSquaresOf4 stone False c s (squaresOf4 pylos),
+                                               advance    = updateAllAdvances stone c (-1) s (advance pylos)
+                                             }
+                                        where s = size pylos
+                                              stone = board pylos Map.! c
+-- ===================================
+
+-- ===================================
+-- |
+-- Checks whether player can take balls after he||she puts one.
+ifTakeAfterPut :: Pylos -> Player -> Coordinate -> Bool
+-- -----------------------------------
+ifTakeAfterPut pylos player c = isInFullCol player c (columns pylos) s ||           -- anyRowOrColFull s player (columns pylos) ||
+                                isInFullRow player c (rows pylos) s    ||           -- anyRowOrColFull s player (rows pylos) ||
+                                isInFullSquareOf4 player c (squaresOf4 pylos) s    -- anySquareOf4Full player (squaresOf4 pylos)
+               where s = size pylos
+-- ===================================
+
+-- ===================================
+isInFullRow :: Player -> Coordinate -> NbrOfBalls -> GLint -> Bool
+-- -----------------------------------
+isInFullRow player c@(l,(x,y)) row size = row Map.! (l,(x,0)) == value player
+          where value WhitePlayer = size
+                value _           = -size
+-- ===================================
+
+-- ===================================
+isInFullCol :: Player -> Coordinate -> NbrOfBalls -> GLint -> Bool
+-- -----------------------------------
+isInFullCol player c@(l,(x,y)) col size = col Map.! (l,(0,y)) == value player
+          where value WhitePlayer = size
+                value _           = -size
+-- ===================================
+
+-- ===================================
+ifFullSquareNE :: GLint -> Coordinate -> NbrOfBalls -> GLint -> Bool
+-- -----------------------------------
+ifFullSquareNE value (level,(x,y)) squaresOf4 size | x > 0 && y > 0 = squaresOf4 Map.! (level,(x-1,y-1)) == value 
+                                                   | otherwise      = False
+-- ===================================
+ifFullSquareNW :: GLint -> Coordinate -> NbrOfBalls -> GLint -> Bool
+-- -----------------------------------
+ifFullSquareNW value (level,(x,y)) squaresOf4 size | x > 0 && y < size - level -1 = squaresOf4 Map.! (level,(x-1,y)) == value 
+                                                   | otherwise                    = False
+-- ===================================
+ifFullSquareSE :: GLint -> Coordinate -> NbrOfBalls -> GLint -> Bool
+-- -----------------------------------
+ifFullSquareSE value (level,(x,y)) squaresOf4 size | x < size - level -1 && y > 0 = squaresOf4 Map.! (level,(x,y-1)) == value 
+                                                   | otherwise                    = False
+-- ===================================
+ifFullSquareSW :: GLint -> Coordinate -> NbrOfBalls -> GLint -> Bool
+-- -----------------------------------
+ifFullSquareSW value (level,(x,y)) squaresOf4 size | x < size - level -1 && y < size - level -1 = squaresOf4 Map.! (level,(x,y)) == value
+                                                   | otherwise                                  = False
+-- ===================================
+
+-- ===================================
+isInFullSquareOf4 :: Player -> Coordinate -> NbrOfBalls -> GLint -> Bool
+-- -----------------------------------
+isInFullSquareOf4 player c squaresOf4 size = ifFullSquareNE (value player) c squaresOf4 size ||
+                                      ifFullSquareNW (value player) c squaresOf4 size ||
+                                      ifFullSquareSE (value player) c squaresOf4 size ||
+                                      ifFullSquareSW (value player) c squaresOf4 size
+          where value WhitePlayer = 4
+                value _           = -4
+-- ===================================
+
+-- =========================================================
+-- |
+-- Returns total number of balls for given size of the game.
+nbrOfBalls :: (Enum a, Num a) => a -> a
+-- ---------------------------------------------------------
+nbrOfBalls size = sum $ map (\x->x*x) [1..size]
+-- =========================================================
diff --git a/source/PylosDisplay.hs b/source/PylosDisplay.hs
new file mode 100644
--- /dev/null
+++ b/source/PylosDisplay.hs
@@ -0,0 +1,677 @@
+-- ==================================
+-- Module name: PylosDisplay
+-- Project: Pylos
+-- Copyright (C) 2008  Bartosz Wójcik
+-- Created on: 09.06.2008
+-- Last update: 06.11.2008
+-- Version: %
+
+{-  This program is free software: you can redistribute it and/or modify
+    it under the terms of the GNU General Public License as published by
+    the Free Software Foundation, either version 3 of the License, or
+    (at your option) any later version.
+
+    This program is distributed in the hope that it will be useful,
+    but WITHOUT ANY WARRANTY; without even the implied warranty of
+    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+    GNU General Public License for more details.
+
+    You should have received a copy of the GNU General Public License
+    along with this program.  If not, see <http://www.gnu.org/licenses/>.
+-}
+-- ==================================
+-- | This module is a simple interface to Pylos game <http://www.boardgamegeek.com/game/1419>
+-- It uses AI module in order to follow game status or provide game between human and computer.
+module PylosDisplay (displayPylos)
+where
+
+-- =========================================================
+import Graphics.Rendering.OpenGL
+import Graphics.UI.GLUT as GLUT
+import Data.Array ( Array, listArray, array, elems, (!) )
+import qualified Data.Map as Map ((!))
+import Data.Either
+import Data.IORef
+import Data.List
+import System.Exit
+import PylosBoard (Pylos (..),
+                   Coordinate,
+                   Player (..),
+                   putable,
+                   takeable,
+                   moveable,
+                   initPylos,
+                   putableForMove,
+                   ifTakeAfterPut,
+                   isFree,
+                   stone2Player,
+                   nextPlayer
+                   )
+import PylosMove (Move (NextMove))
+import PylosAI (Algorithm (..),
+                evaluate,
+                maximise,
+                minimise,
+                sizeGT,
+                drawGT
+               )
+import PylosEvaluator (Action (..),
+                       TileStatus (..),
+                       Actions,
+                       BoardState,
+                       BallsState,
+                       PlayerType,
+                       State (..),
+                       algPlayerType,
+                       depPlayerType,
+                       brePlayerType,
+                       nbrPlayerType,
+                       makeState,
+                       stateProcessMain,
+                       actionTerminate,
+                       alreadyFinishedCase,
+                       stateProcessSecondary,
+                       stateProcess,
+                       updateNbrBalls,
+                       aiOnMove
+                       )
+-- =========================================================
+-- | Ball's display properity, apart of colour
+data BallEmphasize = NoEmphasize
+                   | Lighter
+                   | Wire
+                   | Transparent
+                   | Marked
+   deriving (Eq,Ord,Enum,Read,Show)
+
+-- | Ball's display full properities.
+type BallColour = (Player,BallEmphasize)
+
+-- =========================================================
+-- |
+-- Prepares colour and flavour of given ball depending on status details.
+ballColour :: Pylos                        -- ^ Pylos game status
+           -> Coordinate                   -- ^ Coordinates of given ball
+           -> Coordinate                   -- ^ Recently put ball
+           -> Maybe Coordinate             -- ^ Ball pointed by cursor
+           -> (Coordinate, Coordinate)     -- ^ Balls recently taken from board
+           -> Actions                      -- ^ current action's state
+           -> Bool                         -- ^ whether shadow mode (shadow mode is for balls that are supposed to react on mouse pointer)
+           -> BallColour                   -- ^ real colour * flavour to be rendered.
+-- ---------------------------------------------------------
+ballColour pylos c@(l,(x,y)) aB pB (rB1@(lr,(xr,yr)),rB2) (player,action) shadowMode
+     | action == Puts        && isPutableForMove          && ((Just c == pB) || shadowMode) = (player,Lighter)
+     | action == PutsOrTakes && (isPutable || isMoveable) && ((Just c == pB) || shadowMode) = (player,Lighter)
+     | doesTake              && isTakeable                && ((Just c == pB) || shadowMode) = (player,Lighter)
+     |                           (c == rB1 || c == rB2)   && not shadowMode                 = (player,Wire)
+     | ifTakeAfterPut pylos player c                      && not shadowMode                 = (player,Marked)
+     | isFree c pylos                                     || shadowMode                     = (player,Transparent)
+     | c == aB                                                                              = (stone,Lighter)
+     | otherwise                                                                            = (stone,NoEmphasize)
+   where isPutable = putable pylos c
+         isTakeable = takeable player pylos c
+         isMoveable = moveable player pylos c
+         isPutableForMove = putableForMove lr c pylos
+         doesTake = action == Takes1 || action == Takes2
+         stone = stone2Player $ board pylos Map.! c
+-- =========================================================
+
+-- =========================================================
+darkGrey = Color4 0.3 0.3 0.3 1
+white    = Color4 1 1 1 1
+blue     = Color4 0 0 1 1
+-- =========================================================
+
+-- =========================================================
+-- |
+-- Set of colour definitions.
+blackBoard = do
+   materialAmbient FrontAndBack $= Color4 0.2 0.2 0.2 1.0
+   materialDiffuse FrontAndBack $= Color4 0.15 0.15 0.15 1.0
+   materialSpecular FrontAndBack $= Color4 0.11 0.11 0.11 1
+   materialShininess FrontAndBack $= 5
+
+whiteBoard = do
+   materialAmbient FrontAndBack $= Color4 0.4 0.4 0.4 1.0
+   materialDiffuse FrontAndBack $= Color4 0.15 0.15 0.15 1.0
+   materialSpecular FrontAndBack $= Color4 0.11 0.11 0.11 1
+   materialShininess FrontAndBack $= 5
+
+blackBall = do
+   materialAmbient FrontAndBack $= Color4 0.01 0.01 0.01 1.0
+   materialDiffuse FrontAndBack $= Color4 0.1 0.1 0.1 1.0
+   materialSpecular FrontAndBack $= Color4 0.11 0.11 0.11 1
+   materialShininess FrontAndBack $= 5
+
+lightBlackBall = do
+   materialAmbient FrontAndBack $= Color4 0.04 0.04 0.04 1.0
+   materialDiffuse FrontAndBack $= Color4 0.15 0.15 0.15 1.0
+   materialSpecular FrontAndBack $= Color4 0.65 0.65 0.65 1
+   materialShininess FrontAndBack $= 5
+
+whiteBall = do
+   materialAmbient FrontAndBack $= Color4 0.45 0.45 0.45 1.0
+   materialDiffuse FrontAndBack $= Color4 0.25 0.25 0.25 1.0
+   materialSpecular FrontAndBack $= Color4 0 0 0 5
+   materialShininess FrontAndBack $= 20
+
+lightWhiteBall = do
+   materialAmbient FrontAndBack $= Color4 0.58 0.58 0.58 1.0
+   materialDiffuse FrontAndBack $= Color4 0.32 0.32 0.32 1.0
+   materialSpecular FrontAndBack $= Color4 0 0 0 1
+   materialShininess FrontAndBack $= 20
+
+redBall = do
+   materialAmbient FrontAndBack $= Color4 0.25 0 0 1.0
+   materialDiffuse FrontAndBack $= Color4 0.5 0.05 0.05 1.0
+   materialSpecular FrontAndBack $= Color4 0.65 0.65 0.65 1
+   materialShininess FrontAndBack $= 5
+
+blackGrid = do
+   materialAmbient FrontAndBack $= Color4 0 0 0 1
+   materialDiffuse FrontAndBack $= Color4 0 0 0 1
+   materialSpecular FrontAndBack $= Color4 0 0 0 1
+   materialShininess FrontAndBack $= 1
+
+whiteGrid = do
+   materialAmbient FrontAndBack $= Color4 1 1 1 1
+   materialDiffuse FrontAndBack $= Color4 1 1 1 1
+   materialSpecular FrontAndBack $= Color4 1 1 1 1
+   materialShininess FrontAndBack $= 1
+
+goldenBoard = do
+   materialAmbient FrontAndBack $= Color4 0.12 0.1 0 1
+   materialDiffuse FrontAndBack $= Color4 0.11 0.08 0 1
+   materialSpecular FrontAndBack $= Color4 0.37 0.37 0.37 1
+   materialShininess FrontAndBack $= 3
+
+violetBall = do
+   materialAmbient FrontAndBack $= Color4 0.05 0 0.05 1.0
+   materialDiffuse FrontAndBack $= Color4 0.22 0.00 0.22 1.0
+   materialSpecular FrontAndBack $= Color4 0.06 0.06 0.06 1
+   materialShininess FrontAndBack $= 10   
+
+-- =========================================================
+
+-- =========================================================
+-- |
+-- This "function" initiates game, opens window, and passes stearing to 'Graphics.Rendering.OpenGL.mainLoop'.
+displayPylos :: GLint -> PlayerType -> PlayerType -> Int -> IO ()
+-- ---------------------------------------------------------
+displayPylos size pl1 pl2 verbose = do
+-- =========================================================
+   initialDisplayMode $= [DoubleBuffered,WithDepthBuffer]
+   win <- createWindow ("Pylos: " ++ header pl1 ++ " vs. " ++ header pl2)
+   windowSize $= Size 900 800
+
+   depthFunc $= Just Less
+   lighting $= Enabled
+   normalize $= Enabled
+   position (Light 0) $= Vertex4 0 0 1 0-- 0.2 0.4 (-15) 1
+   ambient (Light 0) $= Color4 1 1 1 1
+   diffuse (Light 0) $= Color4 1 1 1 1
+   specular (Light 0) $= Color4 1 1 1 1
+   light (Light 0) $= Enabled
+   clearColor $= darkGrey
+
+   ambientCol <- newIORef (Color4 0 0 (0::GLfloat) 1)
+   diffuseCol <- newIORef (Color4 0 0 (0::GLfloat) 1)
+   specularCol <- newIORef (Color4 0 0 (0::GLfloat) 1)
+   shineCol <- newIORef (0::GLfloat)
+
+   aX <- newIORef 0     -- rotation in X axe
+   aY <- newIORef 0     -- rotation in Y axe
+
+   state <- makeState size pl1 pl2 verbose
+
+   reshapeCallback $= Just reshape
+
+   passiveMotionCallback $= Just (mousePosition win aX aY state)
+   motionCallback $= Just (mouseDrags win aX aY state)
+   keyboardMouseCallback $= Just (keyboardMouse win aX aY size state)
+
+   displayCallback $= display aX aY size state
+
+   idleCallback $= Just (idle win state)
+
+   mainLoop
+
+   where header Nothing = "Human"
+         header (Just (alg,depth,breadth,nbr)) = show alg ++ " " ++ show depth ++ " " ++ show breadth ++ " " ++ show nbr
+-- =========================================================
+
+-- =========================================================
+reshape :: Size -> IO ()
+-- ---------------------------------------------------------
+reshape screenSize@(Size w h) = do
+-- =========================================================
+   viewport $= ((Position 0 0),screenSize)
+   matrixMode $= Projection
+   loadIdentity
+   myFrustrum w h
+   matrixMode $= Modelview 0
+-- =========================================================
+
+-- =========================================================
+myFrustrum :: (Integral a1, Integral a) => a -> a1 -> IO ()
+-- ---------------------------------------------------------
+myFrustrum w h = frustum (-right) right (-top) top near far
+         where far = 120
+               aspect = fromIntegral(w)/fromIntegral(h)
+               right = top * aspect
+-- =========================================================
+near = 10
+fov = 0.1
+top = near * tan fov
+-- =========================================================
+
+-- =========================================================
+myModelView :: GLdouble -> GLdouble -> IO ()
+-- ---------------------------------------------------------
+myModelView x y = do
+-- =========================================================
+     loadIdentity
+     lookAt (Vertex3 0 0.5 15) (Vertex3 0 0 (-100)) (Vector3 0 1 0)
+     rotate x (Vector3 1 0 (0::GLdouble))
+     rotate y (Vector3 0 0 (1::GLdouble))
+-- =========================================================
+
+-- =========================================================
+display :: IORef GLdouble -> IORef GLdouble -> GLint -> State -> IO ()
+-- ---------------------------------------------------------
+display aX aY size state = do
+-- =========================================================
+     clear [ColorBuffer,DepthBuffer]
+     (_, (Size width height)) <- get viewport
+     matrixMode $= Projection
+     loadIdentity
+     myFrustrum width height
+     matrixMode $= Modelview 0
+
+     x <- readIORef aX
+     y <- readIORef aY
+     myModelView x y
+
+     goldenBoard
+     displayBoard size state 
+     displayBalls state False
+
+     dispStat state $= True
+
+     swapBuffers
+-- =========================================================
+
+
+-- =========================================================
+-- |
+-- Displays all balls. It does it in very imperative way.
+-- 3 dimensional loop over all levels, rows and columns with ball display for each coordinate separatelly.
+-- Balls can be displayed as follows. Already put in place are black or white. One that have been put recently
+-- is a bit lighter. Ball where cursor points and which can be used for next move (either put as new one or 
+-- removed from board) is in Wireframe flavour and black or white colour, corresponding to colour of player who is on move.
+-- Recently removed balls are displayed also in Wireframe flavour.
+displayBalls :: State     -- ^ Game status
+             -> Bool      -- ^ If preserving matrix mode (for mouse pointer selection)
+             -> IO ()     -- ^ Displays all balls
+-- ---------------------------------------------------------
+displayBalls state shadowMode = do
+   loadName (Name 1)                                               -- this allows to recognize tile selection
+   pyl <- get $ balls state
+   aB <- get (aBall state)
+   rB <- get (rBall state)
+   sB <- get (sBall state)
+   pB <- get (pBall state)
+   act <- get (action state)
+   let s = size pyl
+   flip mapM_ [0 .. s-1] $ \l -> do
+      withName (Name (fromIntegral l)) $ do
+      flip mapM_ [0 .. s-l-1] $ \i -> do
+         withName (Name (fromIntegral i)) $ do
+         flip mapM_ [0 .. s-l-1] $ \j ->
+            withName (Name (fromIntegral j)) $ do
+               let c = (l,(i,j))
+               let val = ballColour pyl c aB pB rB act shadowMode
+               preservingMatrix $ displayBall s c val
+-- =========================================================
+
+
+-- =========================================================
+-- |
+-- Selects color of given ball and lets it be rendered with given flavour
+displayBall :: GLint -> Coordinate -> BallColour -> IO ()
+-- ---------------------------------------------------------
+displayBall size c (_,Wire) = do
+   violetBall
+   renderSphere size c Wireframe
+displayBall size c (_,Marked) = do
+   redBall
+   renderSphere size c Solid
+displayBall size c (WhitePlayer,NoEmphasize) = do
+   whiteBall
+   renderSphere size c Solid
+displayBall size c (WhitePlayer,Lighter) = do
+   lightWhiteBall
+   renderSphere size c Solid
+displayBall size c (BlackPlayer,NoEmphasize) = do
+   blackBall
+   renderSphere size c Solid
+displayBall size c (BlackPlayer,Lighter) = do
+   lightBlackBall
+   renderSphere size c Solid
+displayBall _ _ _ = return ()
+-- =========================================================
+
+-- =========================================================
+-- |
+-- Renders a ball of given coordinates.
+renderSphere :: GLint -> Coordinate -> Flavour -> IO ()
+-- ---------------------------------------------------------
+renderSphere size (level,(i,j)) material = do
+-- =========================================================
+   translate (Vector3 x y z)
+   renderObject material (Sphere' (rr size) 24 24)
+   where x = dXY size level i
+         y = dXY size level j
+         z = dZ size level
+-- =========================================================
+-- | Radius of ball depends on size of game.
+rr size = 1 / fromIntegral size
+-- =========================================================
+-- |
+-- Each level of balls has to be rendered at different Z-axe position.
+-- In order that balls looked like thay were located laying each next level on previous one,
+-- each Z-axe position differs of (sqrt 2) from next one.
+-- =========================================================
+dZ :: GLint -> GLint -> GLdouble
+-- ---------------------------------------------------------
+dZ size level = (rr size) * (1 + 1.42 * fromIntegral level)
+-- =========================================================
+dXY :: GLint -> GLint -> GLint -> GLdouble
+-- ---------------------------------------------------------
+dXY size level i = (rr size) * (2 * (fromIntegral i - fromIntegral (size-1) / 2) + fromIntegral level)
+-- =========================================================
+
+-- =========================================================
+cuboidCoordinates :: GLint -> (GLint,GLint) -> [(GLfloat, GLfloat, GLfloat)]
+-- ---------------------------------------------------------
+cuboidCoordinates size (x,y) = [(cX,cY+d,0),(cX+d,cY+d,0),(cX,cY,0),(cX+d,cY,0),
+                           (cX,cY+d,-0.05),(cX+d,cY+d,-0.05),(cX,cY,-0.05),(cX+d,cY,-0.05)]
+                 where d = 1.8 / fromIntegral size
+                       d1 = 2 / fromIntegral size
+                       cX = (-1.0) + d1 * fromIntegral x
+                       cY = (-1.0) + d1 * fromIntegral y
+-- =========================================================
+
+-- =========================================================
+displayBoard :: GLint -> State -> IO ()
+-- ---------------------------------------------------------
+displayBoard size state = do
+   loadName (Name 0)                                               -- this allows to recognize tile selection
+   withName (Name 0) $ do
+      flip mapM_ [0 .. size-1] $ \i -> do
+         withName (Name (fromIntegral i)) $ do
+         flip mapM_ [0 .. size-1] $ \j ->
+            withName (Name (fromIntegral j)) $ do
+               val <- get (sboard state ! (0,i,j))
+               act <- get $ action state
+               if val == PointedTile                               -- colour selection
+                  then redBall
+                  else if fst act == WhitePlayer
+                     then whiteBoard
+                     else blackBoard
+               (sboard state ! (0,i,j)) $= Tile                     -- next display of board will unmark all tiles, unless some of them get marked by mouse move
+               (cuboid.cuboidCoordinates size) (i,j)
+-- =========================================================
+
+-- =========================================================
+displayText vector text = do
+     loadIdentity
+--     translate vector
+     scale 0.001 0.001 (1::GLfloat)
+     currentColor $= white
+     blackGrid
+     renderString Roman text
+-- =========================================================
+
+
+-- =========================================================
+-- |
+-- Draws a cuboid where vertices are given in the following order
+-- frontLeftTop frontRightTop frontLeftBottom frontRightBottom
+-- backLeftTop  backRightTop  backLeftBottom  backRightBottom
+cuboid :: [(GLfloat, GLfloat, GLfloat)] -> IO ()
+-- ---------------------------------------------------------
+cuboid [fLT,fRT,fLB,fRB,bLT,bRT,bLB,bRB] = renderPrimitive Quads $ makeVertices [fLT,fRT,fRB,fLB,
+                                                                                 fLB,fRB,bRB,bLB,
+                                                                                 bRB,bLB,bLT,bRT,
+                                                                                 bLT,bRT,fRT,fLT,
+                                                                                 fLT,fLB,bLB,bLT,
+                                                                                 fRT,fRB,bLB,bLT]
+-- =========================================================
+
+
+-- =========================================================
+-- |
+-- Renders list of given points as vectors.
+makeVertices :: [(GLfloat,GLfloat,GLfloat)] -> IO ()
+-- ---------------------------------------------------------
+makeVertices = mapM_ (\(x,y,z)->vertex$Vertex3 x y z)
+-- =========================================================
+
+-- =========================================================
+-- |
+-- KeyUp rotates board arround X axe.
+keyboardMouse :: Window
+                 -> IORef GLdouble
+                 -> IORef GLdouble
+                 -> GLint
+                 -> State
+                 -> Key
+                 -> KeyState
+                 -> t1
+                 -> Position
+                 -> IO ()
+-- ---------------------------------------------------------
+keyboardMouse win aX aY size state (SpecialKey KeyUp) Down _ (Position x y) = do
+            readIORef aX >>= \x -> aX $= min 0 (x + 1)
+            mousePosition win aX aY state (Position x y)
+            postRedisplay (Just win)
+-- =========================================================
+-- =========================================================
+-- |
+-- KeyLeft rotates board arround Y axe.
+keyboardMouse win aX aY size state (SpecialKey KeyLeft) Down _ (Position x y) = do
+            readIORef aY >>= \y -> aY $= y - 1
+            mousePosition win aX aY state (Position x y)
+--            postRedisplay (Just win)
+-- =========================================================
+-- =========================================================
+-- |
+-- KeyRight rotates board arround Y axe.
+keyboardMouse win aX aY size state (SpecialKey KeyRight) Down _ (Position x y) = do
+            readIORef aY >>= \y -> aY $= y + 1
+            mousePosition win aX aY state (Position x y)
+--            postRedisplay (Just win)
+-- =========================================================
+-- =========================================================
+-- |
+-- KeyDown rotates board arround X axe.
+keyboardMouse win aX aY size state (SpecialKey KeyDown) Down _ (Position x y) = do
+            readIORef aX >>= \x -> aX $= max (-90) (x - 1)
+            mousePosition win aX aY state (Position x y)
+            postRedisplay (Just win)
+-- =========================================================
+-- =========================================================
+-- |
+-- ESC causes exit.
+keyboardMouse win _ _ _ _ (Char '\27') Down _ _ = do
+            exitWith ExitSuccess
+            destroyWindow win
+-- =========================================================
+-- =========================================================
+-- | Left Mouse Button released.
+keyboardMouse _ _ _ _ state (MouseButton LeftButton) Up _ (Position x y) = leftButton state $= Nothing
+-- =========================================================
+-- | Left Mouse Button couses selection of pointed ball.
+keyboardMouse win aX aY size state (MouseButton LeftButton) Down _ (Position x y) = do
+   vp@(_, (Size width height)) <- get viewport
+   ax <- readIORef aX
+   ay <- readIORef aY
+   (_, maybeHitRecords) <- getHitRecords bufSize $ do
+         preservingMatrix $ do
+            matrixMode $= Projection
+            loadIdentity
+            pickMatrix (fromIntegral x, fromIntegral height - fromIntegral y) (1, 1) vp
+            myFrustrum width height
+            matrixMode $= Modelview 0
+            myModelView ax ay
+            withName (Name 0) $ displayBoard size state
+            withName (Name 1) $ displayBalls state True
+         swapBuffers
+
+   processMouseButton maybeHitRecords state
+   leftButton state $= Just (Position x y)
+
+   postRedisplay (Just win)
+-- =========================================================
+
+-- =========================================================
+keyboardMouse _ _ _ _ _ _ _ _ _ = return ()
+-- =========================================================
+
+
+-- =========================================================
+processMouseButton :: Maybe[HitRecord] -> State -> IO ()
+-- ---------------------------------------------------------
+processMouseButton Nothing _ = putStrLn "selection buffer overflow"
+-- ---------------------------------------------------------
+processMouseButton (Just hitRecords) state = do
+    if hitRecords == []
+       then return ()
+       else do
+            let (t:l:i:j:xs) = [ fromIntegral n | Name n <- namesOfHitRecord $ minimumBy closerObject hitRecords ]
+            case t of
+               1 -> stateProcessMain state (l,(i,j))
+               0 -> stateProcessSecondary state (l,(i,j))
+-- =========================================================
+
+-- =========================================================
+bufSize :: GLsizei
+bufSize = 512
+-- =========================================================
+
+-- =========================================================
+mouseDrags win aX aY state (Position x y) = do
+   prevPosition <- readIORef $ leftButton state
+   if prevPosition == Nothing
+      then return ()
+      else do
+           readIORef aX >>= \ax -> aX $= (min 0 $ max (-90) (ax + (fromIntegral y - fromIntegral (pY prevPosition y)) / 2))
+           readIORef aY >>= \ay -> aY $= ay + ((fromIntegral x - fromIntegral (pX prevPosition x)) / 2)
+   leftButton state $= Just (Position x y)
+   mousePosition win aX aY state (Position x y)
+   where pX (Just (Position x y)) _ = x
+         pX Nothing def = def
+         pY (Just (Position x y)) _ = y
+         pY Nothing def = def
+-- =========================================================
+
+-- =========================================================
+mousePosition win aX aY state (Position x y) = do
+   vp@(_, (Size width height)) <- get viewport
+   ax <- readIORef aX
+   ay <- readIORef aY
+   pBall state $= Nothing
+   pylos <- readIORef $ balls state
+   (_, maybeHitRecords) <- getHitRecords bufSize $ do
+         preservingMatrix $ do
+            matrixMode $= Projection
+            loadIdentity
+            pickMatrix (fromIntegral x, fromIntegral height - fromIntegral y) (1, 1) vp
+            myFrustrum width height
+            matrixMode $= Modelview 0
+            myModelView ax ay
+            withName (Name 0) $ displayBoard (size pylos) state
+            withName (Name 1) $ displayBalls state True
+         swapBuffers
+
+   aiOnM <- aiOnMove state
+   if aiOnM
+      then pBall state $= Nothing
+      else processCursorPosition maybeHitRecords state
+   postRedisplay (Just win)
+-- =========================================================
+
+-- =========================================================
+processCursorPosition :: Maybe[HitRecord] -> State -> IO ()
+-- ---------------------------------------------------------
+processCursorPosition Nothing _ = putStrLn "selection buffer overflow"
+-- ---------------------------------------------------------
+processCursorPosition (Just hitRecords) state = do
+   if hitRecords == []
+      then return () -- putChar '$'
+      else if length names < 3
+         then putChar '#'
+         else do
+            let [t, l, i, j] = [ fromIntegral n | Name n <- namesOfHitRecord $ minimumBy closerObject hitRecords ]
+            val <- readIORef $ balls state
+            case t of
+               0 -> do
+                     (sboard state ! (0,i,j)) $= PointedTile                 -- mark tile mouse points on
+                     pBall state $=  Just (l,(i,j))                          -- mark ball mouse points on
+
+               1 -> do
+                     pBall state $=  Just (l,(i,j))                          -- mark ball mouse points on
+               _ -> putStrLn $ "? " ++ show (t,i)
+      where names = namesOfHitRecord $ minimumBy closerObject hitRecords
+            nbrNames = length names
+-- =========================================================
+
+-- =========================================================
+namesOfHitRecord :: HitRecord -> [Name]
+-- ---------------------------------------------------------
+namesOfHitRecord (HitRecord _ _ names) = names
+-- =========================================================
+
+-- =========================================================
+closerObject (HitRecord z1 _ _) (HitRecord z2 _ _) | z1 < z2   = LT
+                                                   | otherwise = GT
+-- =========================================================
+
+-- =========================================================
+idle win state = do
+     (player,act) <- readIORef $ action state
+     pyl <- readIORef $ balls state
+     pl1 <- readIORef $ player1 state
+     pl2 <- readIORef $ player2 state
+     nbrB <- readIORef $ nbrBalls state     
+     displayed <- readIORef $ dispStat state
+     verb <- readIORef $ verbose state
+     mvNbr <- readIORef $ moveNbr state
+     if displayed && player == WhitePlayer && not (pl1 == Nothing) && (not $ nbrB == (0,0))
+        then do
+           let evWhite = evaluate (algPlayerType pl1) (depPlayerType pl1) (nbrPlayerType pl1) maximise (brePlayerType pl1) (NextMove pyl ( player) nbrB [])
+           if verb > 0
+              then putStrLn $ show mvNbr ++ ". WhitePlayer: " ++ show evWhite
+              else return ()
+           mapM_ (stateProcessMain state) (reverse evWhite)
+           if verb > 1
+              then putStrLn $ show (sizeGT (depPlayerType pl1) (nbrPlayerType pl1) (brePlayerType pl1) (NextMove pyl ( player) nbrB []))
+              else return ()
+           postRedisplay (Just win)
+        else if displayed && player == BlackPlayer && not (pl2 == Nothing) && (not $ nbrB == (0,0))
+           then do
+              let evBlack = evaluate (algPlayerType pl2) (depPlayerType pl2) (nbrPlayerType pl2) minimise (brePlayerType pl2) (NextMove pyl ( player) nbrB [])
+              if verb > 0
+                 then putStrLn $ show mvNbr ++ ". BlackPlayer: " ++ show evBlack
+                 else return ()
+              mapM_ (stateProcessMain state) (reverse evBlack)
+              if verb > 1
+                 then do
+                      putStrLn $ show (sizeGT (depPlayerType pl2) (nbrPlayerType pl2) (brePlayerType pl2) (NextMove pyl ( player) nbrB []))
+--                      putStr $ drawGT (depPlayerType pl2) (nbrPlayerType pl2) (brePlayerType pl2) (NextMove pyl ( player) nbrB [])
+                 else return ()
+              postRedisplay (Just win)
+           else return ()
+-- =========================================================
+
diff --git a/source/PylosEvaluator.hs b/source/PylosEvaluator.hs
new file mode 100644
--- /dev/null
+++ b/source/PylosEvaluator.hs
@@ -0,0 +1,433 @@
+-- ==================================
+-- Module name: PylosEvaluator
+-- Project: Pylos
+-- Copyright (C) 2008  Bartosz Wójcik
+-- Created on: 07.11.2008
+-- Last update: 07.11.2008
+-- Version: %
+
+{-  This program is free software: you can redistribute it and/or modify
+    it under the terms of the GNU General Public License as published by
+    the Free Software Foundation, either version 3 of the License, or
+    (at your option) any later version.
+
+    This program is distributed in the hope that it will be useful,
+    but WITHOUT ANY WARRANTY; without even the implied warranty of
+    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+    GNU General Public License for more details.
+
+    You should have received a copy of the GNU General Public License
+    along with this program.  If not, see <http://www.gnu.org/licenses/>.
+-}
+-- ==================================
+-- | This module is a simple interface to Pylos game <http://www.boardgamegeek.com/game/1419>
+-- It uses AI module in order to follow game status or provide game between human and computer.
+module PylosEvaluator (Action (..),
+                       TileStatus (..),
+                       Actions,
+                       BoardState,
+                       BallsState,
+                       PlayerType,
+                       State (..),
+                       algPlayerType,
+                       depPlayerType,
+                       brePlayerType,
+                       nbrPlayerType,
+                       makeState,
+                       stateProcessMain,
+                       actionTerminate,
+                       alreadyFinishedCase,
+                       stateProcessSecondary,
+                       stateProcess,
+                       updateNbrBalls,
+                       aiOnMove,
+                       evaluatePylos
+                      )
+
+where
+
+-- =========================================================
+import Graphics.Rendering.OpenGL (GLint, 
+                                  Position, 
+                                  ($=))
+import Data.Array ( Array, listArray, array, elems, (!) )
+import Data.IORef
+import Data.List
+import PylosBoard (Pylos (..),
+                   Coordinate,
+                   Stone (..),
+                   NbrOfBalls,
+                   Player (..),
+                   putable,
+                   takeable,
+                   moveable,
+                   initPylos,
+                   moveOnCoordinate,
+                   anyTakeable,
+                   ifTakeAfterPut,
+                   nextPlayer,
+                   nbrOfBalls,
+                   terminator
+                   )
+import PylosMove (Move (NextMove))
+import PylosAI (Algorithm (..),
+                evaluate,
+                maximise,
+                minimise,
+                sizeGT
+               )
+-- =========================================================
+data Action = Puts              -- ^ player has to put ball on the higher level he/she's it just taken from.
+            | PutsOrTakes       -- ^ player either takes a takeable ball or puts one.
+            | PutsAfterTake2    -- ^ same like Puts, but keeps info, that there is one more ball to be taken
+            | Takes2            -- ^ player can take 2 balls from board
+            | Takes1            -- ^ player can take 1 ball from board
+   deriving (Eq,Ord,Enum,Read,Show)
+
+-- |
+-- Board is displayed as square matrix of tiles. Each tile can be in either of following statuses.
+data TileStatus = Tile
+                | PointedTile
+                | PickedTile
+   deriving (Eq,Ord,Enum,Show)
+
+-- |
+-- Actions are status of game's move. Users are on move one after another and they have different types of moves that can be done.
+type Actions = (Player,Action)
+
+-- |
+-- The 3 dimentions of board array states for:
+-- 1st dimention is level of object: from -1 (tile) till size - 1 (0 - size-1 - ball)
+-- 2nd and 3rd dimentions are coordinates within current level
+type BoardState = Array (GLint,GLint,GLint) (IORef TileStatus)
+
+type BallsState = IORef Pylos
+
+type PlayerType = Maybe (Algorithm,    -- Playing algorithm
+                         Int,          -- Depth of search tree
+                         Int,          -- Max number of subtrees, or unlimited if 0
+                         Int           -- Extend tree of search until this value if possible.
+                        )
+
+algPlayerType :: PlayerType -> Algorithm
+algPlayerType (Just (algorithm,_,_,_)) = algorithm
+algPlayerType _                        = error "alg (Nothing)"
+depPlayerType (Just (_,depth,_,_)) = depth
+depPlayerType _                    = error "dep (Nothing)"
+brePlayerType (Just (_,_,breadth,_)) = breadth
+brePlayerType _                      = error "bre (Nothing)"
+nbrPlayerType (Just (_,_,_,nbr)) = nbr
+nbrPlayerType _                  = error "nbr (Nothing)"
+
+-- |
+-- State states for current state of the game.
+-- It is used for display, reaction analysis and game stearing purposes.
+data State = State {sboard      :: BoardState,
+                    balls       :: BallsState,
+                    aBall       :: IORef Coordinate,                    -- ^ recently activated ball
+                    rBall       :: IORef (Coordinate, Coordinate),      -- ^ recently removed balls
+                    sBall       :: IORef (Maybe Coordinate),            -- ^ selected ball
+                    pBall       :: IORef (Maybe Coordinate),            -- ^ mouse cursor pointed ball
+                    action      :: IORef Actions,                       -- ^ action on the board
+                    leftButton  :: IORef (Maybe Position),              -- ^ to turn a board around of axes
+                    player1     :: IORef PlayerType,                    -- ^ Nothing => human plays
+                    player2     :: IORef PlayerType,                    -- ^ Nothing => human plays
+                    nbrBalls    :: IORef (Int,Int),                     -- ^ Number of balls of both players being not yet on board. Fst for white player.
+                    dispStat    :: IORef Bool,                          -- ^ Status to first display balls after human move then evaluate next AI move.
+                    verbose     :: IORef Int,                           -- ^ Verbosity level
+                    moveNbr     :: IORef Int,                           -- ^ Number of next move
+                    history     :: IORef [[Coordinate]]                 -- ^ List of done moves
+                    }
+-- =========================================================
+
+-- =========================================================
+-- | Creates initial status with empty board. White is on move.
+makeState :: GLint -> PlayerType -> PlayerType -> Int -> IO State
+-- ---------------------------------------------------------
+makeState size pl1 pl2 verb = do
+   boardRefs <- sequence $ (replicate (fromIntegral $ size^2) . newIORef $ Tile)
+   ballRefs <- newIORef $ initPylos size
+   aB <- newIORef (0,(0,0))
+   rB <- newIORef ((-1,(0,0)),(-1,(0,0)))
+   pB <- newIORef Nothing
+   sB <- newIORef Nothing
+   act <- newIORef (WhitePlayer,Puts)
+   lButton <- newIORef Nothing
+   p1 <- newIORef pl1
+   p2 <- newIORef pl2
+   nbrB <- newIORef $ (ceiling halfOfBalls, truncate halfOfBalls)
+   dStat <-  newIORef False
+   v <- newIORef verb
+   mvN <- newIORef 1
+   hist <- newIORef []
+   return $ State { sboard = listArray ((0,0,0),(0,size-1,size-1)) boardRefs,
+                    balls  = ballRefs,
+                    aBall  = aB,
+                    sBall  = sB,
+                    pBall  = pB,
+                    rBall  = rB,
+                    action = act,
+                    leftButton = lButton,
+                    player1 = p1,
+                    player2 = p2,
+                    nbrBalls = nbrB,
+                    dispStat = dStat,
+                    verbose = v,
+                    moveNbr = mvN,
+                    history = hist
+                   }
+   where halfOfBalls = (fromIntegral.nbrOfBalls) size / 2
+-- =========================================================
+
+-- =========================================================
+-- |
+-- This "function" initiates game, opens window, and passes stearing to 'Graphics.Rendering.OpenGL.mainLoop'.
+evaluatePylos :: GLint -> PlayerType -> PlayerType -> Int -> IO State
+-- ---------------------------------------------------------
+evaluatePylos size pl1 pl2 verbose = do
+-- =========================================================
+   state <- makeState size pl1 pl2 verbose
+   untilM_ gameFinished evaluateNextMove state
+   return state
+-- =========================================================
+
+-- =========================================================
+-- | monadic version of until function
+untilM_ :: (a -> IO Bool) -> (a -> IO ()) -> a -> IO ()
+-- ---------------------------------------------------------
+untilM_ conditionIO f value = do
+        condition <- conditionIO value
+        if condition
+           then return ()
+           else f value >> untilM_ conditionIO f value
+-- =========================================================
+
+-- =========================================================
+-- | Next move evaluation with assumption both players are computer.
+evaluateNextMove :: State -> IO ()
+-- ---------------------------------------------------------
+evaluateNextMove state = dispStat state $= True >> evaluateMove state
+-- =========================================================
+
+-- =========================================================
+-- | Recognition of end of game (also tie is recognized).
+gameFinished :: State -> IO Bool
+-- ---------------------------------------------------------
+gameFinished state = do
+             (w,b) <- readIORef $ nbrBalls state
+             hist <- readIORef $ history state
+             mvN <- readIORef $ moveNbr state
+             if w == 0  || b == 0 || checkLoop hist || mvN > 300
+                then return True
+                else return False
+-- =========================================================
+
+-- =========================================================
+checkLoop :: [[Coordinate]] -> Bool
+-- ---------------------------------------------------------
+checkLoop (a:b:c:d:e:f:g:h:i:j:k:l:a':b':c':d':e':f':g':h':i':j':k':l':ls) = l == l' && k == k' && j == j' && i == i' && h == h'
+checkLoop (a:b:c:d:e:f:g:h:i:j:a':b':c':d':e':f':g':h':i':j':ls) = h == h' && g == g' && j == j' && i == i'
+checkLoop (a:b:c:d:e:f:g:h:a':b':c':d':e':f':g':h':ls) = h == h' && g == g' && f == f' && d == d' && e == e'
+checkLoop (a:b:c:d:e:f:a':b':c':d':e':f':ls) = b == b' && c == c' && f == f' && d == d' && e == e'
+checkLoop (a:b:c:d:e:f:g:h:ls) = a == e && b == f && c == g && d == h
+checkLoop (a:b:c:d:ls) = a == c && b == d
+checkLoop _            = False
+-- =========================================================
+
+-- =========================================================
+stateProcessMain :: State -> Coordinate -> IO ()
+-- ---------------------------------------------------------
+stateProcessMain state c = do
+   act <- readIORef $ action state
+   verb <- readIORef $ verbose state
+   dispStat state $= False
+   if c == terminator
+      then do
+           (player,act) <- readIORef $ action state
+           if act == PutsOrTakes
+              then if verb > 1
+                   then putStrLn "terminator: PutsOrTakes"
+                   else return ()
+              else actionTerminate state (player,act)
+      else stateProcess act state c
+   aiOnM <- aiOnMove state
+   if aiOnM
+      then pBall state $= Nothing
+      else return ()
+   if verb > 0
+      then (readIORef $ nbrBalls state) >>= \n -> (putStrLn $ show n)
+      else return ()
+   alreadyFinishedCase state
+-- =========================================================
+
+-- =========================================================
+actionTerminate :: State -> Actions -> IO ()
+-- ---------------------------------------------------------
+actionTerminate state (player,act) = do 
+                action state $= (nextPlayer player,PutsOrTakes)
+                verb <- readIORef $ verbose state
+                if verb > 1
+                   then putStrLn ("terminator: " ++ show (nextPlayer player) ++ "'s turn")
+                   else return ()
+-- =========================================================
+
+-- =========================================================
+-- |
+-- Below action controlls if one of players hasn't lost already.
+-- If yes, the opposite one can continue.
+-- Situation when user put last ball but can take one is not already lost situation.
+alreadyFinishedCase :: State -> IO ()
+-- ---------------------------------------------------------
+alreadyFinishedCase state = do
+   (w,b) <- readIORef $ nbrBalls state
+   (player,act) <- readIORef $ action state
+   if w == 0 && b > 0 && player == WhitePlayer && act == PutsOrTakes ||
+      w > 0 && b == 0 && player == BlackPlayer && act == PutsOrTakes
+      then action state $= (nextPlayer player,act)
+      else return ()
+-- =========================================================
+
+-- =========================================================
+-- | This function process termination and ball on 1st level selection.
+stateProcessSecondary :: State -> Coordinate -> IO ()
+-- ---------------------------------------------------------
+stateProcessSecondary state c = do
+   (player,act) <- readIORef $ action state
+   pyl <- readIORef $ balls state
+   if putable pyl c
+      then stateProcess (player,act) state c
+      else if act == Takes2 || act == Takes1
+           then actionTerminate state (player,act)
+           else return ()
+   alreadyFinishedCase state
+-- =========================================================
+
+-- =========================================================
+stateProcess :: Actions -> State -> Coordinate -> IO ()
+-- ---------------------------------------------------------
+stateProcess (player,Puts) state c = do
+             pyl <- readIORef $ balls state
+             if putable pyl c
+                then do
+                   let pyl' = moveOnCoordinate player c pyl
+                   balls state $= pyl'
+                   aBall state $= c
+                   rB <- readIORef $ rBall state
+                   (readIORef $ nbrBalls state) >>= \x -> nbrBalls state $= updateNbrBalls x (player,Puts)
+                   if c == fst rB || c == snd rB
+                      then rBall state $= ((-1,(0,0)),(-1,(0,0)))
+                      else return ()
+                   if ifTakeAfterPut pyl' player c && anyTakeable player pyl'
+                      then action state $= (player,Takes2)                  -- putable
+                      else do
+                         action state $= (nextPlayer player,PutsOrTakes)
+                         (readIORef $ moveNbr state) >>= \n -> (moveNbr state $= n + 1)
+                else do
+                   putStrLn $ "@@ " ++ show c
+                   error "stateProcess: Puts on not putable field"
+stateProcess (player,PutsOrTakes) state c@(l,(x,y)) = do
+             pyl <- readIORef $ balls state
+             if moveable player pyl c
+                then do
+                   let pyl' = moveOnCoordinate player c pyl
+                   balls state $= pyl'
+                   aBall state $= (-1,(0,0))
+                   rBall state $= (c,(-1,(0,0)))
+                   action state $= (player,Puts)
+                   (readIORef $ nbrBalls state) >>= \x -> nbrBalls state $= updateNbrBalls x (player,Takes1)
+                else stateProcess (player,Puts) state c
+stateProcess (player,Takes2) state c@(l,(x,y)) = do
+             pyl <- readIORef $ balls state
+             if takeable player pyl c
+                then do
+                   let pyl' = moveOnCoordinate player c pyl
+                   balls state $= pyl'
+                   rBall state $= (c,(-1,(0,0)))
+                   (readIORef $ nbrBalls state) >>= \x -> nbrBalls state $= updateNbrBalls x (player,Takes2)
+                   if anyTakeable player pyl'
+                      then action state $= (player,Takes1)
+                      else action state $= (nextPlayer player,PutsOrTakes) >>
+                           (readIORef $ moveNbr state) >>= \n -> (moveNbr state $= n + 1)
+
+                -- Click on empty tile - nothing happens
+                else return () -- actionTerminate state (player,Takes2)
+stateProcess (player,Takes1) state c@(l,(x,y)) = do
+             pyl <- readIORef $ balls state
+             if takeable player pyl c
+                then do
+                   let pyl' = moveOnCoordinate player c pyl
+                   (rB1,rB2) <- readIORef $ rBall state
+                   balls state $= pyl'
+                   rBall state $= (rB1,c)
+                   aBall state $= (-1,(0,0))
+                   (readIORef $ nbrBalls state) >>= \x -> nbrBalls state $= updateNbrBalls x (player,Takes1)
+                   action state $= (nextPlayer player,PutsOrTakes)
+                   (readIORef $ moveNbr state) >>= \n -> (moveNbr state $= n + 1)
+                -- Click on empty tile - player resigns and doesn't take 2nd ball
+                else actionTerminate state (player,Takes1)
+
+stateProcess _ _ _ = return ()
+-- =========================================================
+
+-- =========================================================
+updateNbrBalls :: (Int,Int) -> Actions -> (Int,Int)
+-- ---------------------------------------------------------
+updateNbrBalls (w,b) (WhitePlayer,Puts) = (w - 1,b)
+updateNbrBalls (w,b) (BlackPlayer,Puts) = (w,b - 1)
+updateNbrBalls (w,b) (WhitePlayer,_)    = (w + 1,b)
+updateNbrBalls (w,b) (BlackPlayer,_)    = (w,b + 1)
+-- =========================================================
+
+
+-- =========================================================
+evaluateMove :: State -> IO ()
+-- ---------------------------------------------------------
+evaluateMove state = do
+     (player,act) <- readIORef $ action state
+     pyl <-readIORef $ balls state
+     pl1 <- readIORef $ player1 state
+     pl2 <- readIORef $ player2 state
+     nbrB <- readIORef $ nbrBalls state
+     displayed <- readIORef $ dispStat state
+     verb <- readIORef $ verbose state
+     mvNbr <- readIORef $ moveNbr state
+     if displayed && player == WhitePlayer && not (pl1 == Nothing) && (not $ nbrB == (0,0))
+        then do
+           let evWhite = evaluate (algPlayerType pl1) (depPlayerType pl1) (nbrPlayerType pl1) maximise (brePlayerType pl1) (NextMove pyl player nbrB [])
+           if verb > 0
+              then putStrLn $ show mvNbr ++ ". WhitePlayer: " ++ show evWhite
+              else return ()
+           mapM_ (stateProcessMain state) (reverse evWhite)
+           (readIORef $ history state) >>= \moves -> history state $= evWhite:moves
+           if verb > 1
+              then putStrLn $ show (sizeGT (depPlayerType pl1) (nbrPlayerType pl1) (brePlayerType pl1) (NextMove pyl player nbrB []))
+              else return ()
+        else if displayed && player == BlackPlayer && not (pl2 == Nothing) && (not $ nbrB == (0,0))
+           then do
+              let evBlack = evaluate (algPlayerType pl2) (depPlayerType pl2) (nbrPlayerType pl2) minimise (brePlayerType pl2) (NextMove pyl player nbrB [])
+              if verb > 0
+                 then putStrLn $ show mvNbr ++ ". BlackPlayer: " ++ show evBlack
+                 else return ()
+              mapM_ (stateProcessMain state) (reverse evBlack)
+              (readIORef $ history state) >>= \moves -> history state $= evBlack:moves
+              if verb > 1
+                 then putStrLn $ show (sizeGT (depPlayerType pl2) (nbrPlayerType pl2) (brePlayerType pl2) (NextMove pyl player nbrB []))
+                 else return ()
+           else return ()
+-- =========================================================
+
+-- =========================================================
+aiOnMove :: State -> IO Bool
+-- ---------------------------------------------------------
+aiOnMove state = do
+     (player,act) <- readIORef $ action state
+     pl1 <- readIORef $ player1 state
+     pl2 <- readIORef $ player2 state
+     nbrB <- readIORef $ nbrBalls state
+     if (not $ nbrB == (0,0)) &&
+        (player == WhitePlayer && not (pl1 == Nothing) ||
+         player == BlackPlayer && not (pl2 == Nothing))
+        then return True
+        else return False
+-- =========================================================
+
diff --git a/source/PylosMove.hs b/source/PylosMove.hs
new file mode 100644
--- /dev/null
+++ b/source/PylosMove.hs
@@ -0,0 +1,261 @@
+-- ==================================
+-- Module name: PylosMove
+-- Project: Pylos
+-- Copyright (C) 2008  Bartosz Wójcik
+-- Created on: 10.10.2008
+-- Last update: 06.11.2008
+-- Version: %
+
+{-  This program is free software: you can redistribute it and/or modify
+    it under the terms of the GNU General Public License as published by
+    the Free Software Foundation, either version 3 of the License, or
+    (at your option) any later version.
+
+    This program is distributed in the hope that it will be useful,
+    but WITHOUT ANY WARRANTY; without even the implied warranty of
+    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+    GNU General Public License for more details.
+
+    You should have received a copy of the GNU General Public License
+    along with this program.  If not, see <http://www.gnu.org/licenses/>.
+-}
+-- =========================================================
+-- | This module delivers tree of moves over goven status of Pylos game.
+module PylosMove (Move (..),
+                  moves,
+                  coordinatesOfLastMove,
+                  movesResult
+                  )
+where
+
+-- =========================================================
+import Graphics.Rendering.OpenGL (GLint)
+import Data.List (partition,
+                  sort)
+import qualified Data.Map as Map ((!))
+import PylosBoard (Pylos (..),
+                   Coordinate,
+                   Player (..),
+                   putable,
+                   moveable,
+                   takeable,
+                   moveOnCoordinate,
+                   anyTakeable,
+                   ifTakeAfterPut,
+                   nextPlayer,
+                   terminator
+                   )
+-- =========================================================
+
+-- =========================================================
+-- | Move constitutes tree of moves over Pylos structure.
+data Move = NextMove Pylos          --  ^ Game state before the move.
+                     Player         --  ^ Player on current move.
+                     (Int,Int)      --  ^ Number of balls of both players not yet on board after the move. Fst for white player.
+                     [[Coordinate]] --  ^ List of moves where move is list of actions
+          | Take1Ball Pylos
+                      Player
+                      (Int,Int)      --   ^ Number of balls of both players not yet on board. Fst for white player.
+                      [[Coordinate]] -- ^ List of moves where move is list of actions
+          | PutBall  Pylos
+                     Player
+                     (Int,Int)      --  ^ Number of balls of both players not yet on board. Fst for white player.
+                     GLint          --  ^ Minimum level the ball has to be put on.
+                     [[Coordinate]] --  ^ List of moves where move is list of actions
+   deriving (Eq,Read,Show)
+-- =========================================================
+
+-- =========================================================
+-- |
+-- List of next moves can be sorted unsing expected value of move which is precalaculated.
+instance Ord (Move) where
+   compare (NextMove pyl1 WhitePlayer (w1,b1) _)
+           (NextMove pyl2 _           (w2,b2) _) =           compare (w1 - b1) (w2 - b2)-- compare (w2 - b2) (w1 - b1)
+   compare (NextMove pyl1 BlackPlayer (w1,b1) _)
+           (NextMove pyl2 _           (w2,b2) _) =           compare (w2 - b2) (w1 - b1) --compare (w1 - b1) (w2 - b2) --
+   compare m1 m2 = error $ "Move compare: not allowed values " ++ show m1 ++ show m2
+-- =========================================================
+
+-- =========================================================
+pylosOfMove :: Move -> Pylos
+-- ---------------------------------------------------------
+pylosOfMove (NextMove pylos _ _ _)     = pylos
+-- pylosOfMove (Take2Balls pylos _ _ _ _)   = pylos
+pylosOfMove (Take1Ball pylos _ _ _)  = pylos
+pylosOfMove (PutBall  pylos _ _ _ _)   = pylos
+-- =========================================================
+
+-- =========================================================
+playerOnMove :: Move -> Player
+-- ---------------------------------------------------------
+playerOnMove (NextMove _ player _ _)     = player
+-- playerOnMove (Take2Balls _ player _ _ _)   = player
+playerOnMove (Take1Ball _ player _ _)  = player
+playerOnMove (PutBall  _ player _ _ _)   = player
+-- =========================================================
+
+-- =========================================================
+movesResult :: Move -> Int
+-- ---------------------------------------------------------
+movesResult (NextMove _ _ (w,b) _) = (-w) - b
+movesResult m                      = error $ "movesRsult: " ++ show m
+-- =========================================================
+
+-- =========================================================
+coordinatesOfLastMove :: Move -> [Coordinate]
+-- ---------------------------------------------------------
+coordinatesOfLastMove (NextMove _ _ _ cs) = last cs
+coordinatesOfLastMove _                   = []       -- this should never happen
+-- =========================================================
+
+-- =========================================================
+unfinishedMove :: Move -> Bool
+-- ---------------------------------------------------------
+unfinishedMove (NextMove _ _ _ _) = False
+unfinishedMove _                  = True
+-- =========================================================
+-- finishedMove :: Move -> Bool
+-- ---------------------------------------------------------
+-- finishedMove (NextMove _ _ _ _) = True
+-- finishedMove _                  = False
+-- =========================================================
+
+-- =========================================================
+-- |
+-- This function takes current game status and returns list of possible moves out of given status.
+-- netxPass creates a pair of lists. First list contains moves not finished yet, i.e. where part of the
+-- move has been performed. E.g. ball has been taken but not yet put. This list has to be injected
+-- to moves function again in order to be finished.
+-- Second list contains all properly finished moves.
+-- Finished move is recognized by player on move. Same player before and after move means
+-- that move is to be continued. Different player - opposite.
+-- It can be recognized by Move contructor. Only NextMove constructor points finished move.
+moves :: Move -> [Move]
+-- ---------------------------------------------------------
+moves move@(NextMove pylos player _ _) = (concat.map moves) (fst nextPass) ++ snd nextPass
+      where nextPass = partition unfinishedMove (map (nextTaken move) (allMoveables player pylos) ++
+                                                 map (nextPut move) (allPutables 0 pylos))
+-- moves move@(Take2Balls pylos player _ _ _) = (concat.map moves) (fst nextPass) ++ snd nextPass
+--      where nextPass = partition unfinishedMove (map (nextTaken move) (allTakeables player pylos coordinateForAny))
+moves move@(Take1Ball pylos player _ _) = (concat.map moves) (fst nextPass ) ++ snd nextPass ++ [terminate move]             --
+      where nextPass = partition unfinishedMove (map (nextTaken move) (allTakeables player pylos)) -- coordinate))
+moves move@(PutBall pylos player _ l _) = (concat.map moves) (fst nextPass) ++ snd nextPass
+      where nextPass = partition unfinishedMove (map (nextPut move) (allPutables l pylos))
+-- =========================================================
+
+-- =========================================================
+-- coordinateForAny :: Coordinate
+-- coordinateForAny = (1000,(0,0))
+-- =========================================================
+
+-- =========================================================
+-- | This function returns new move after ball has been taken.
+nextTaken :: Move -> Coordinate -> Move
+-- ---------------------------------------------------------
+nextTaken (NextMove pylos player (whites,blacks) cs) coordinate@(l,(x,y)) =
+          PutBall newPylos player (newQuantity player) (l+1) ([coordinate]:cs)
+          where newPylos = moveOnCoordinate player coordinate pylos
+                newQuantity WhitePlayer = (whites + 1,blacks)
+                newQuantity BlackPlayer = (whites,blacks + 1)
+{- nextTaken (Take2Balls pylos player plA (whites,blacks) (c:cs)) coordinate
+          | anyTakeable player newPylos               = Take1Ball newPylos player plA (newQuantity player) coordinate ((coordinate:c):cs)
+          | otherwise                                 = NextMove newPylos (nextPlayer player) plA (newQuantity player) ((coordinate:c):cs)
+          where newPylos = moveOnCoordinate player coordinate pylos
+                newQuantity WhitePlayer = (whites + 1,blacks)
+                newQuantity BlackPlayer = (whites,blacks + 1) -}
+nextTaken (Take1Ball pylos player (whites,blacks) (c:cs)) coordinate
+          =          NextMove newPylos (nextPlayer player) (newQuantity player) ((coordinate:c):cs)
+          where newPylos = moveOnCoordinate player coordinate pylos
+                newQuantity WhitePlayer = (whites + 1,blacks)
+                newQuantity BlackPlayer = (whites,blacks + 1)
+nextTaken move coordinate                                              = error "nextTaken of PutBall"
+-- =========================================================
+
+-- =========================================================
+-- | This function returns new move after ball has been put.
+nextPut :: Move -> Coordinate -> Move
+-- ---------------------------------------------------------
+nextPut m@(NextMove pylos player (whites,blacks) cs) coordinate
+          | ifTakeAfterPut newPylos player coordinate  && notYetWon player (whites,blacks)
+                                                      -- First ball is taken always from same place the last one has been put. This makes number of
+                                                      -- possible moves smaller.
+                                                      = Take1Ball pylos player (whites,blacks) ([coordinate,coordinate]:cs)  -- must be not existing coordinate of not existing great level!!
+--                                                      = Take2Balls newPylos player plA (newQuantity player) ([coordinate]:cs)  -- must be not existing coordinate of not existing great level!!
+          | ifTakeAfterPut newPylos player coordinate = NextMove newPylos (nextPlayer player) (newQuantity player) ([terminator,coordinate]:cs) -- to finish won game
+          | otherwise                                 = NextMove newPylos (nextPlayer player) (newQuantity player) ([coordinate]:cs)
+          where newPylos = moveOnCoordinate player coordinate pylos
+                newQuantity WhitePlayer = (whites - 1,blacks)
+                newQuantity BlackPlayer = (whites,blacks - 1)
+                notYetWon WhitePlayer (_,0) = False
+                notYetWon WhitePlayer _     = True
+                notYetWon BlackPlayer (0,_) = False
+                notYetWon BlackPlayer _     = True
+nextPut (PutBall pylos player (whites,blacks) level (c:cs)) coordinate
+          | ifTakeAfterPut newPylos player coordinate = Take1Ball pylos player (whites,blacks) ((coordinate:coordinate:c):cs)
+--                                                      Take2Balls newPylos player plA (newQuantity player) ((coordinate:c):cs)
+          | otherwise                                 = NextMove newPylos (nextPlayer player) (newQuantity player) ((coordinate:c):cs)
+          where newPylos = moveOnCoordinate player coordinate pylos
+                newQuantity WhitePlayer = (whites - 1,blacks)
+                newQuantity BlackPlayer = (whites,blacks - 1)
+nextPut move _  = error "nextPut of Take2Balls"
+-- =========================================================
+
+-- =========================================================
+-- | Instead of taking 2nd ball player can decide to finish own turn in status quo.
+terminate :: Move -> Move
+-- ---------------------------------------------------------
+terminate (Take1Ball pylos player (w,b) (c:cs)) = NextMove pylos (nextPlayer player) (newQuantity player) ((terminator:c):cs) --(w,b) ((terminator:c):cs) --
+          -- Following 2 lines are supposed to cause not choosing terminator.
+          where newQuantity WhitePlayer = (w,b + 1)
+                newQuantity BlackPlayer = (w + 1,b)
+terminate _                                      = error "terminate: input not matched"
+-- =========================================================
+
+-- =========================================================
+-- |
+-- Checks if player is allowed to take any ball after he||she's just put one (eg. any square of 4 is full)
+-- and if he||she can take any ball - which is obvious, because recently put ball always can be taken.
+-- anyBallTakeable              :: Pylos -> Player -> Bool
+-- anyBallTakeable pylos player = ifTakeAfterPut pylos player && anyTakeable player pylos
+-- =========================================================
+
+-- =========================================================
+-- | Gives list of all coordinates where one can put a ball.
+-- Takes level and current game situation.
+allPutables :: GLint -> Pylos -> [Coordinate]
+-- ---------------------------------------------------------
+allPutables level pylos = filter (putable pylos) keys
+            where keys = [(l,(x,y)) | l<-[level..s-1], x<-[0..s-l-1], y<-[0..s-l-1]]
+                  s = size pylos
+-- =========================================================
+
+-- =========================================================
+-- | Gives list of all moveable fields on the board.
+allMoveables :: Player -> Pylos -> [Coordinate]
+-- ---------------------------------------------------------
+allMoveables player pylos = filter (moveable player pylos) keys
+            where keys = [(l,(x,y)) | l<-[0..s-1], x<-[0..s-l-1], y<-[0..s-l-1]]
+                  s = size pylos
+-- =========================================================
+
+-- =========================================================
+-- | Gives list of all takeable fields on the board, that fulfil additional condition.
+-- This condition is order condition which prevents taking two same balls in different order.
+--allTakeables :: Player -> Pylos -> Coordinate -> [Coordinate]
+allTakeables :: Player -> Pylos -> [Coordinate]
+-- ---------------------------------------------------------
+--allTakeables player pylos c = filter (takeable player pylos) keys
+allTakeables player pylos = filter (takeable player pylos) keys
+            where keys = [(l,(x,y)) | l<-[0..s-1], x<-[0..s-l-1], y<-[0..s-l-1]] -- , inProperOrder c (l,(x,y))]
+                  s = size pylos
+-- =========================================================
+
+{-- =========================================================
+inProperOrder :: Coordinate -> Coordinate -> Bool
+-- ---------------------------------------------------------
+inProperOrder oldC@(l1,(x1,y1)) newC@(l2,(x2,y2)) = l1 > l2 ||
+                                                    l1 == l2 && (x1 > x2 ||
+                                                                 x1 == x2 && y1 > y2)
+-- =========================================================
+-}
+
diff --git a/source/hpylos.hs b/source/hpylos.hs
new file mode 100644
--- /dev/null
+++ b/source/hpylos.hs
@@ -0,0 +1,209 @@
+-- ==================================
+-- Module name: hpylos
+-- Project: Foo
+-- Copyright (C) 2008  Bartosz Wójcik
+-- Created on: 24.10.2008
+-- Last update: 19.11.2008
+-- Version: %
+
+{-  This program is free software: you can redistribute it and/or modify
+    it under the terms of the GNU General Public License as published by
+    the Free Software Foundation, either version 3 of the License, or
+    (at your option) any later version.
+
+    This program is distributed in the hope that it will be useful,
+    but WITHOUT ANY WARRANTY; without even the implied warranty of
+    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+    GNU General Public License for more details.
+
+    You should have received a copy of the GNU General Public License
+    along with this program.  If not, see <http://www.gnu.org/licenses/>.
+-}
+-- ==================================
+module Main where
+
+-- Simply user interface reading parameters from file or
+-- aksing for initial game parameters if parameter file doesn't exist.
+
+import PylosDisplay (displayPylos)
+import PylosAI (Algorithm (..))
+import EEConfig (ParameterInput,
+                  ParameterOutput,
+                  ParameterTree,
+                  matchParamsL,
+                  matchParamsT,
+                  (!),
+                  member)
+import PylosEvaluator (PlayerType,
+                       State (..),
+                       evaluatePylos)
+import PylosBoard (Pylos (..))
+import System.IO.Error
+import Data.IORef
+
+
+main = do
+     inputText <- catch (readFile "pylos.conf") (\e -> if isEOFError e || isDoesNotExistError e then return [] else ioError e)
+     let paramsList = matchParamsL params inputText
+     let paramsTree = matchParamsT paramsList
+     if evaluatorAll paramsTree
+        then evaluateAll (setVerbosity paramsTree)
+        else do
+             alg1 <- findAlgorithm 1 paramsTree paramsList
+             alg2 <- findAlgorithm 2 paramsTree paramsList
+             if evaluatorOnly paramsTree
+                then evaluatePylos 4 alg1 alg2 (setVerbosity paramsTree) >>= \x -> return ()
+                else displayPylos 4 alg1 alg2 (setVerbosity paramsTree)
+
+
+-- =========================================================
+evaluatorOnly :: ParameterTree -> Bool
+evaluatorOnly paramsTree | "-evaluator" `member` paramsTree && paramsTree ! "-evaluator" == "only" = True
+                         | otherwise                                                               = False
+-- =========================================================
+
+-- =========================================================
+evaluatorAll :: ParameterTree -> Bool
+evaluatorAll paramsTree | "-evaluator" `member` paramsTree && paramsTree ! "-evaluator" == "all" = True
+                        | otherwise                                                              = False
+-- =========================================================
+
+-- =========================================================
+allPlayers :: [PlayerType]
+-- allPlayers = [Just (alg,depth,breadth,nbr) | alg <- [SimpleDiff ..], depth <- [1 .. 6], breadth <- [0,11,13,16], nbr <- 0:[depth + 2 .. 6]]
+--pylos4 allPlayers = [Just (alg,depth,breadth,nbr) | alg <- [SimpleDiff .. SimpleDiffPlusVal], depth <- [4 .. 6], breadth <- [0,11], nbr <- 0:[depth .. 6]]
+allPlayers = [Just (alg,depth,breadth,nbr) | alg <- [SimpleDiff .. MixedDiff], depth <- [6], breadth <- [0], nbr <- [0,7]]
+-- =========================================================
+
+-- =========================================================
+evaluateAll :: Int -> IO ()
+evaluateAll verb = mapM_ (\pl1 -> mapM_ (\pl2 -> evaluatePylos 4 pl1 pl2 verb >>= \x -> printResult x) allPlayers) allPlayers
+-- =========================================================
+
+-- =========================================================
+printResult :: State -> IO ()
+printResult state = do
+            (w,b) <- readIORef $ nbrBalls state
+            pl1 <- readIORef $ player1 state
+            pl2 <- readIORef $ player2 state
+            putStrLn $ show pl1 ++ ";" ++ resultW (w,b) ++ ";" ++ show w ++ " ; " ++
+                       show pl2 ++ ";" ++ resultB (w,b) ++ ";" ++ show b
+-- =========================================================
+
+-- =========================================================
+resultW :: (Int,Int) -> String
+resultW (0,b) = "0"
+resultW (w,0) = "2"
+resultW _     = "1"
+-- =========================================================
+resultB :: (Int,Int) -> String
+resultB (0,b) = "2"
+resultB (w,0) = "0"
+resultB _     = "1"
+-- =========================================================
+
+-- =========================================================
+paramToAlg :: String -> (Maybe (Algorithm,Int))
+paramToAlg "h" = Nothing
+paramToAlg alg = Just ((toEnum . (\n -> n - fromEnum 'a') . fromEnum . head) alg,(read . tail) alg)
+-- =========================================================
+
+-- =========================================================
+params :: [ParameterInput]
+params = [("-pl1",algNum),("-pl2",algNum),
+          ("-br1","0":(map show [5..30])),("-br2","0":(map show [5..30])),
+          ("-dp1","0":(map show [2..8])),("-dp2","0":(map show [2..8])),
+          ("-verbose",["0","1","2","3"]),
+          ("-evaluator",["only","all"])]
+-- =========================================================
+
+-- =========================================================
+algDisp :: String -> [String]
+algDisp text = [text] ++ ["Human - h"] ++ map (\(a,n) -> (show a ++ " - " ++ [n] ++ "1 .. " ++ [n] ++ "8")) (zip [SimpleDiff ..] ['a'..])
+               ++ ["Or select just level 0-9"]
+-- =========================================================
+
+-- =========================================================
+-- | There are 6 levels of search depth hardcoded.
+algNum :: [String]
+algNum = "h" : (concat $ map (\(a,x) -> map (\n -> x:n:[]) ['1'..'8']) (zip [SimpleDiff ..] ['a'..])) ++ map show [0..9]
+-- =========================================================
+
+-- =========================================================
+enterValue :: [String] -> [String] -> IO String
+enterValue possibleValues messages = do
+   mapM putStrLn messages
+   word <- getLine
+   if any (word ==) possibleValues
+      then return word
+      else enterValue possibleValues messages
+-- =========================================================
+
+-- =========================================================
+-- |
+-- Always selects presorted search tree
+selectAlgorithm :: String -> IO PlayerType
+selectAlgorithm text = do
+      alg <- enterValue algNum (algDisp text)   -- >>= (\x -> return (read x))
+      if head alg == 'h'
+         then return Nothing
+         else return $ selAlg alg (Just (SimpleDiff,0,0,0)) --(Just ((toEnum . (\n -> n - fromEnum 'a') . fromEnum . head) alg, (read . tail) alg, 0, 0))
+-- =========================================================
+
+-- =========================================================
+-- | selects algorithm from pylos.conf file, if not exists from stdin
+findAlgorithm :: Int -> ParameterTree -> [ParameterOutput] -> IO PlayerType
+findAlgorithm 1 paramsTree paramList | "-pl1" `member` paramsTree = return $ findParam1 paramList -- paramToAlg (paramsTree Map.! param)
+                                     | otherwise                  = selectAlgorithm "Select player 1"
+findAlgorithm 2 paramsTree paramList | "-pl2" `member` paramsTree = return $ findParam2 paramList
+                                     | otherwise                  = selectAlgorithm "Select player 2"
+-- =========================================================
+
+-- =========================================================
+findParam1 :: [ParameterOutput] -> PlayerType
+findParam1 input = foldl fParam1 defaultParam input
+-- =========================================================
+findParam2 input = foldl fParam2 defaultParam input
+-- =========================================================
+
+-- =========================================================
+defaultParam :: PlayerType
+defaultParam = Just (toEnum 0, 2, 0, 0)
+-- =========================================================
+
+-- =========================================================
+fParam1 :: PlayerType -> ParameterOutput -> PlayerType
+fParam1 _ ("-pl1","h") = Nothing
+fParam1 (Just (a,b,c,d)) ("-pl1",val) = selAlg val (Just (a,b,c,d))
+fParam1 (Just (a,b,c,d)) ("-br1",val) = Just (a,b,read val,d)
+fParam1 (Just (a,b,c,d)) ("-dp1",val) = Just (a,b,c,read val)
+fParam1 pl _ = pl
+-- =========================================================
+fParam2 :: PlayerType -> ParameterOutput -> PlayerType
+fParam2 _ ("-pl2","h") = Nothing
+fParam2 (Just (a,b,c,d)) ("-pl2",val) = selAlg val (Just (a,b,c,d))
+fParam2 (Just (a,b,c,d)) ("-br2",val) = Just (a,b,read val,d)
+fParam2 (Just (a,b,c,d)) ("-dp2",val) = Just (a,b,c,read val)
+fParam2 pl _ = pl
+-- =========================================================
+
+-- =========================================================
+selAlg :: String -> PlayerType -> PlayerType
+selAlg "0" _ = Just (SimpleDiff,1,0,0)
+selAlg "1" _ = Just (SimpleDiffAdvance,1,0,0)
+selAlg "2" _ = Just (SimpleDiffAdvance,2,0,0)
+selAlg "3" _ = Just (SimpleDiffAdvance,3,0,0)
+selAlg "4" _ = Just (SimpleDiffAdvance,4,0,0)
+selAlg "5" _ = Just (SimpleDiffAdvance,5,0,0)
+selAlg "6" _ = Just (SimpleDiffAdvance,6,0,0)
+selAlg "7" _ = Just (SimpleDiffAdvance,6,0,7)
+selAlg "8" _ = Just (SimpleDiffAdvance,7,0,0)
+selAlg "9" _ = Just (SimpleDiffAdvance,8,0,0)
+selAlg val (Just (_,_,c,d)) = Just ((toEnum . (\n -> n - fromEnum 'a') . fromEnum . head) val, (read . tail) val, c, d)
+-- =========================================================
+
+-- =========================================================
+setVerbosity :: ParameterTree -> Int
+setVerbosity paramsTree | "-verbose" `member` paramsTree = read $ paramsTree ! "-verbose"
+                        | otherwise                      = 1
+-- =========================================================
