bishbosh-0.0.0.3: src-exe/BishBosh/Play.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@]
* Constructs the Zobrist data-type.
* Analyses standard-opening moves in order to statically sort the move-tree.
* Reads any persistent game-state from file, to initialise the play-state, which constructs the quantified move tree.
* Constructs position-hashes for each node in the tree.
* Calls the selected user-interface.
-}
module BishBosh.Play(
-- * Functions
play
) where
import Control.Arrow((&&&))
import qualified BishBosh.Component.Zobrist as Component.Zobrist
import qualified BishBosh.ContextualNotation.PositionHashQualifiedMoveTree as ContextualNotation.PositionHashQualifiedMoveTree
import qualified BishBosh.ContextualNotation.QualifiedMoveForest as ContextualNotation.QualifiedMoveForest
import qualified BishBosh.Input.EvaluationOptions as Input.EvaluationOptions
import qualified BishBosh.Input.IOOptions as Input.IOOptions
import qualified BishBosh.Input.Options as Input.Options
import qualified BishBosh.Input.SearchOptions as Input.SearchOptions
import qualified BishBosh.Input.UIOptions as Input.UIOptions
import qualified BishBosh.Model.GameTree as Model.GameTree
import qualified BishBosh.Notation.MoveNotation as Notation.MoveNotation
import qualified BishBosh.Property.Empty as Property.Empty
import qualified BishBosh.Property.Tree as Property.Tree
import qualified BishBosh.Search.SearchState as Search.SearchState
import qualified BishBosh.State.PlayState as State.PlayState
import qualified BishBosh.Text.Show as Text.Show
import qualified BishBosh.Types as T
import qualified BishBosh.UI.CECP as UI.CECP
import qualified BishBosh.UI.Raw as UI.Raw
import qualified Control.DeepSeq
import qualified Control.Exception
import qualified Data.Array.IArray
import qualified Data.Bits
import qualified Data.Default
import qualified Data.Maybe
import qualified System.FilePath
import qualified System.IO
import qualified System.Random
import System.FilePath((</>))
-- | Plays the game according to the specified configuration.
play :: (
Control.DeepSeq.NFData column,
Control.DeepSeq.NFData criterionWeight,
Control.DeepSeq.NFData pieceSquareValue,
Control.DeepSeq.NFData rankValue,
Control.DeepSeq.NFData row,
Control.DeepSeq.NFData weightedMean,
Control.DeepSeq.NFData x,
Control.DeepSeq.NFData y,
Data.Array.IArray.Ix x,
Data.Bits.FiniteBits positionHash,
Fractional criterionValue,
Fractional pieceSquareValue,
Fractional rankValue,
Fractional weightedMean,
Integral column,
Integral x,
Integral y,
Num positionHash,
Ord positionHash,
Read x,
Read y,
Real criterionValue,
Real criterionWeight,
Real pieceSquareValue,
Real rankValue,
Real weightedMean,
Show column,
Show pieceSquareValue,
Show row,
Show x,
Show y,
System.Random.Random positionHash,
System.Random.RandomGen randomGen
)
=> randomGen
-> Input.Options.Options column criterionWeight pieceSquareValue rankValue row x y
-> ContextualNotation.QualifiedMoveForest.QualifiedMoveForest x y -- ^ Standard openings.
-> IO (State.PlayState.PlayState column criterionValue criterionWeight pieceSquareValue positionHash rankValue row weightedMean x y)
{-# SPECIALISE play :: (
Control.DeepSeq.NFData column,
Control.DeepSeq.NFData row,
Integral column,
Show column,
Show row,
System.Random.RandomGen randomGen
)
=> randomGen
-> Input.Options.Options column T.CriterionWeight T.PieceSquareValue T.RankValue row T.X T.Y
-> ContextualNotation.QualifiedMoveForest.QualifiedMoveForest T.X T.Y
-> IO (State.PlayState.PlayState column T.CriterionValue T.CriterionWeight T.PieceSquareValue T.PositionHash T.RankValue row T.WeightedMean T.X T.Y)
#-}
play randomGen options qualifiedMoveForest = Data.Maybe.maybe (
return {-to IO-monad-} Data.Default.def {-game-}
) (
\(filePath, _) -> if any (System.FilePath.equalFilePath filePath) [
showChar System.FilePath.pathSeparator "dev" </> "null", -- On *nix.
"nul" -- On Windows ?
]
then return {-to IO-monad-} Data.Default.def {-game-}
else Control.Exception.catch (
do
s <- readFile filePath
return {-to IO-monad-} $! read s -- Force evaluation, to trigger any exception thrown from within 'catch'.
) $ \e -> do
System.IO.hPutStrLn System.IO.stderr . Text.Show.showsWarningPrefix . showString "'readFile' failed; " $ shows (e :: Control.Exception.SomeException) "."
return {-to IO-monad-} Data.Default.def {-game-}
) (
Input.IOOptions.getMaybePersistence ioOptions
) >>= (
(
\playState -> Data.Maybe.maybe (
return {-to IO-monad-} playState
) (
\depth -> do
System.IO.hPutStrLn System.IO.stderr . Text.Show.showsInfoPrefix . showString "Move-tree:\n" $ (
uncurry Notation.MoveNotation.showsNotationFloatToNDecimals (
Input.UIOptions.getMoveNotation &&& Input.UIOptions.getNDecimalDigits $ uiOptions
) . Property.Tree.prune depth . Search.SearchState.getPositionHashQuantifiedGameTree $ State.PlayState.getSearchState playState
) ""
return {-to IO-monad-} playState
) $ Input.UIOptions.getMaybePrintMoveTree uiOptions
) . State.PlayState.initialise options zobrist (
if Input.SearchOptions.getSortOnStandardOpeningMoveFrequency searchOptions
then Model.GameTree.toMoveFrequency $ ContextualNotation.QualifiedMoveForest.toGameTree qualifiedMoveForest
else Property.Empty.empty {-MoveFrequency-}
)
) >>= (
const UI.Raw.takeTurns `either` const UI.CECP.takeTurns $ Input.UIOptions.getEitherNativeUIOrCECPOptions uiOptions -- Select a user-interface.
) (
ContextualNotation.PositionHashQualifiedMoveTree.fromQualifiedMoveForest (
Input.EvaluationOptions.getIncrementalEvaluation $ Input.Options.getEvaluationOptions options
) zobrist qualifiedMoveForest
) randomGen where
(ioOptions, searchOptions) = Input.Options.getIOOptions &&& Input.Options.getSearchOptions $ options
uiOptions = Input.IOOptions.getUIOptions ioOptions
zobrist = Component.Zobrist.mkZobrist (Input.SearchOptions.getMaybeMinimumHammingDistance searchOptions) randomGen