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main.hs
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main.hs
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import Data.Ord
import Data.Char
import Data.List
import Data.Maybe
import qualified Data.Vector as V
import System.IO
data Player = Black | White
deriving (Eq, Show)
data Piece = Man | King
deriving Eq
data Tile = Empty | Piece Player Piece
deriving Eq
instance Show Tile where
show Empty = " "
show (Piece Black Man) = "b"
show (Piece Black King) = "B"
show (Piece White Man) = "w"
show (Piece White King) = "W"
newtype Field = Field (V.Vector (V.Vector Tile))
type Position = (Int, Int)
data GameState = GameState Player Field [Position]
fieldGet :: Field -> Position -> Tile
fieldGet (Field tiles) (row, col) = tiles V.! row V.! col
fieldSet :: Field -> Position -> Tile -> Field
fieldSet (Field tiles) (row, col) tile =
Field $ tiles V.// [(row, (tiles V.! row) V.// [(col, tile)])]
instance Show Field where
show field =
" +-+-+-+-+-+-+-+-+\n"
++ concatFor [7, 6..0] (\i ->
show (i + 1) ++ " |"
++ concatFor [0..7] (\j ->
show (fieldGet field (i, j))
++ "|")
++ "\n")
++ " +-+-+-+-+-+-+-+-+\n"
++ " a b c d e f g h\n"
where
concatFor = flip concatMap
instance Show GameState where
show (GameState player field obligatoryPositions) =
show field
++ show player ++ "'s turn\n"
++ "obligatories: " ++ show obligatoryPositions ++ "\n"
startingField :: Field
startingField =
Field (V.reverse $ V.fromList
[ V.fromList [e, b, e, b, e, b, e, b]
, V.fromList [b, e, b, e, b, e, b, e]
, V.fromList [e, b, e, b, e, b, e, b]
, V.fromList [e, e, e, e, e, e, e, e]
, V.fromList [e, e, e, e, e, e, e, e]
, V.fromList [w, e, w, e, w, e, w, e]
, V.fromList [e, w, e, w, e, w, e, w]
, V.fromList [w, e, w, e, w, e, w, e]
])
where
e = Empty
b = Piece Black Man
w = Piece White Man
isTileOf :: Tile -> Player -> Bool
isTileOf Empty _ = False
isTileOf (Piece player' _) player = player' == player
enemy :: Player -> Player
enemy White = Black
enemy Black = White
isOnField :: Position -> Bool
isOnField (r, c) = 0 <= r && r < 8 && 0 <= c && c < 8
kingRowOf :: Player -> Int
kingRowOf White = 0
kingRowOf Black = 7
makeKing :: Tile -> Tile
makeKing (Piece player _) = Piece player King
makeKing _ = error "Tile is not a piece"
movePiece :: Field -> Position -> Position -> Field
movePiece field src dst@(r, _) = fieldSet (fieldSet field src Empty) dst tile'
where
tile@(Piece player _) = fieldGet field src
shouldBecomeKing = r == kingRowOf (enemy player)
tile' = if shouldBecomeKing then makeKing tile else tile
frontDirection :: Player -> Int
frontDirection Black = (-1)
frontDirection White = 1
intermediatePositions :: Position -> Position -> [Position]
intermediatePositions (r, c) (r', c')
| abs (r' - r) < 2 || abs(c' - c) < 2 = []
| otherwise =
let dr = (r' - r) `div` abs (r' - r)
dc = (c' - c) `div` abs (c' - c)
n = abs (r' - r) - 1
in [(r + dr * i, c + dc * i) | i <- [1..n]]
intermediateTiles :: Field -> Position -> Position -> [Tile]
intermediateTiles field src dst =
map (fieldGet field) (intermediatePositions src dst)
majorDiagonal :: Position -> [Position]
majorDiagonal (r, c) = [(r0 + i, c0 + i) | i <- [0..high]]
where
(r0, c0) = (max 0 (r - c), max 0 (c - r))
high = 7 - abs (r - c)
minorDiagonal :: Position -> [Position]
minorDiagonal (r, c) = [(r0 + i, c0 - i) | i <- [0..high]]
where
(r0, c0) = (max 0 (r - (7 - c)), 7 - max 0 ((7 - c) - r))
high = 7 - abs (r - (7 - c))
captureTurns :: Field -> Player -> [Position]
captureTurns field player = do
position <- [(row, col) | row <- [0..7], col <- [0..7]]
let tile = fieldGet field position
let canCapture = not $ null $ availableCaptures field position
if not $ tile `isTileOf` player && canCapture
then []
else [position]
step :: Tile -> Field -> Position -> Position -> Maybe GameState
step (Piece player Man) field src@(r, c) dst@(r', c')
| frontDirection player == r' - r && 1 == abs (c' - c) =
Just $ GameState (enemy player) nextField turns
where
nextField = movePiece field src dst
turns = captureTurns nextField (enemy player)
step (Piece player King) field src@(r, c) dst@(r', c')
| abs (r' - r) == abs (c' - c)
, all isEmptyOrPlayers intermediate
, fieldGet field dst == Empty =
Just $ GameState (enemy player) nextField turns
where
isEmptyOrPlayers tile = tile `isTileOf` player || tile == Empty
nextField = movePiece field src dst
turns = captureTurns nextField (enemy player)
intermediate = intermediateTiles field src dst
step _ _ _ _ = Nothing
capture :: Tile -> Field -> Position -> Position -> Maybe GameState
capture (Piece player Man) field src@(r, c) dst@(r', c')
| abs (r' - r) == abs (c' - c)
, 2 == abs (r' - r)
, fieldGet field captured `isTileOf` enemy player
, fieldGet field dst == Empty =
let field' = fieldSet field captured Empty
nextField = movePiece field' src dst
canCapture' = not $ null $ availableCaptures nextField dst
turns = captureTurns nextField (enemy player)
gameState
| canCapture' = GameState player nextField [dst]
| otherwise = GameState (enemy player) nextField turns
in Just gameState
where
captured = ((r + r') `div` 2, (c + c') `div` 2)
capture (Piece player King) field src@(r, c) dst@(r', c')
| abs (r' - r) == abs (c' - c)
, any (`isTileOf` enemy player) intermediate
, all (isTileOfEnemyOrEmpty player) intermediate
, fieldGet field dst == Empty =
let positions = intermediatePositions src dst
eraseAt f p = fieldSet f p Empty
field' = foldl' eraseAt field positions
nextField = movePiece field' src dst
canCapture' = not $ null $ availableCaptures nextField dst
turns = captureTurns nextField (enemy player)
gameState
| canCapture' = GameState player nextField [dst]
| otherwise = GameState (enemy player) nextField turns
in Just gameState
where
intermediate = intermediateTiles field src dst
isTileOfEnemyOrEmpty player' tile =
tile == Empty || tile `isTileOf` enemy player'
capture _ _ _ _ = Nothing
orElse :: Maybe a -> Maybe a -> Maybe a
orElse x@(Just _) _ = x
orElse _ y = y
stepOrCapture :: Tile -> Field -> Position -> Position -> Maybe GameState
stepOrCapture tile field src dst =
step tile field src dst `orElse` capture tile field src dst
turn :: GameState -> Position -> Position -> Maybe GameState
turn (GameState player field positions) src dst
| null positions || src `elem` positions
, isOnField src
, isOnField dst
, srcTile <- fieldGet field src
, srcTile `isTileOf` player
, fieldGet field dst == Empty =
case positions of
[] -> stepOrCapture srcTile field src dst
_ -> capture srcTile field src dst
turn _ _ _ = Nothing
getTurn :: GameState -> IO GameState
getTurn state = do
putStr "> "
hFlush stdout
t <- readTurn <$> getLine
case t of
Nothing -> invalidTurn
Just (src, dst) ->
case turn state src dst of
Nothing -> invalidTurn
Just state' -> return state'
where
readTurn [a, b, c, d, e]
| Just a' <- a `elemIndex` "abcdefgh"
, b' < 8
, '-' == c
, Just d' <- d `elemIndex` "abcdefgh"
, e' < 8 =
Just ((b', a'), (e', d'))
| otherwise =
Nothing
where
b' = digitToInt b - 1
e' = digitToInt e - 1
invalidTurn = do
putStrLn "Invalid turn"
getTurn state
countTiles :: Field -> (Int, Int)
countTiles field =
foldl' next (0, 0) tiles
where
tiles = [fieldGet field (row, col) | row <- [0..7], col <- [0..7]]
next amounts Empty = amounts
next (black, white) (Piece Black _) = (black + 1, white)
next (black, white) (Piece White _) = (black, white + 1)
availableSteps :: Field -> Position -> [Position]
availableSteps field src@(row, col)
| Piece player Man <- fieldGet field src =
let dRow = frontDirection player
canStepTo pos = isOnField pos && Empty == fieldGet field pos
in filter canStepTo [(row + dRow, col - 1), (row + dRow, col + 1)]
| Piece player King <- fieldGet field src =
let emptyOrPlayers t = t `isTileOf` player || t == Empty
diagonals = majorDiagonal src ++ minorDiagonal src
stepCandidates = filter (/= src) diagonals
canStepTo dst =
let between = intermediateTiles field src dst
in all emptyOrPlayers between && fieldGet field dst == Empty
in filter canStepTo stepCandidates
| otherwise = error "availableSteps shouldn't be used on Empty tile"
middle :: Position -> Position -> Position
middle (r, c) (r', c') = ((r + r') `div` 2, (c + c') `div` 2)
availableCaptures :: Field -> Position -> [Position]
availableCaptures field src@(r, c)
| piece@(Piece _ Man) <- fieldGet field src =
let turnCandidates =
filter isOnField [(r - 2, c - 2), (r - 2, c + 2),
(r + 2, c + 2), (r + 2, c - 2)]
in filter (\dst -> isJust $ capture piece field src dst) turnCandidates
| piece@(Piece _ King) <- fieldGet field src =
let diagonals = majorDiagonal src ++ minorDiagonal src
turnCandidates = removeTooClose diagonals
removeTooClose = filter (\(r', _) -> 2 <= abs (r' - r))
in filter (\dst -> isJust $ capture piece field src dst) turnCandidates
| otherwise = error "availableCaptures shouldn't be used on Empty tile"
availableTurns :: GameState -> [(Position, Position)]
availableTurns (GameState player field []) = do
row <- [0..7]
col <- [0..7]
let position = (row, col)
let piece = fieldGet field position
let steps = availableSteps field position
let captures = availableCaptures field position
if piece `isTileOf` player
then map ((,) position) $ steps ++ captures
else []
availableTurns (GameState _ field obligatoryPositions) = do
position <- obligatoryPositions
map ((,) position) $ availableCaptures field position
maxDepth :: Int
maxDepth = 3
heuristic :: GameState -> Int
heuristic (GameState player field _) =
foldl' next 0 [(row, col) | row <- [0..7], col <- [0..7]]
where
next acc pos@(_, c)
| (Piece player' Man) <- fieldGet field pos
, player == player'
, c `elem` [0, 7] =
let steps = length $ availableSteps field pos
captures = length $ availableCaptures field pos
in acc + steps + 2 * captures + 2
| (Piece player' Man) <- fieldGet field pos
, player == player' =
let steps = length $ availableSteps field pos
captures = length $ availableCaptures field pos
in acc + steps + 2 * captures + 1
| (Piece player' King) <- fieldGet field pos
, player == player' =
let steps = length $ availableSteps field pos
captures = length $ availableCaptures field pos
in acc + steps + 2 * captures + 5
| otherwise = acc
assess :: Int -> Player -> Bool -> Int -> Int -> GameState -> Int
assess depth player maximizing alpha beta state =
case (depth, winner state) of
(0, _) -> heuristic state
(_, Just player') ->
if player' == player then maxBound else minBound
_ ->
if maximizing
then go minBound alpha childStates
else go minBound alpha childStates
where
turn' (src, dst) = fromJust $ turn state src dst
childStates = map turn' $ availableTurns state
minOrMax = if maximizing then max else min
go v _ [] = v
go v alpha' _ | beta <= alpha' = v
go v alpha' (state' : states) =
let v' = assess (depth - 1) player (not maximizing) alpha' beta state'
in go (minOrMax v v') (minOrMax alpha' v') states
aiNextStep :: GameState -> (Position, Position)
aiNextStep state@(GameState player _ []) =
maximumBy (comparing assess') $ availableTurns state
where
alpha = minBound :: Int
beta = maxBound :: Int
assess' (src, dst) =
let nextState = fromJust $ turn state src dst
in assess maxDepth player False alpha beta nextState
aiNextStep state@(GameState player field obligatoryPositions) =
maximumBy (comparing assess') turns
where
alpha = minBound :: Int
beta = maxBound :: Int
assess' (src, dst) =
let nextState = fromJust $ turn state src dst
in assess maxDepth player False alpha beta nextState
availableCaptures' pos = map ((,) pos) $ availableCaptures field pos
turns = concatMap availableCaptures' obligatoryPositions
winner :: GameState -> Maybe Player
winner state@(GameState player field _) =
case countTiles field of
(0, _) -> Just White
(_, 0) -> Just Black
_ | noTurns -> Just $ enemy player
_ -> Nothing
where
noTurns = null $ availableTurns state
type Actor = GameState -> IO GameState
humanActor :: GameState -> IO GameState
humanActor state = getTurn state
computerActor :: GameState -> IO GameState
computerActor state = do
let (src, dst) = aiNextStep state
return $ fromJust $ turn state src dst
play :: Actor -> Actor -> GameState -> IO ()
play black white state@(GameState player field _) = do
print field
case winner state of
Just player' -> putStrLn $ show player' ++ " wins!"
Nothing -> do
putStrLn $ show player ++ "'s turn"
state' <- playerAction state
play black white state'
where
playerAction = if Black == player then black else white
main :: IO ()
main = do
hSetBuffering stdin LineBuffering
play computerActor computerActor (GameState White startingField [])