hstzaar-0.4: src/AI/Utils.hs
-- | Utilities for AI players.
module AI.Utils
( winOrPreventLoss
, mapTree
, prunedepth
, prunebreadth
, prunebreadth_asc
-- , highfirst
-- , lowfirst
, ifPieces
, ifBranch
, singleCaptures
, dontPass
) where
import Board
import Data.List (sortBy, minimumBy)
import qualified Data.Map as Map
import System.Random
-- | some auxiliary functions over game trees
-- apply a function to each node
mapTree :: (a->b) -> GameTree a m -> GameTree b m
mapTree f (GameTree x branches)
= GameTree (f x) [(m,mapTree f t) | (m,t)<-branches]
-- apply a function to each edge
mapTree' :: (a->b) -> GameTree s a -> GameTree s b
mapTree' f (GameTree x branches)
= GameTree x [(f m,mapTree' f t) | (m,t)<-branches]
-- heuristic to order subtrees with highest/lowest values first
highfirst, lowfirst :: GameTree Int m -> GameTree Int m
highfirst (GameTree x branches)
= GameTree x $ sortBy cmp [(m, lowfirst t) | (m,t)<-branches]
where cmp (_,x) (_,y) = compare (value y) (value x)
value (GameTree n _) = n
lowfirst (GameTree x branches)
= GameTree x $ sortBy cmp [(m,highfirst t) | (m,t)<-branches]
where cmp (_,x) (_, y) = compare (value x) (value y)
value (GameTree n _) = n
-- prune to a fixed depth
prunedepth :: Int -> GameTree a m -> GameTree a m
prunedepth 0 (GameTree x branches) = GameTree x []
prunedepth (n+1) (GameTree x branches)
= GameTree x [(m,prunedepth n t) | (m,t)<-branches]
-- prune to a fixed breadth
prunebreadth :: Int -> GameTree a m -> GameTree a m
prunebreadth k (GameTree node branches)
= GameTree node [(m, prunebreadth k t) | (m,t)<-take k branches]
-- prune to a fixed breadth, ordering nodes by ascending static evalution
prunebreadth_asc :: Ord s => Int -> GameTree s m -> GameTree s m
prunebreadth_asc k (GameTree node branches)
= GameTree node branches'
where
branches' = take k $
sortBy cmp [(m,prunebreadth_asc k t) | (m,t)<-branches]
cmp (_,x) (_, y) = compare (value x) (value y)
value (GameTree n _) = n
-- | use different strategies dependening on the number of pieces left
ifPieces :: (Int->Bool) -> Strategy -> Strategy -> Strategy
ifPieces p s1 s2 g@(GameTree (_,(you,other)) branches) rndgen
| p n = s1 g rndgen -- use the 1st strategy
| otherwise = s2 g rndgen -- use the 2nd strategy
where
n = Map.size you + Map.size other
-- | use different strategies dependening on the branching factor
ifBranch :: (Int->Bool) -> Strategy -> Strategy -> Strategy
ifBranch p s1 s2 g@(GameTree (_,(you,other)) branches) rndgen
| p (length branches) = s1 g rndgen -- 1st strategy
| otherwise = s2 g rndgen -- 2nd strategy
-- | Searches BoardTree to a depth of 1 looking for a
-- | guaranteed win or a preventable loss.
winOrPreventLoss :: Strategy -> Strategy
winOrPreventLoss s (GameTree a branches) = s $ GameTree a branches2
where
winning = [ (t, b) | (t, b@(GameTree _ [])) <- branches ]
{-
losing = [ t | (t, (GameTree _ branches')) <- branches,
(_, (GameTree _ [])) <- branches' ]
-}
branches1 = (if not (null winning)
then [head winning]
else if length branches<cutoff
then [ (t,b) | (t,b)<-branches, not_losing b]
else branches)
branches2 = if null branches1 then [head branches] else branches1
not_losing (GameTree _ branches)
= null [t | (t, GameTree _ []) <- branches]
cutoff = 100 -- braching upper bound for searching losing moves
-- | narrow the search space: don't consider double-capture or pass moves
singleCaptures :: Strategy -> Strategy
singleCaptures s g@(GameTree _ branches) rndgen
| null branches' = s g rndgen
| otherwise = s g' rndgen
where
g'@(GameTree _ branches') = narrow g
narrow :: BoardTree -> BoardTree
narrow (GameTree node@(_, (you,_)) branches)
= GameTree node [ (t, narrow g)
| (t@(_,Just(_,dest)),g)<-branches,
dest`Map.member`you]
-- don't consider pass moves
dontPass :: Strategy -> Strategy
dontPass s g rndgen = s (narrow g) rndgen
where
narrow :: BoardTree -> BoardTree
narrow (GameTree node branches)
= GameTree node [ (t, narrow g) | (t@(m1,Just m2),g)<-branches ]