lostcities (empty) → 0.1
raw patch · 9 files changed
+1939/−0 lines, 9 filesdep +arraydep +basedep +containerssetup-changed
Dependencies added: array, base, containers, haskell98, mtl, wx, wxcore
Files
- GUI.hs +614/−0
- LICENSE +674/−0
- LostCities.hs +434/−0
- Main.hs +23/−0
- Minimax.hs +74/−0
- README +39/−0
- Setup.hs +2/−0
- Utils.hs +57/−0
- lostcities.cabal +22/−0
+ GUI.hs view
@@ -0,0 +1,614 @@+{- + Graphical user interface module for Lost Cities game+ Pedro Vasconcelos <pbv@dcc.fc.up.pt>, 2009++ Original card game designed by Reiner Knizia +-}+module GUI where+import Graphics.UI.WX hiding (play, when, Color)+import qualified Graphics.UI.WX (Color)+import Graphics.UI.WXCore hiding (when, Color)++import Control.Monad+import Data.Map (Map, (!))+import qualified Data.Map as Map+import LostCities +import Utils+import List+import Text.Printf+++-------------------------------------------------------------+-- setup the GUI+-- toplevel function+-------------------------------------------------------------+gui = do sf <- statusField [text := "Welcome to Lost Cities"]+ top <- frame [text := "Lost Cities", statusBar := [sf]]+ + p1 <- panel top []+ exps1<- sequence [newExpedition p1 [owner := Computer] | c<-colors]+ exps2<- sequence [newExpedition p1 [owner := Human] | c<-colors]+ discards <- sequence [newDiscard p1 [] | c<-colors]+ deck <- newDeck p1 [enabled := False]++ p2 <- panel top []+ hand <- newHand p2 []+ b1 <- button p2 [text := "Play"]+ b2 <- button p2 [text := "Discard"]++ -- initial game position+ game <- newGame "Human" "Computer"+ vgame <- varCreate game++ -- display info message + let display msg = set sf [text := msg]++ -- perform some gameplay action + let withPlay action cont + = do g <- varGet vgame+ case runPlay action g of+ Left msg -> display msg+ Right (_,g') -> do display ""+ varSet vgame g'+ cont g'++ -- GUI update code+ let updateDeck g+ = set deck [decksize := length (drawPile g)]++ let updateHand p+ = set hand [cards := sort (playerHand p)]++ let updateExpeditions exps p+ = sequence_ [ set w [cards := reverse cs] + | (w,cs)<-zip exps (expeditionCards p)]+ + let updateDiscards g+ = sequence_ [ set x [cards := [(c,v)|v<-vs]] + | (x,c,vs) <- zip3 discards colors (Map.elems (discard g))]++ let updateCtls g+ = do set b1 [enabled := (r==0)]+ set b2 [enabled := (r==0)]+ sequence_ [set d [enabled := (r==1)] | d<-discards]+ set deck [enabled := (r==1)]+ set hand [enabled := (r==0)]+ where r = turn g `rem` 4 -- turn count remainer ++++ -------------------------------------------+ -- event handlers for buttons+ -------------------------------------------+ set b1 [on command := + withSelection hand + (\i -> do cs<-get hand cards+ withPlay (playAction1 (Play (cs!!i)))+ (\g -> do updateHand (active g)+ updateExpeditions exps2 (active g)+ updateCtls g+ )+ )]+++ set b2 [on command := + withSelection hand + (\i -> do cs<-get hand cards+ withPlay (playAction1 (Discard (cs!!i)))+ (\g -> do updateHand (active g)+ updateDiscards g+ updateCtls g))+ ]++ -- click button handler for draw deck and discard piles+ set deck [clickAction := + withPlay (playAction2 DrawFromDeck >>+ switchPlayer) + (\g -> do updateHand (other g)+ updateDeck g+ updateCtls g+ display "Computer thinking..."+ )]+++ sequence_ [set d [clickAction := + withPlay (playAction2 (DrawFromDiscard c) >>+ switchPlayer)+ (\g -> do updateHand (other g)+ updateDiscards g+ updateCtls g+ display "Computer thinking..."+ )+ ]+ | (c,d) <- zip colors discards]+++ -------------------------------------+ -- timer event to play the computer+ -------------------------------------+ t <- timer top + [interval := 1000,+ on command := + do { g <- varGet vgame+ ; if endGame g then + do { let txt = showScore g+ ; display txt+ ; infoDialog top "Game end" txt+ ; close top+ }+ else when (playing (active g) == Computer) $+ do { m <- defaultAI g+ ; display ("Computer " ++ showMove m)+ ; let g'= runSafePlay' (play m) g+ ; updateExpeditions exps1 (other g')+ ; updateDiscards g'+ ; updateDeck g'+ ; updateCtls g'+ ; varSet vgame g'+ }+ }]+++ ------------------------------+ -- set board layout + ------------------------------+ set top [layout := + column 8+ [container p1 $+ grid 0 0 [ glue : map (marginRight.alignBottom.vfill.widget) exps1 ++ + [glue, glue], + glue : map (fill.widget) discards ++ + [marginLeft (widget deck), glue], + glue : map (marginRight.alignTop.vfill.widget) exps2 + ++ [glue]]+ , container p2 $+ row 16 [glue, widget hand, + valignCenter (column 8 [widget b1,widget b2]),+ glue]]]++ -- + updateDeck game+ updateHand (active game)+ where ++ -- show a move in textual form+ showMove (a1,a2) = showAction1 a1 ++ " & " ++ showAction2 a2+ showAction1 (Play (c,v)) = "played " ++ show c ++ " " ++ showFace v+ showAction1 (Discard (c,v)) = "discarded " ++ show c ++ " " ++ showFace v+ showAction2 DrawFromDeck = "drawn from deck"+ showAction2 (DrawFromDiscard c) = "drawn from " ++ show c ++ " discard"+ showFace v | v>0 = show v+ | otherwise = "multiplier"+++ showScore g + = name p1 ++ ": " ++ show s1 ++ " points, " ++ + name p2 ++ ": " ++ show s2 ++ " points."+ where s1 = score p1+ s2 = score p2+ p1 = active g+ p2 = other g+++++-- set cursor pointer for a window+cursorSet True = cursorHand+cursorSet False = cursorArrow ++cursorHand w = do cursor <- cursorCreateFromStock wxCURSOR_HAND+ windowSetCursor w cursor+ return ()++cursorArrow w = do cursor <- cursorCreateFromStock wxCURSOR_ARROW+ windowSetCursor w cursor+ return ()++++++-----------------------------------------------------------------------------+-- custom widget classes ++-- widgets with a card list attribute+class Cards w where+ cards :: Attr w [Card]+++-- widgets with a click action attribute+class ClickAction w where+ clickAction :: Attr w (IO ())+++-- custom widget for a hand of cards+data Hand = Hand { handWindow :: Panel ()+ , handCards :: Var [Card]+ , handSelection :: Var Int+ , handDx :: Var Int+ , handDy :: Var Int+ , handAble :: Var Bool+ }++-- attributes instances+instance Widget Hand where+ widget h = widget (handWindow h)++instance Visible Hand where+ -- refresh layout of hand widget+ refresh h = do dx <- varGet (handDx h)+ dy <- varGet (handDy h)+ cs <- get h cards+ -- let n = max 0 (length cs - 1)+ let n = 7+ let w = handWindow h+ set w [layout := space (n*dx+cardWidth) (dy+cardHeight)]+ refit w+ repaint w +++instance Able Hand where+ enabled = newAttr "enabled" getter setter+ where getter = varGet . handAble+ setter = varSet . handAble++instance Selection Hand where+ selection = newAttr "selection" getter setter+ where getter h = varGet (handSelection h)+ setter h sel = do varSet (handSelection h) sel+ refresh h+++-- perform some action with a selection+withSelection :: Selection w => w -> (Int -> IO ()) -> IO ()+withSelection w action + = do { i<-get w selection; when (i>=0) $ action i }+++-- custom attribute: list of cards +instance Cards Hand where+ cards = newAttr "cards" getter setter+ where getter h = varGet (handCards h)+ -- setting cards clears selection+ setter h cs = do varSet (handCards h) cs+ varSet (handSelection h) (-1)+ refresh h+++newHand :: Window a -> [Prop Hand] -> IO Hand+newHand parent props+ = do vcards <- varCreate [] -- empty card list+ vsel <- varCreate (-1) -- no selection+ vdx <- varCreate (cardWidth`div`2) -- default gaps+ vdy <- varCreate (cardHeight`div`6)+ vable <- varCreate True+ w <- panel parent []+ let h = Hand w vcards vsel vdx vdy vable+ set w [on resize := repaint w, + on paint := do_draw h,+ on click := do_click h,+ on enter := (\_ -> do able<-varGet vable+ cursorSet able w)+ ]+ set h props+ refresh h+ return h+ where + -- draw method + do_draw h dc (Rect x y _ _)+ = do dx <- varGet (handDx h)+ -- dy <- get h deltaY+ dy <- dcGetTextHeight dc+ varSet (handDy h) dy+ cs <- get h cards+ sel<- get h selection+ -- draw the list of hand cards+ let pts = [pt (x+k*dx) (y+h) | k<-[0..],+ let h = if sel==k then 0 else dy]+ drawCardlist (zip cs pts) dc ++ -- click method+ do_click h (Point x y) + = do able <- get h enabled+ when able $+ do dx <- varGet (handDx h)+ cs <- get h cards+ let k = max (-1) $ min (x`div`dx) (length cs - 1)+ set h [selection :~ + (\sel -> if sel<0 then k + else if sel==k then (-1) else k)]+ refresh h++++-----------------------------------------------------------------------+-- custom widget for expeditions+-----------------------------------------------------------------------+data Expedition + = Expedition { expWindow :: Panel ()+ , expCards :: Var [Card]+ , expOwner :: Var Playing -- computer or human+ }+++instance Widget Expedition where+ widget xp = widget (expWindow xp)+++instance Visible Expedition where+ -- recompute geometry+ refresh exp = repaint w + where w = expWindow exp+++instance Cards Expedition where+ cards = newAttr "cards" getter setter+ where getter exp = varGet (expCards exp)+ setter exp cs = do varSet (expCards exp) cs+ refresh exp+++owner :: Attr Expedition Playing+owner = newAttr "owner" getter setter+ where getter exp = varGet (expOwner exp)+ setter exp p = do varSet (expOwner exp) p+ refresh exp+++newExpedition :: Window a -> [Prop Expedition] -> IO Expedition+newExpedition parent props+ = do vcs <- varCreate []+ vown <- varCreate Human+ w <- panel parent []+ let exp = Expedition w vcs vown+ set w [layout := space cardWidth cardHeight, + on resize := repaint w,+ on paint := do_draw exp]+ set exp props+ refresh exp+ return exp+ where + -- drawing method+ -- + do_draw exp dc (Rect x y w h) + = do cs <- get exp cards+ own <- get exp owner+ -- inquire text height in current DC+ dy <- dcGetTextHeight dc+ let pts = case own of + Human -> [pt x (k*dy) | k<-[0..]]+ Computer -> [pt x (h-cardHeight-k*dy) | k<-[0..]]+ drawCardlist (zip cs pts) dc+ set (expWindow exp) [tooltip := score_info cs]++ -- scoring info + score_info [] = ""+ score_info cs = show score ++ " points"+ where score = scoreStack (map snd cs)++++------------------------------------------------+-- custom widget for a discard pile+------------------------------------------------+data DiscardPile + = DiscardPile { discardWindow :: Panel ()+ , discardPile :: Var [Card]+ , discardAble :: Var Bool+ , discardAction :: Var (IO ()) + }+++instance Widget DiscardPile where+ widget d = widget (discardWindow d)+++instance Visible DiscardPile where+ refresh d = repaint (discardWindow d)++instance Able DiscardPile where+ enabled = newAttr "enabled" getter setter+ where getter = varGet . discardAble+ setter = varSet . discardAble ++instance Cards DiscardPile where+ cards = newAttr "cards" getter setter+ where getter = varGet . discardPile + setter = varSet . discardPile +++instance ClickAction DiscardPile where+ clickAction = newAttr "clickAction" getter setter+ where getter = varGet . discardAction + setter = varSet . discardAction +++newDiscard :: Window a -> [Prop DiscardPile] -> IO DiscardPile+newDiscard parent props+ = do w <- panel parent []+ vpile <- varCreate []+ vable <- varCreate True+ vact <- varCreate (return ())+ let d = DiscardPile w vpile vable vact+ set w [ on resize := repaint w,+ on paint := do_draw d,+ on click := (\_ -> do able<-varGet vable+ when able $ + do {act<-varGet vact; act}),+ on enter := (\_ -> do cs<-varGet vpile+ able<-varGet vable+ cursorSet (able && not (null cs)) w+ )+ ]+ set d props+ set w [layout := space cardWidth cardHeight]+ refresh w+ return d+ where+ do_draw d dc r@(Rect x y _ _) + = do drawRect dc r [brush := brushSolid boardBgcolor, + pen := penTransparent]+ cs <- get d cards + -- only draw the top card (list head)+ drawCardlist (zip cs [pt x y]) dc++ -- background color (brown)+ boardBgcolor = colorRGB 160 82 45+++----------------------------------------+-- custom widget for a deck of cards+----------------------------------------+data Deck = Deck { deckWindow :: Panel ()+ , deckSize :: Var Int+ , deckAble :: Var Bool+ , deckAction :: Var (IO ())+ }++instance Widget Deck where+ widget d = widget (deckWindow d)++++-- re-fit deck layout+instance Visible Deck where+ refresh d = do n<-varGet (deckSize d)+ let k = ceiling (fromIntegral n/10)+ let w = deckWindow d+ set w [layout := space (cardWidth+2*k) (cardHeight+2*k),+ tooltip := show n ++ " cards left"]+ refit w+ repaint w+++instance Able Deck where+ enabled = newAttr "enabled" getter setter+ where getter = varGet . deckAble+ setter = varSet . deckAble +++instance ClickAction Deck where+ clickAction = newAttr "clickAction" getter setter+ where getter = varGet . deckAction + setter = varSet . deckAction + ++-- custom attribute: size of deck (number of cards to draw)+decksize :: Attr Deck Int+decksize = newAttr "decksize" getter setter+ where getter d = varGet (deckSize d)+ setter d n = do varSet (deckSize d) n+ refresh d+++newDeck :: Window a -> [Prop Deck] -> IO Deck+newDeck parent props+ = do vsize <- varCreate 0+ vable <- varCreate True+ vact <- varCreate (return ())+ w <- panel parent []+ let d = Deck w vsize vable vact+ set w [on resize := repaint w,+ on paint := do_draw d,+ on click := (\_ -> do able<-varGet vable+ when able $ do {act<-varGet vact; act}),+ on enter := (\_ -> do able<-varGet vable+ cursorSet able w)+ ]+ set d props+ refresh d+ return d+ where + -- drawing method+ do_draw d dc (Rect x y _ _) + = do n <- get d decksize+ let k = ceiling (fromIntegral n/10)+ let pts = [pt (x+2*i) (y+2*i) | i<-[0..k-1]]+ sequence_ [draw_back dc pt | pt<-pts]++ -- draw a card back+ draw_back dc pt+ = do roundedRect dc r cardRadius [penColor := grey,+ brush := brushSolid grey]+ roundedRect dc r cardRadius [penColor := black, + brushColor := black,+ brushKind := BrushHatch HatchCrossDiag]+ where r = Rect x y cardWidth cardHeight + x = pointX pt+ y = pointY pt++++++-------------------------------------------------------------------+-- auxiliary code+-------------------------------------------------------------------++-- inquire text height in current DC+dcGetTextHeight dc = liftM sizeH $ getTextExtent dc "X"++-- draw an overlapping list of cards+drawCardlist cardpts dc + = do dcSetBrushStyle dc (brushSolid black)+ dcSetFontStyle dc myFont+ -- maximum numeral text extent+ sz <- getTextExtent dc "99"+ sequence_ [drawCard card dc sz pt | (card,pt) <- cardpts]+ where + myFont = fontSwiss { _fontSize=10, _fontWeight=WeightBold }+++-- draw a single card+drawCard card@(c,v) dc sz p+ = do roundedRect dc r0 cardRadius [brushColor:=black, penColor:=white] + drawRect dc r1 [brushColor:=wxc, penColor:=wxc] + sequence_ [drawText dc txt p [textColor:= wxc] + | p <- pts] + where r0 = Rect x y cardWidth cardHeight + r1 = Rect (x+2) (y+h) (cardWidth-4) (cardHeight-2*h) + pts = [pt (x+2) (y+1), pt (x+cardWidth-w-2) (y+1), pt (x+2)+ (y+cardHeight-h), pt (x+cardWidth-w-2) (y+cardHeight-h)] + w = sizeW sz+ h = sizeW sz + x = pointX p+ y = pointY p+ txt = showFace v + wxc = wxColor c +++-- convert card color to wxWidgets color +wxColor :: Color -> Graphics.UI.WX.Color+wxColor White = white+wxColor Yellow = yellow+wxColor Red = red+wxColor Green = green+wxColor Blue = cyan++++-- convert a card face value to a string+showFace :: Int -> String+showFace n | n==0 = " \x2718" -- multiplication sign+ | otherwise = printf "%2d" n++{- + Alternative symbols for investment cards:+ check marks: U+2713, U+2714+ multiplication sign: U+2715, U+2716+ ballot marks: U+2717, U+2718+ signing hands: U+F02D U+270D U+E41E U+E01B+-}++cardWidth, cardHeight :: Int+cardWidth = 60+cardHeight = 90++cardRadius :: Double+cardRadius = 5++++++
+ LICENSE view
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+ LostCities.hs view
@@ -0,0 +1,434 @@+{- + Game representation and AI player for Lost Cities game+ Pedro Vasconcelos <pbv@dcc.fc.up.pt>, 2009+-}+module LostCities where+import Prelude hiding (round)+import List +import Maybe+import Data.Map (Map, (!))+import qualified Data.Map as Map+import Control.Monad+import Control.Monad.Error+import Control.Monad.State+import Minimax+import Data.Tree+import Utils++-- expedition colors+data Color = Red | Green | White | Blue | Yellow + deriving (Eq,Ord,Show,Read,Enum,Bounded)++-- card face values: 0=investment; 2..10=value+type Face = Int++-- a card with a color and face+type Card = (Color,Face) ++-- a stack cards (of the same color)+type Stack = [Face]++-- projection functions+color :: Card -> Color+color = fst++face :: Card -> Face+face = snd+++-- the full playing deck+fullDeck :: [Card]+fullDeck = [(c,f) | c<-colors, f<-faces]++-- all color+colors :: [Color]+colors = [minBound .. maxBound]++-- all faces, including repeated investment cards+faces :: [Face]+faces = 0:0:0:[2..10]++data Playing = Human | Computer deriving (Eq,Read,Show)++-- data relative to one player+-- separate the cards in hand into two parts+-- hidden: cards drawn from deck (unknown to opponent)+-- shown: cards drawn from discard (known to opponent)+data Player + = Player { name :: String+ , playing :: Playing -- human or computer+ , hidden :: [Card] -- cards hidden in player's hand+ , shown :: [Card] -- cards the opponent knows about+ , expeditions :: Map Color Stack -- player's expeditions + , accumulated :: Int -- score from previous rounds+ }+ deriving (Eq,Read,Show)+++-- collect all player' hand cards+-- not necessarily in order+playerHand :: Player -> [Card]+playerHand p = shown p ++ hidden p++-- collect all player's expedition cards+expeditionCards :: Player -> [[Card]]+expeditionCards p = [[(c,v)|v<-vs] | (c,vs)<-Map.assocs (expeditions p)]++-- add a card from discard pile to a player +addShown :: Player -> Card -> Player+addShown p c = p { shown=c:shown p }++-- add a card drawn from deck to a player+addHidden :: Player -> Card -> Player+addHidden p c = p { hidden=c:hidden p }+++-- withdraw a card from player's hand+-- tricky: removes from known cards if it occurs there +withdraw :: Player -> Card -> Player+withdraw p c | c`elem`shown p = p { shown=delete c (shown p) }+ | otherwise = p { hidden=delete c (hidden p) }++ ++-- a game move, split into first and second parts+type Move = (Action1,Action2)++-- first part action+data Action1 = Play Card + | Discard Card+ deriving (Eq,Ord,Show,Read)++-- second part action+data Action2 = DrawFromDeck + | DrawFromDiscard Color + deriving (Eq,Ord,Show,Read)+++--+-- the full game position, including active player+--+data Position + = Position { active :: Player -- currently active player+ , other :: Player -- other player+ , discard :: Map Color Stack -- discard piles by color+ , drawPile :: [Card] -- draw pile+ , leadMove :: Maybe Move -- move leading to this position+ , turn :: !Int -- action counter+ , sign :: !Int -- maximizing/minimizing (1 or -1)+ , round :: !Int -- current round+ } + deriving (Eq,Read,Show)+ ++-- end game condition (exausted draw pile)+endGame :: Position -> Bool+endGame = null . drawPile+++-- list all possible moves from a game position+moves :: Position -> [Move]+moves g | endGame g = []+ | otherwise = [(a1,a2) | a2<-actions2, a1<-actions1, a1`compatible`a2]+ where p = active g+ cards = nub (playerHand p) -- remove duplicate investment cards + actions1 = ([Play (c,v) | (c,v)<-cards, + let vs=expeditions p!c, v`above`vs] +++ [Discard (c,v) | (c,v)<-cards])+ actions2 = (DrawFromDeck : + [DrawFromDiscard c | (c,vs)<-Map.assocs (discard g), + not (null vs)])++++-- list all subsequent positions from a position+positions :: Position -> [Position]+positions g + = [g' | m'<-moves g, let g'=snd (runSafePlay (play m') g)]++ ++-- check if the two parts of a move are compatible+compatible :: Action1 -> Action2 -> Bool+compatible (Discard (c,_)) (DrawFromDiscard c') = c/=c'+compatible _ _ = True+++-- check if a card face is playable above a stack+above :: Face -> Stack -> Bool+v `above` vs = null vs || v>=head vs++++-- expand the game tree from a position+gametree :: Position -> Tree Position+gametree p = Node p (map gametree (positions p))++ +-- estimate the best move using minimax with alpha-beta prunning+dynamic :: Int -> Int -> Position -> Eval (Maybe Move)+dynamic depth breadth+ = minimax_ab (-inf) inf .+ prunebreadth breadth .+ highfirst . + fmap static_eval .+ prunedepth depth . + gametree . + begin+ where -- start position for minimaxing+ begin :: Position -> Position+ begin g = g { leadMove = Nothing + , sign = 1+ }+ inf = toEval (maxBound :: Int)++++-- static evaluation function+static_eval :: Position -> Eval (Maybe Move)+static_eval g + = let est = expectedScore g (active g) - expectedScore g (other g)+ in Eval (sign g*est) (leadMove g)++{-+ Compute the score estimate expected for a player+ For each color:+ * if no cards are played in an expedition, score zero+ * otherwise, sum cards already player and weighted sum of unplayed cards+ Uses fixed point a scaling factor of 10 + (i.e. -200 corresponds to -20 pts)+ -}+expectedScore :: Position -> Player -> Int+expectedScore g p = sum [expect c vs | (c,vs)<-Map.assocs (expeditions p)]+ where+ -- number of open expeditions + n = Map.size $ Map.filter (not.null) (expeditions p)+ -- expected value in a single expection+ expect c [] = 0 + expect c vs1@(v':_) = score + where vs2 = [v | (c',v)<-playerHand p, c'==c && v>=v'] + vs3 = [v | v<-take 1 (discard g!c),+ playing p==playing (active g) && v>=v'] + vs4 = [v | (c',v)<-drawPile g, c'==c && v>=v']+ -- playable multipliers + mult = 1+length (filter (==0) (vs1++vs2++vs3))+ score = mult*(-200+ + 10*sum vs1 -- cards in expedition+ + 8*sum vs2 -- playable cards in hand+ + 7*sum vs3 -- top card in discard+ + w*sum vs4 -- playable cards in deck + )+ -- reduce the expected probability of drawing cards+ -- when too many expeditions are open+ w = if n>3 then 3 else 4+++ + ++ +---------------------------------------------------------------+-- a monad for playing games +-- combination of state with error+--------------------------------------------------------------+type Play a = StateT Position (Either String) a++-- execute an action in the game monad+runPlay :: Play a -> Position -> Either String (a, Position)+runPlay = runStateT ++evalPlay :: Play a -> Position -> Either String a+evalPlay = evalStateT ++-- assumes the play action cannot fail+runSafePlay :: Play a -> Position -> (a, Position)+runSafePlay m g = either error id (runPlay m g)++-- same as above but ignores result value+runSafePlay' :: Play a -> Position -> Position+runSafePlay' m g = snd (runSafePlay m g)+++-- create a player +newPlayer :: String -> Playing -> Player+newPlayer n p+ = Player { name=n, playing=p, hidden=[], shown=[], + expeditions=Map.empty, accumulated=0+ }++-- generate a new game position+-- randomly draws cards for both players+newGame :: String -> String -> IO Position+newGame n1 n2+ = newRound (Position { active = newPlayer n1 Human+ , other = newPlayer n2 Computer+ , discard = Map.empty+ , leadMove = Nothing+ , drawPile = []+ , turn = 0+ , sign = 0+ , round = 0})+++-- reshuffle for a new roundu+newRound :: Position -> IO Position+newRound g + = do deck <- shuffleIO fullDeck+ let (hand1,deck') = splitAt ncards deck+ let (hand2,deck'')= splitAt ncards deck'+ return $ g { active = p1 { hidden=sort hand1, shown=[], expeditions=empty }+ , other = p2 { hidden=sort hand2, shown=[], expeditions=empty }+ , discard = empty+ , drawPile = deck''+ , leadMove = Nothing+ , turn = 0+ , sign = 0+ , round = 1 + round g + }+ where ncards = 8+ p1 = active g+ p2 = other g+ empty = Map.fromList $ zip colors (repeat [])+ ++++-- player's score +score :: Player -> Int+score p = Map.fold (+) 0 (Map.map scoreStack (expeditions p))++-- score a single expedition+scoreStack :: Stack -> Int+scoreStack [] = 0+scoreStack vs = bonus + mult*(sum vs - 20) + where mult = 1 + length (filter (==0) vs)+ bonus = if length vs>=8 then 20 else 0+++++-- perform a move (comprising two actions)+play :: Move -> Play ()+play m@(a1,a2) + = do playAction1 a1 + playAction2 a2 + appendMove m + switchPlayer +++-- perform individual actions+playAction1 :: Action1 -> Play ()+playAction1 (Play (c,v)) + = do p<-gets active+ let vs = expeditions p ! c+ when (not (v`above`vs)) $ + throwError "Must play cards in increasing order"+ modify $ \g -> g { active = (p`withdraw`(c,v)) + { expeditions=Map.adjust (v:) c (expeditions p) } + , turn = 1+turn g+ }++playAction1 (Discard (c,v)) + = do p<-gets active+ modify $ \g -> g { active = p`withdraw`(c,v)+ , discard= Map.adjust (v:) c (discard g)+ , turn = 1+turn g+ }++-- second action+-- result value is the card drawn+playAction2 :: Action2 -> Play Card+playAction2 DrawFromDeck + = do p<-gets active+ cs<-gets drawPile+ when (null cs) $ throwError "Draw pile is empty"+ modify $ \g -> g { active = addHidden p (head cs)+ , drawPile = tail cs+ , turn = 1+turn g+ }+ return (head cs)+++playAction2 (DrawFromDiscard c)+ = do p<-gets active+ d<-gets discard+ let vs = d!c+ when (null vs) $ throwError "Discard pile is empty"+ modify $ \g -> g { active = addShown p (c,head vs)+ , discard = Map.adjust tail c (discard g) + , turn = 1+turn g+ }+ return (c, head vs)++++++-- switch active player+switchPlayer :: Play ()+switchPlayer + = modify $ \g -> g { active = other g, + other = active g, + sign = negate (sign g) }++++-- append another move+appendMove :: Move -> Play ()+appendMove m + = modify $ \g -> g {leadMove = leadMove g `mplus` Just m}+++++-- "Monte Carlo" AI playing+-- apply minimax starting on alternative positions+-- compatible with the public information and choose the "best" move+bestAverageMove :: Int -> Int -> [Position] -> Move+bestAverageMove depth breadth positions = move + where moves = [fromJust $ fromEval $ dynamic depth breadth g | g<-positions]+ assocs = [(a, length l) | l@(a:_) <- group (sort moves)]+ move = fst $ maximumBy (\x y -> compare (snd x) (snd y)) assocs+++-- obtain a "variant" of a game position+-- shuffles the opponent's hand and deck+variant :: Position -> IO Position+variant g = do cards'<-shuffleIO cards+ let (hidden', deck') = splitAt n cards'+ return $ g {drawPile=deck', other= (other g) {hidden=hidden'}}+ where cards = hidden (other g) ++ drawPile g+ n = length (hidden (other g))+++ +-- AI players+-- increase minimax depth towards the end game+-- and reduce the number of statistic variants +strongAI, fastAI :: Position -> IO Move+strongAI g + = do gs <- sequence [variant g | _<-[1..nvars]]+ return (bestAverageMove depth breadth gs)+ where + ncards = length (drawPile g) -- number of cards left + nvars = min 1 (2*ncards)+ breadth = 3 + depth | ncards<15 = 8 + | ncards<30 = 6+ | otherwise = 4+++-- faster AI, for slower machines+fastAI g+ = do gs <- sequence [variant g | _<-[1..nvars]]+ return (bestAverageMove depth breadth gs)+ where + ncards = length (drawPile g) -- number of cards left + nvars = min 1 (2*ncards)+ breadth = 3 + depth | ncards<15 = 6 + | otherwise = 4++++defaultAI = strongAI
+ Main.hs view
@@ -0,0 +1,23 @@+{- + Lost Cities card game: Main module+ Pedro Vasconcelos, 2009+ pbv@dcc.fc.up.pt+-}+module Main where+import GUI+import Graphics.UI.WX hiding (when)+import System+import Random+import Control.Monad(when)++-- application starts here+-- use any command line args to set random number seed+main :: IO ()+main = do args <- getArgs + when (length args>0) $ + do let s = sum (map fromEnum (concat args))+ putStrLn ("Random number seed: "++show s)+ setStdGen (mkStdGen s)+ start gui++
+ Minimax.hs view
@@ -0,0 +1,74 @@+{-+ Minimax algorithm including alpha-beta prunning + Based on Bird & Walder "Introduction to Functional Programming" + Pedro Vasconcelos, 2008-2009+-}+module Minimax where+import Data.Tree+import List+++-- annotate something with an evaluation estimate +data Eval a = Eval !Int a deriving (Show)++instance Eq (Eval a) where+ (Eval x _) == (Eval y _) = x==y++instance Ord (Eval a) where+ compare (Eval x _) (Eval y _) = compare x y++instance (Show a) => Num (Eval a) where+ fromInteger n = Eval (fromIntegral n) undefined+ (+) = undefined+ (-) = undefined+ (*) = undefined+ abs = undefined+ signum= undefined+ negate (Eval x a) = Eval (-x) a++toEval :: (Integral a, Show b) => a -> Eval b+toEval = fromIntegral++fromEval :: Eval a -> a+fromEval (Eval _ x) = x+++-- naive minimax algorithm+-- nodes are decorated with the static evaluation scores+minimax :: (Num a, Ord a) => Tree a -> a+minimax (Node n []) = n+minimax (Node n ts) = - minimum (map minimax ts)+++-- minimax with alpha-beta prunning+minimax_ab :: (Num a, Ord a) => a -> a -> Tree a -> a+minimax_ab a b (Node x []) = a `max` x `min` b+minimax_ab a b (Node x ts) = cmx a ts+ where cmx a [] = a+ cmx a (t:ts) | a'>=b = a'+ | otherwise = cmx a' ts+ where a' = -(minimax_ab (-b) (-a) t)+++-- heuristic to order subtrees with highest values first+highfirst, lowfirst :: (Ord a) => Tree a -> Tree a+highfirst (Node x ts) = Node x (sortBy cmp (map lowfirst ts))+ where cmp (Node x _) (Node y _) = compare y x++ +lowfirst (Node x ts) = Node x (sortBy cmp (map highfirst ts))+ where cmp (Node x _) (Node y _) = compare x y+++++-- some auxiliary rose tree functions +-- prune to a fixed depth+prunedepth :: Int -> Tree a -> Tree a+prunedepth n (Node x ts) + | n>0 = Node x (map (prunedepth (n-1)) ts)+ | otherwise = Node x []++-- prune to a fixed breadth+prunebreadth :: Int -> Tree a -> Tree a+prunebreadth n (Node x ts) = Node x (map (prunebreadth n) $ take n ts)
+ README view
@@ -0,0 +1,39 @@+Lost Cities+-----------++This is an implementation of a short two-player card game+in Haskell using the wxWidgets GUI toolkit.+This program allows you to play against a computer AI using+a minimax algorithm with alpha-beta prunning (based on+Bird and Wadler's presentation in the "Introduction+to Functional Programming"). ++The game is played with a deck of cards numbered from 2 to 10+in 5 colors plus 3 "investment" cards for each color (marked with a +multiplication sign). The game progressed by playing cards+in columns of same colors of increasing value ("expeditions"); +starting a new expedition costs -20 points and the played+cards are summed; the investment cards multiply the result+(positive or negative).++Crucially, the computer AI does not "cheat": unknown information+(i.e., the opponents hand and draw deck) is hidden+by considering possible scenarios that are compatible+with the known information. It seems to play only moderately well,+but still better than some online AI opponents I tried.+++For more details check the Boardgamegeek page:+http://www.boardgamegeek.com/boardgame/50.+++If you have any comments please drop me a line,++Pedro Vasconcelos+pbv@dcc.fc.up.pt+Department of Computer Science+Faculty of Science, University of Porto, Portugal++++
+ Setup.hs view
@@ -0,0 +1,2 @@+import Distribution.Simple+main = defaultMain
+ Utils.hs view
@@ -0,0 +1,57 @@+{- + Miscelaneous utility functions + Pedro Vasconcelos, 2009+-}++module Utils where+import Random+import Data.Array.MArray+import Data.Array.IO+++--+-- Knuth-Fisher-Yates shuffling algorithm+--+shuffleIO :: [a] -> IO [a]+shuffleIO xs+ = do { arr <- newListArray (0,n) [0..n] :: IO (IOUArray Int Int) + ; sequence_ [do { j<-randomRIO (i,n)+ ; t1<-readArray arr i+ ; t2<-readArray arr j+ ; writeArray arr i t2+ ; writeArray arr j t1 + } | i<-[0..n-1]]+ ; sequence [do j<-readArray arr i+ return (xs!!j) | i<-[0..n]]+ }+ where n = length xs - 1+ +++-- an auxilary function to shuffle a list randomly+shuffleRnd :: RandomGen g => g -> [a] -> ([a], g)+shuffleRnd g xs = shuffle' g xs (length xs)+ where+ shuffle' :: RandomGen g => g -> [a] -> Int -> ([a], g)+ shuffle' g xs n + | n>0 = let (k, g') = randomR (0,n-1) g+ (xs',x:xs'') = splitAt k xs+ (ys,g'') = shuffle' g' (xs' ++ xs'') (n-1)+ in (x:ys, g'')+ | otherwise = ([],g)+++-- randomly-generated list of shuffles+nshuffles :: RandomGen g => g -> Int -> [a] -> ([[a]], g)+nshuffles g n cards + | n>0 = let (first,g')= shuffleRnd g cards+ (rest, g'') = nshuffles g' (n-1) cards+ in (first:rest, g'')+ | otherwise = ([], g)++++-- deterministic shuffle+shuffle :: [a] -> [a]+shuffle [] = []+shuffle (x:xs) = x : shuffle (reverse xs)
+ lostcities.cabal view
@@ -0,0 +1,22 @@+Name: lostcities+Version: 0.1+Cabal-Version: >= 1.2+License: GPL+License-file: LICENSE+Author: Pedro Vasconcelos+Maintainer: pbv@dcc.fc.up.pt+Homepage: http://www.dcc.fc.up.pt/~pbv/stuff/lostcities+Copyright: (c) 2009 Pedro Vasconcelos+Synopsis: An implementation of an adictive two-player card game+Description: Game originally designed by Reiner Knizia+ In this implementation you play against the computer. +Build-Type: Simple+Category: Game+Extra-source-files: README++Executable lostcities+ Build-Depends: base>=3 && < 4, haskell98, containers, array, mtl, wx >= 0.11, wxcore >= 0.11+ Main-Is: Main.hs+ Other-modules: Minimax LostCities GUI Utils++