packages feed

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 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++