diff --git a/GUI.hs b/GUI.hs
new file mode 100644
--- /dev/null
+++ b/GUI.hs
@@ -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
+
+
+
+
+
+
diff --git a/LICENSE b/LICENSE
new file mode 100644
--- /dev/null
+++ b/LICENSE
@@ -0,0 +1,674 @@
+                    GNU GENERAL PUBLIC LICENSE
+                       Version 3, 29 June 2007
+
+ Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
+ Everyone is permitted to copy and distribute verbatim copies
+ of this license document, but changing it is not allowed.
+
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diff --git a/LostCities.hs b/LostCities.hs
new file mode 100644
--- /dev/null
+++ b/LostCities.hs
@@ -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
diff --git a/Main.hs b/Main.hs
new file mode 100644
--- /dev/null
+++ b/Main.hs
@@ -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
+
+
diff --git a/Minimax.hs b/Minimax.hs
new file mode 100644
--- /dev/null
+++ b/Minimax.hs
@@ -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)
diff --git a/README b/README
new file mode 100644
--- /dev/null
+++ b/README
@@ -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
+
+
+
+
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/Utils.hs b/Utils.hs
new file mode 100644
--- /dev/null
+++ b/Utils.hs
@@ -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)
diff --git a/lostcities.cabal b/lostcities.cabal
new file mode 100644
--- /dev/null
+++ b/lostcities.cabal
@@ -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
+
+
