bishbosh-0.0.0.1: src-exe/BishBosh/State/PlayState.hs
{-
Copyright (C) 2018 Dr. Alistair Ward
This file is part of BishBosh.
BishBosh is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
BishBosh is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with BishBosh. If not, see <http://www.gnu.org/licenses/>.
-}
{- |
[@AUTHOR@] Dr. Alistair Ward
[@DESCRIPTION@] The data-type threaded through the moves of the game, transporting the changing /game/-state & configuration.
-}
module BishBosh.State.PlayState(
-- * Types
-- ** Type-synonyms
-- Transformation,
-- ** Data-types
PlayState(
-- MkPlayState,
-- getCriterionValues,
getMoveFrequency,
getSearchState,
getOptions,
getMaybeApplicationTerminationReason
),
-- * Functions
calculateCriterionValueStatistics,
suggestCorrections,
-- ** Constructor
initialise,
-- ** Accessors
getGame,
-- ** Mutators
reconstructPositionHashQuantifiedGameTree,
-- setPositionHashQuantifiedGameTree,
updateWithAutomaticMove,
updateWithManualMove,
resign,
-- ** Predicates
hasMorePlies,
hasApplicationTerminationBeenRequested
) where
import Control.Arrow((&&&))
import qualified BishBosh.Component.Zobrist as Component.Zobrist
import qualified BishBosh.Data.Exception as Data.Exception
import qualified BishBosh.Evaluation.PositionHashQuantifiedGameTree as Evaluation.PositionHashQuantifiedGameTree
import qualified BishBosh.Evaluation.QuantifiedGame as Evaluation.QuantifiedGame
import qualified BishBosh.Input.IOOptions as Input.IOOptions
import qualified BishBosh.Input.Options as Input.Options
import qualified BishBosh.Input.UIOptions as Input.UIOptions
import qualified BishBosh.Model.Game as Model.Game
import qualified BishBosh.Model.GameTree as Model.GameTree
import qualified BishBosh.Notation.MoveNotation as Notation.MoveNotation
import qualified BishBosh.Search.SearchState as Search.SearchState
import qualified BishBosh.State.ApplicationTerminationReason as State.ApplicationTerminationReason
import qualified BishBosh.State.TurnsByLogicalColour as State.TurnsByLogicalColour
import qualified BishBosh.Types as T
import qualified Control.Exception
import qualified Data.Array.IArray
import qualified Data.Bits
import qualified Data.List
import qualified Data.List.Extra
import qualified Data.Maybe
import qualified Data.Ord
import qualified Factory.Math.Statistics
import qualified ToolShed.Data.List
-- | The type threaded through the sequence of /game/s during play.
data PlayState column criterionValue criterionWeight pieceSquareValue positionHash rankValue row weightedMean x y = MkPlayState {
getCriterionValues :: [[criterionValue]], -- ^ The /criterion-value/s accumulated during the game.
getZobrist :: Component.Zobrist.Zobrist x y positionHash,
getMoveFrequency :: Model.GameTree.MoveFrequency x y,
getSearchState :: Search.SearchState.SearchState x y positionHash criterionValue weightedMean,
getOptions :: Input.Options.Options column criterionWeight pieceSquareValue rankValue row x y,
getMaybeApplicationTerminationReason :: Maybe State.ApplicationTerminationReason.ApplicationTerminationReason
}
-- | Constructor.
initialise :: (
Data.Array.IArray.Ix x,
Data.Bits.Bits positionHash,
Fractional criterionValue,
Fractional pieceSquareValue,
Fractional rankValue,
Fractional weightedMean,
Integral x,
Integral y,
Real criterionValue,
Real criterionWeight,
Real pieceSquareValue,
Real rankValue,
Show x,
Show y
)
=> Input.Options.Options column criterionWeight pieceSquareValue rankValue row x y
-> Component.Zobrist.Zobrist x y positionHash
-> Model.GameTree.MoveFrequency x y
-> Model.Game.Game x y
-> PlayState column criterionValue criterionWeight pieceSquareValue positionHash rankValue row weightedMean x y
{-# SPECIALISE initialise
:: Input.Options.Options column T.CriterionWeight T.PieceSquareValue T.RankValue row T.X T.Y
-> Component.Zobrist.Zobrist T.X T.Y T.PositionHash
-> Model.GameTree.MoveFrequency T.X T.Y
-> Model.Game.Game T.X T.Y
-> PlayState column T.CriterionValue T.CriterionWeight T.PieceSquareValue T.PositionHash T.RankValue row T.WeightedMean T.X T.Y
#-}
initialise options zobrist moveFrequency game = MkPlayState {
getCriterionValues = [],
getZobrist = zobrist,
getMoveFrequency = moveFrequency,
getSearchState = Search.SearchState.initialise $ uncurry Evaluation.PositionHashQuantifiedGameTree.mkPositionHashQuantifiedGameTree (
Input.Options.getEvaluationOptions &&& Input.Options.getSearchOptions $ options
) zobrist moveFrequency game,
getOptions = options,
getMaybeApplicationTerminationReason = Nothing
}
-- | Accessor.
getGame :: PlayState column criterionValue criterionWeight pieceSquareValue positionHash rankValue row weightedMean x y -> Model.Game.Game x y
getGame MkPlayState { getSearchState = searchState } = Evaluation.QuantifiedGame.getGame . Evaluation.PositionHashQuantifiedGameTree.getRootQuantifiedGame $ Search.SearchState.getPositionHashQuantifiedGameTree searchState
-- | The type of a function used to transform a 'PlayState'.
type Transformation column criterionValue criterionWeight pieceSquareValue positionHash rankValue row weightedMean x y = PlayState column criterionValue criterionWeight pieceSquareValue positionHash rankValue row weightedMean x y -> PlayState column criterionValue criterionWeight pieceSquareValue positionHash rankValue row weightedMean x y
-- | Reconstruct the /positionHashQuantifiedGameTree/ (in the /searchState/), with the apex set to the specified game.
reconstructPositionHashQuantifiedGameTree :: (
Data.Array.IArray.Ix x,
Data.Bits.Bits positionHash,
Fractional criterionValue,
Fractional pieceSquareValue,
Fractional rankValue,
Fractional weightedMean,
Integral x,
Integral y,
Real criterionValue,
Real criterionWeight,
Real pieceSquareValue,
Real rankValue,
Show x,
Show y
) => Model.Game.Game x y -> Transformation column criterionValue criterionWeight pieceSquareValue positionHash rankValue row weightedMean x y
reconstructPositionHashQuantifiedGameTree game playState@MkPlayState {
getZobrist = zobrist,
getMoveFrequency = moveFrequency,
getSearchState = searchState,
getOptions = options
} = playState {
getSearchState = searchState {
Search.SearchState.getPositionHashQuantifiedGameTree = uncurry Evaluation.PositionHashQuantifiedGameTree.mkPositionHashQuantifiedGameTree (
Input.Options.getEvaluationOptions &&& Input.Options.getSearchOptions $ options
) zobrist moveFrequency game
}
}
-- | Mutator.
setPositionHashQuantifiedGameTree :: Evaluation.PositionHashQuantifiedGameTree.PositionHashQuantifiedGameTree x y positionHash criterionValue weightedMean -> Transformation column criterionValue criterionWeight pieceSquareValue positionHash rankValue row weightedMean x y
setPositionHashQuantifiedGameTree positionHashQuantifiedGameTree playState@MkPlayState { getSearchState = searchState } = playState {
getSearchState = searchState { Search.SearchState.getPositionHashQuantifiedGameTree = positionHashQuantifiedGameTree }
}
-- | Mutator.
updateWithAutomaticMove
:: [criterionValue]
-> Search.SearchState.SearchState x y positionHash criterionValue weightedMean
-> Transformation column criterionValue criterionWeight pieceSquareValue positionHash rankValue row weightedMean x y
updateWithAutomaticMove criterionValues searchState playState = playState {
getCriterionValues = criterionValues : getCriterionValues playState,
getSearchState = searchState
}
-- | Mutator.
updateWithManualMove :: (
Eq x,
Eq y
) => Model.Game.Game x y -> Transformation column criterionValue criterionWeight pieceSquareValue positionHash rankValue row weightedMean x y
updateWithManualMove game playState@MkPlayState { getSearchState = searchState } = setPositionHashQuantifiedGameTree (
Data.Maybe.fromMaybe (
Control.Exception.throw $ Data.Exception.mkIncompatibleData "BishBosh.State.PlayState.updateWithManualMove:\tData.RoseTree.reduce failed."
) . Evaluation.PositionHashQuantifiedGameTree.reduce (
(
== Data.Maybe.fromMaybe (
Control.Exception.throw $ Data.Exception.mkResultUndefined "BishBosh.State.PlayState.updateWithManualMove:\tModel.Game.maybeLastTurn failed."
) (
Model.Game.maybeLastTurn game
)
) . Evaluation.QuantifiedGame.getLastTurn . Evaluation.PositionHashQuantifiedGameTree.getQuantifiedGame
) $ Search.SearchState.getPositionHashQuantifiedGameTree searchState
) playState
-- | Calculate the /root-mean-square/ & the /standard-deviation/, of the values of each type of /criterion/.
calculateCriterionValueStatistics :: (
Floating standardDeviation,
Fractional mean,
Real criterionValue
) => PlayState column criterionValue criterionWeight pieceSquareValue positionHash rankValue row weightedMean x y -> [(mean, standardDeviation)]
calculateCriterionValueStatistics MkPlayState { getCriterionValues = criterionValues } = map (
Factory.Math.Statistics.getMean &&& Factory.Math.Statistics.getStandardDeviation
) $ Data.List.transpose criterionValues
-- | Resignation by the player who currently holds the choice of move.
resign :: Transformation column criterionValue criterionWeight pieceSquareValue positionHash rankValue row weightedMean x y
resign playState@MkPlayState { getSearchState = searchState } = setPositionHashQuantifiedGameTree (
Evaluation.PositionHashQuantifiedGameTree.resign $ Search.SearchState.getPositionHashQuantifiedGameTree searchState
) playState
-- | Given a string from which either a /move/ can't be parsed or the one that can is illegal, returns the closest matches amongst the currently available /move/s.
suggestCorrections :: (
Enum x,
Enum y,
Ord x,
Ord y,
Show x,
Show y
)
=> String -- ^ Move-string.
-> PlayState column criterionValue criterionWeight pieceSquareValue positionHash rankValue row weightedMean x y
-> [String] -- ^ Suggested corrections.
suggestCorrections moveString playState@MkPlayState { getOptions = options }
| Model.Game.isTerminated game = []
| otherwise = case Data.List.Extra.groupSort . map (
(
(\d -> d :: Rational) . ToolShed.Data.List.measureJaroDistance . (,) moveString &&& id {-alternative move-string-}
) . Notation.MoveNotation.showNotation (
Input.UIOptions.getMoveNotation . Input.IOOptions.getUIOptions $ Input.Options.getIOOptions options
)
) $ Model.Game.findQualifiedMovesAvailableToNextPlayer game of
[] -> []
l -> snd {-move-strings-} $ last {-largest Jaro-distance is most similar-} l
where
game = getGame playState
-- | Whether the game in the first /play-state/ has more plies than that in the second.
hasMorePlies
:: PlayState column criterionValue criterionWeight pieceSquareValue positionHash rankValue row weightedMean x y
-> PlayState column criterionValue criterionWeight pieceSquareValue positionHash rankValue row weightedMean x y
-> Bool
hasMorePlies playState playState' = Data.Ord.comparing (State.TurnsByLogicalColour.getNPlies . Model.Game.getTurnsByLogicalColour . getGame) playState playState' == GT
-- | Whether the user has requested application-termination, or the configured maximum number of turns has been reached.
hasApplicationTerminationBeenRequested :: PlayState column criterionValue criterionWeight pieceSquareValue positionHash rankValue row weightedMean x y -> Bool
hasApplicationTerminationBeenRequested MkPlayState { getMaybeApplicationTerminationReason = maybeApplicationTerminationReason } = Data.Maybe.isJust maybeApplicationTerminationReason