hstzaar-0.6: src/AI/Utils.hs
-- | Utilities for AI players.
module AI.Utils
( winOrPreventLoss
, pruneDepth, pruneBreadth
, highFirst, lowFirst
, withNPieces, withBoard
, dontPass, singleCaptures --, nubDoubleCaptures
) where
import Board
import Data.List (nubBy, sortBy, minimumBy)
import qualified Data.IntMap as IntMap
import System.Random
-- order subtrees with ascending or descending order of static evaluation
highFirst, lowFirst :: GameTree Int m -> GameTree Int m
highFirst (GameTree x branches)
= GameTree x [(m,highFirst t) | (m,t)<-sortBy cmp branches]
where cmp (_,x) (_,y) = compare (value y) (value x)
value (GameTree n _) = n
lowFirst (GameTree x branches)
= GameTree x [(m,lowFirst t) | (m,t)<-sortBy cmp 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 n (GameTree x branches)
| n>0 = GameTree x [(m,pruneDepth (n-1) t) | (m,t)<-branches]
| otherwise= GameTree x []
-- 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]
-- conditional strategies
withBoard :: (Board -> Strategy) -> Strategy
withBoard f t@(GameTree b _) g = f b t g
withNPieces :: (Int -> Strategy) -> Strategy
withNPieces f = withBoard $ \b -> f (IntMap.size (active b) + IntMap.size (inactive b))
-- | Searches BoardTree to a depth of 1 looking for a
-- | guaranteed win or a preventable loss.
winOrPreventLoss :: Strategy -> Strategy
winOrPreventLoss s (GameTree node branches) = s $ GameTree node branches2
where
winning = [ (m1, b1) | (m1,b1@(GameTree _ branches'))<-branches,
(m2, 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 board branches)
= GameTree board [ (m, narrow g) | (m,g)<-branches,
move board==1 || isStacking m ]
isStacking (Stack _ _) = True
isStacking _ = False
-- don't consider passing moves
dontPass :: Strategy -> Strategy
dontPass s g rndgen = s (narrow g) rndgen
where
narrow :: BoardTree -> BoardTree
narrow (GameTree node branches)
| null branches' = GameTree node branches
| otherwise = GameTree node branches'
where branches' = [(m, narrow g) | (m,g)<-branches, m/=Pass]
{-
-- eliminate double-captures that lead to identical boards
nubDoubleCaptures :: Strategy -> Strategy
nubDoubleCaptures s g rndgen = s (narrow g) rndgen
where narrow (GameTree node branches)
= GameTree node $ nubBy equiv [(t, narrow g) | (t,g)<-branches]
equiv ((m1,Just m2),_) ((m2', Just m1'),_)
= fst m1/=fst m2 && m1==m1' && m2==m2'
equiv _ _ = False
-}