module Exercise08 where import Data.Bits import Data.List import System.Random (mkStdGen, randoms, randomIO, Random) import Data.Ord (comparing) -- Player is either 1 or -1 type Player = Int -- A field is just an Int value where the absolute gives the number of pieces on the field -- and the sign corresponds to the player -- e.g. -3 would mean there are three blobs in this field of player -1 type Field = Int type Row = [Field] type Column = [Field] -- boards are rectangles represented as a list of rows type Board = [Row] -- A position on the board is represented as (row, column) -- (0,0) is the top left corner, coordinate values increase towards the bottom right type Pos = (Int, Int) -- A size represented as (height,width) type Size = (Int, Int) -- A strategy takes the player who's move it is, optionally takes a list of double values -- to allow for probabilistic strategies, takes the current board and gives back the position -- of the move the player should do type Strategy = [Double] -> Player -> Board -> Pos -- A stateful strategy can additionally pass some object between invocations type StatefulStrategyFunc a = a -> [Double] -> Player -> Board -> (Pos, a) -- first value is the state object to pass to the first invocation of each game type StatefulStrategy a = (a, StatefulStrategyFunc a) -- the position to put a orb to and the resulting board rating type Move = (Pos, Float) defaultSize :: (Int, Int) defaultSize = (9,6) -- Some useful helper functions row :: Board -> Int -> Row row = (!!) column :: Board -> Int -> Column column = row . transpose width :: Board -> Int width (x : _) = length x width _ = 0 height :: Board -> Int height = length size :: Board -> Size size b = (height b, width b) getCell :: Pos -> Board -> Field getCell (y, x) b = b !! y !! x -- pretty print a single cell showCell :: Field -> String showCell c = "- +" !! succ (signum c) : show (abs c) -- pretty print the given board showBoard :: Board -> String showBoard = unlines . map (unwords . map showCell) -- print a board to the console printBoard :: Board -> IO () printBoard = putStr . showBoard -- check if a position is one a board of the given size isValidPos :: Size -> Pos -> Bool isValidPos (r, c) (y, x) = y >= 0 && y < r && x >= 0 && x < c {- x.1 -} -- Check if the given player can put an orb on the given position canPlaceOrb :: Player -> Pos -> Board -> Bool canPlaceOrb p (y, x) b = val == 0 || signum val == signum p where val = getCell (y, x) b -- Check if the given player has won the game, -- you can assume that the opponent has made at least one move before hasWon :: Player -> Board -> Bool hasWon p b = all (==True) [all (==True) [signum c /= -p | c <-r] | r <- b] -- the list of neighbors of a cell neighbors :: Size -> Pos -> [Pos] neighbors (r, c) (y, x) = up ++ right ++ left ++ down where up = [(y-1, x) | y > 0] right = [(y, x+1) | x < c - 1] left = [(y, x-1) | x > 0] down = [(y+1, x) | y < r - 1] -- update a single position on the board -- f: function that modifies the number of orbs in the cell -- p: player to whom the updated cell should belong updatePos :: (Int -> Int) -> Player -> Pos -> Board -> Board updatePos f p (y, x) b = [[if r == y && c == x then newNumb else getCell (r, c) b | c <- [0..snd s -1]] | r <- [0..fst s -1]] where newNumb = f (abs (getCell (y, x) b)) * p s = size b {- x.2 -} -- place an orb for the given player in the given cell putOrb :: Player -> Pos -> Board -> Board putOrb p (y, x) b = putOrbRec p False (y, x) b -- Bool specifying whether the board has been updated or not -- (only False with the initial call from putOrb) putOrbRec :: Player -> Bool -> Pos -> Board -> Board putOrbRec player updated pos board | hasWon player newB = newB | not isFilled = newB | otherwise = foldr (putOrbRec player True) overflowedB nbs where newB = if updated then board else updatePos (+1) player pos board nbs = neighbors (size newB) pos isFilled = length nbs <= abs (getCell pos newB) overflowedB = foldr (updatePos (+1) player) (updatePos (\x -> x - length nbs) player pos newB) nbs {- x.3 -} {-WETT-} -- Your strategy strategy :: Strategy strategy rnds player board = fst (bestMove player board 1) -- adds state to a strategy that doesn't use it wrapStrategy :: Strategy -> StatefulStrategy Int wrapStrategy strat = (0, \s r p b -> (strat r p b, succ s)) -- the actual strategy submissions -- if you want to use state modify this instead of strategy -- additionally you may change the Int in this type declaration to any type that is usefully for your strategy strategyState :: StatefulStrategy Int strategyState = wrapStrategy strategy corners :: Board -> [Pos] corners b = [(0, 0), (0,maxX), (maxY, 0), (maxY, maxX)] where maxX = width b - 1 maxY = height b - 1 rateBoard :: Board -> Float rateBoard board | hasWon 1 board = inf | hasWon (-1) board = -inf | otherwise = sum [sum (modify (row board i)) | i <- [0..height board - 1]] + fromIntegral (sum [getCell pos board | pos <- corners board]) -- corners are valuable i think where inf = 1/0 modify :: [Int] -> [Float] -- modify the cells by their values modify = map (\x -> fromIntegral x :: Float) -- more orbs per cell pickMove :: Player -> [Move] -> Move pickMove p = maximumBy (comparing (\x -> (fromIntegral p :: Float) * snd x)) getPossibleMovesRated :: Player -> Board -> [Move] getPossibleMovesRated player board = [move y x | x <- [0..width board - 1], y <- [0..height board -1], canPlaceOrb player (y, x) board] where move y x = ((y, x), rateBoard (putOrb player (y, x) board)) getPossiblePos :: Player -> Board -> [Pos] getPossiblePos player board = [(y, x) | x <- [0..width board - 1], y <- [0..height board -1], canPlaceOrb player (y, x) board] -- recursively picks the best move -- the Int counts how many recursion levels to go deeper are left bestMove :: Player -> Board -> Int -> Move bestMove player board 0 = pickMove player (getPossibleMovesRated player board) bestMove player board lvl = pickMove player [(pos, snd (bestMove (-player) (withOrb pos) (lvl-1))) | pos <- getPossiblePos player board] where withOrb pos = putOrb player pos board {-TTEW-} -- Simulate a game between two strategies on a board of the given size and -- returns the state of the board before each move together with the player that won the game play :: [Int] -> Size -> StatefulStrategy a -> StatefulStrategy b -> [(Board, Pos)] play rss (r, c) (isa, sa) (isb, sb) = go rss isa sa isb sb 1 0 (replicate r (replicate c 0)) where -- type signature is necessary, inferred type is wrong! go :: [Int] -> a -> StatefulStrategyFunc a -> b -> StatefulStrategyFunc b -> Player -> Int -> Board -> [(Board, Pos)] go (rs:rss) stc sc stn sn p n b | won = [] | valid = (b, m) : go rss stn sn st' sc (-p) (succ n) (putOrb p m b) | otherwise = [] where won = n > 1 && hasWon (-p) b (m, st') = sc stc (mkRandoms rs) p b valid = isValidPos (size b) m && canPlaceOrb p m b -- Play a game and print it to the console playAndPrint :: Size -> StatefulStrategy a -> StatefulStrategy b -> IO () playAndPrint size sa sb = do seed <- randomIO -- let seed = 42 let moves = play (mkRandoms seed) size sa sb putStr $ unlines (zipWith showState moves $ cycle ['+', '-']) ++ "\n" ++ (case length moves `mod` 2 of { 1 -> "Winner: +"; 0 -> "Winner: -" }) ++ "\n" ++ "View at https://vmnipkow16.in.tum.de/christmas2020/embed.html#i" ++ base64 (1 : t size ++ concatMap (t . snd) moves) ++ "\n" where showState (b, pos) p = showBoard b ++ p : " places at " ++ show pos ++ "\n" t (a, b) = [a, b] mkRandoms :: Random a => Int -> [a] mkRandoms = randoms . mkStdGen base64 :: [Int] -> String base64 xs = case xs of [] -> "" [a] -> f1 a : f2 a 0 : "==" [a, b] -> f1 a : f2 a b : f3 b 0 : "=" a : b : c : d -> f1 a : f2 a b : f3 b c : f4 c : base64 d where alphabet = (!!) "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/" f1 a = alphabet $ shiftR a 2 f2 a b = alphabet $ shiftL (a .&. 3 ) 4 .|. shiftR b 4 f3 b c = alphabet $ shiftL (b .&. 15) 2 .|. shiftR c 6 f4 c = alphabet $ c .&. 63