module Exercise08 where import Data.Bits import Data.List import Data.Maybe import System.Random (mkStdGen, randoms, randomIO, Random) -- 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) 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 pos b = let value = getCell pos b in value == 0 || (p>0) == (value >0) -- 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 = all $ all $ \value -> value == 0 || (p>0) == (value >0) -- the list of neighbors of a cell neighbors :: Size -> Pos -> [Pos] neighbors (r, c) (y, x) = filter (\(y,x) -> y >= 0 && y < r && x >= 0 && x < c) [(y, x-1), (y, x+1), (y+1,x), (y-1, x)] -- 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) = updateElem (updateElem ((p*) . f . abs) x ) y where updateElem::(a->a) -> Int -> [a] -> [a] updateElem f pos list = let (a,b) = splitAt pos list in a ++ f (head b) : tail b {- x.2 -} -- place an orb for the given player in the given cell putOrb :: Player -> Pos -> Board -> Board putOrb p pos = putOrbs p [pos] putOrbs _ [] b = b putOrbs p pos b = let newBoard = foldl' (flip $ updatePos (1+) p) b pos in if hasWon p newBoard then newBoard else handleOverflow p newBoard handleOverflow p b = let over = allOverflows b newBoard = foldl' (\board pos-> updatePos (\x -> x - length (neighbors (size board) pos)) p pos board) b over newOrbs = concatMap (neighbors (size b)) over in putOrbs p newOrbs newBoard allOverflows board = let (h, w) = size board in filter (\pos -> length (neighbors (h,w) pos ) <= abs (getCell pos board)) [(y,x) | x <- [0..w-1], y <- [0..h-1]] {- x.3 -} {-WETT-} -- Your strategy strategy :: Strategy strategy _ p b = fromMaybe (0,0) $ fst $ negamax b 3 (-10000) 10000 p True negamax board 0 _ _ player _ = (Nothing, player * heuristic board) negamax board depth alpha beta player first | not first && hasWon (player *( -1)) board = (Nothing, player * heuristic board) | otherwise = evaluateWithCutoff (allPossibleMoves player board) (Nothing, -10000) alpha where evaluateWithCutoff [] acc _ = acc evaluateWithCutoff (x:xs) acc alpha = let valueAfterMoveX = (-1) * snd (negamax (putOrb player x board) (depth-1) (-beta) (-alpha) (-player) False) newAcc = if snd acc < valueAfterMoveX then (Just x, valueAfterMoveX) else acc newAlpha = max (snd newAcc) alpha in if newAlpha >= beta then newAcc else evaluateWithCutoff xs newAcc newAlpha heuristic b = sum [scorePosition b (y,x) | y <-[0..height b -1], x <- [0..width b -1]] scorePosition board pos | value == 0 = 0 | otherwise = value --points for orbs - player * sum (map ( (5 -) .length . neighbors (size board) ) n) --subtract points for nearly full nearby enemys + player * if null n then if isNearlyFull pos then 2 else 0 + if length n' /= 4 then 5 - length n' else 0 else 0 where player = signum value value = getCell pos board n' = neighbors (size board) pos n = filter (\pos -> isNearlyFull pos && isEnemy pos) n' isNearlyFull pos = abs (getCell pos board) == length (neighbors (size board) pos) - 1 isEnemy pos = let v = getCell pos board in v /= 0 && (v>0) /= (player>0) allPossibleMoves p b = filter (\pos -> canPlaceOrb p pos b) [(y,x) | y <- [0..height b -1], x <- [0..width b -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 {-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 main = playAndPrint (9,6) strategyState strategyState