hstzaar-0.9: src/AI/Tree.hs
-- | Utilities for computing AI game trees
module AI.Tree
( BoardTree
, GameTree(..)
, Strategy
, AI (..)
, Eval
, boardTree
-- , startBoardTree
, mapTree
, mapTree'
, isEmptyTree
, infinity
-- , winOrPreventLoss
, pruneDepth, pruneBreadth
, highFirst, lowFirst
, withBoard
, singleMoves
-- , dontPass, singleCaptures
) where
import Board
import Data.List (nubBy, sortBy, minimumBy)
import qualified Data.Map as Map
import System.Random
-- | A game tree with nodes s and moves m
data GameTree s m = GameTree s [(m, GameTree s m)]
deriving Show
-- | 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]
-- | test for empty branches
isEmptyTree :: GameTree a m -> Bool
isEmptyTree (GameTree _ []) = True
isEmptyTree _ = False
-- | A game tree of boards labeled by moves
type BoardTree = GameTree Board Move
-- | An AI strategy calculates the next turn from a board tree.
-- result: evaluation score, next move, next random generator
type Strategy = BoardTree -> StdGen -> (Int, Move, StdGen)
-- | An AI player.
data AI = AI
{ name :: String -- ^ Name of AI.
, description :: String -- ^ Brief description of AI.
, strategy :: Strategy -- ^ The strategy.
}
-- | type of static evaluation functions
type Eval = Board -> Int
-- | maximum absolute value of static evaluation
infinity :: Int
infinity = 2^20
-- | Create a board tree from a board position
boardTree :: Board -> BoardTree
boardTree b = GameTree b [(m, boardTree (applyMove m b)) | m<-nextMoves b]
-- | order subtrees with ascending or descending order (not used)
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 a game tree 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 a game tree to a fixed breadth (not used)
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 strategy (depending on the board state)
withBoard :: (Board -> Strategy) -> Strategy
withBoard f t@(GameTree b _) g = f b t g
-- number of stacks of both players
-- withStacks :: (Int -> Strategy) -> Strategy
-- withStacks f = withBoard $ \b -> f (IntMap.size (active b) + IntMap.size (inactive b))
-- | avoid search when only move is available
singleMoves :: Strategy -> Strategy
singleMoves s (GameTree b [(m,_)]) rnd = (0, m, rnd)
singleMoves s bt rnd = s bt rnd
{-
-- | 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
-- ensure a win in 1 or 2 captures
winning = [ (m, t) | (m,t@(GameTree b _))<-branches, endGame b]
-- prevent a loss
prevent_loss = [(m1,t1) | (m1,t1@(GameTree _ branches'))<-branches,
(m2,t2)<- branches', not_losing t2]
branches1 = (if not (null winning)
then [head winning]
else prevent_loss
)
branches2 = if null branches1 then [head branches] else branches1
not_losing (GameTree _ branches)
= null [m | (m, GameTree b _) <- branches, endGame b]
cutoff = 1000 -- 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]
-}