{- Copyright (C) 2018 Dr. Alistair Ward This file is part of BishBosh. BishBosh is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. BishBosh is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with BishBosh. If not, see . -} {- | [@AUTHOR@] Dr. Alistair Ward [@DESCRIPTION@] The data-type threaded through the moves of the game, transporting the changing /game/-state & configuration. -} module BishBosh.State.PlayState( -- * Types -- ** Type-synonyms -- Transformation, -- ** Data-types PlayState( -- MkPlayState, -- getCriterionValues, getMoveFrequency, getSearchState, getOptions, getMaybeApplicationTerminationReason ), -- * Functions calculateCriterionValueStatistics, suggestCorrections, -- ** Constructor initialise, -- ** Accessors getGame, -- ** Mutators reconstructPositionHashQuantifiedGameTree, -- setPositionHashQuantifiedGameTree, updateWithAutomaticMove, updateWithManualMove, resign, -- ** Predicates hasMorePlies, hasApplicationTerminationBeenRequested ) where import Control.Arrow((&&&)) import qualified BishBosh.Component.Zobrist as Component.Zobrist import qualified BishBosh.Data.Exception as Data.Exception import qualified BishBosh.Evaluation.PositionHashQuantifiedGameTree as Evaluation.PositionHashQuantifiedGameTree import qualified BishBosh.Evaluation.QuantifiedGame as Evaluation.QuantifiedGame import qualified BishBosh.Input.IOOptions as Input.IOOptions import qualified BishBosh.Input.Options as Input.Options import qualified BishBosh.Input.UIOptions as Input.UIOptions import qualified BishBosh.Model.Game as Model.Game import qualified BishBosh.Model.GameTree as Model.GameTree import qualified BishBosh.Notation.MoveNotation as Notation.MoveNotation import qualified BishBosh.Search.SearchState as Search.SearchState import qualified BishBosh.State.ApplicationTerminationReason as State.ApplicationTerminationReason import qualified BishBosh.State.TurnsByLogicalColour as State.TurnsByLogicalColour import qualified BishBosh.Types as T import qualified Control.Exception import qualified Data.Array.IArray import qualified Data.Bits import qualified Data.List import qualified Data.List.Extra import qualified Data.Maybe import qualified Data.Ord import qualified Factory.Math.Statistics import qualified ToolShed.Data.List -- | The type threaded through the sequence of /game/s during play. data PlayState column criterionValue criterionWeight pieceSquareValue positionHash rankValue row weightedMean x y = MkPlayState { getCriterionValues :: [[criterionValue]], -- ^ The /criterion-value/s accumulated during the game. getZobrist :: Component.Zobrist.Zobrist x y positionHash, getMoveFrequency :: Model.GameTree.MoveFrequency x y, getSearchState :: Search.SearchState.SearchState x y positionHash criterionValue weightedMean, getOptions :: Input.Options.Options column criterionWeight pieceSquareValue rankValue row x y, getMaybeApplicationTerminationReason :: Maybe State.ApplicationTerminationReason.ApplicationTerminationReason } -- | Constructor. initialise :: ( Data.Array.IArray.Ix x, Data.Bits.Bits positionHash, Fractional criterionValue, Fractional pieceSquareValue, Fractional rankValue, Fractional weightedMean, Integral x, Integral y, Real criterionValue, Real criterionWeight, Real pieceSquareValue, Real rankValue, Show x, Show y ) => Input.Options.Options column criterionWeight pieceSquareValue rankValue row x y -> Component.Zobrist.Zobrist x y positionHash -> Model.GameTree.MoveFrequency x y -> Model.Game.Game x y -> PlayState column criterionValue criterionWeight pieceSquareValue positionHash rankValue row weightedMean x y {-# SPECIALISE initialise :: Input.Options.Options column T.CriterionWeight T.PieceSquareValue T.RankValue row T.X T.Y -> Component.Zobrist.Zobrist T.X T.Y T.PositionHash -> Model.GameTree.MoveFrequency T.X T.Y -> Model.Game.Game T.X T.Y -> PlayState column T.CriterionValue T.CriterionWeight T.PieceSquareValue T.PositionHash T.RankValue row T.WeightedMean T.X T.Y #-} initialise options zobrist moveFrequency game = MkPlayState { getCriterionValues = [], getZobrist = zobrist, getMoveFrequency = moveFrequency, getSearchState = Search.SearchState.initialise $ uncurry Evaluation.PositionHashQuantifiedGameTree.mkPositionHashQuantifiedGameTree ( Input.Options.getEvaluationOptions &&& Input.Options.getSearchOptions $ options ) zobrist moveFrequency game, getOptions = options, getMaybeApplicationTerminationReason = Nothing } -- | Accessor. getGame :: PlayState column criterionValue criterionWeight pieceSquareValue positionHash rankValue row weightedMean x y -> Model.Game.Game x y getGame MkPlayState { getSearchState = searchState } = Evaluation.QuantifiedGame.getGame . Evaluation.PositionHashQuantifiedGameTree.getRootQuantifiedGame $ Search.SearchState.getPositionHashQuantifiedGameTree searchState -- | The type of a function used to transform a 'PlayState'. type Transformation column criterionValue criterionWeight pieceSquareValue positionHash rankValue row weightedMean x y = PlayState column criterionValue criterionWeight pieceSquareValue positionHash rankValue row weightedMean x y -> PlayState column criterionValue criterionWeight pieceSquareValue positionHash rankValue row weightedMean x y -- | Reconstruct the /positionHashQuantifiedGameTree/ (in the /searchState/), with the apex set to the specified game. reconstructPositionHashQuantifiedGameTree :: ( Data.Array.IArray.Ix x, Data.Bits.Bits positionHash, Fractional criterionValue, Fractional pieceSquareValue, Fractional rankValue, Fractional weightedMean, Integral x, Integral y, Real criterionValue, Real criterionWeight, Real pieceSquareValue, Real rankValue, Show x, Show y ) => Model.Game.Game x y -> Transformation column criterionValue criterionWeight pieceSquareValue positionHash rankValue row weightedMean x y reconstructPositionHashQuantifiedGameTree game playState@MkPlayState { getZobrist = zobrist, getMoveFrequency = moveFrequency, getSearchState = searchState, getOptions = options } = playState { getSearchState = searchState { Search.SearchState.getPositionHashQuantifiedGameTree = uncurry Evaluation.PositionHashQuantifiedGameTree.mkPositionHashQuantifiedGameTree ( Input.Options.getEvaluationOptions &&& Input.Options.getSearchOptions $ options ) zobrist moveFrequency game } } -- | Mutator. setPositionHashQuantifiedGameTree :: Evaluation.PositionHashQuantifiedGameTree.PositionHashQuantifiedGameTree x y positionHash criterionValue weightedMean -> Transformation column criterionValue criterionWeight pieceSquareValue positionHash rankValue row weightedMean x y setPositionHashQuantifiedGameTree positionHashQuantifiedGameTree playState@MkPlayState { getSearchState = searchState } = playState { getSearchState = searchState { Search.SearchState.getPositionHashQuantifiedGameTree = positionHashQuantifiedGameTree } } -- | Mutator. updateWithAutomaticMove :: [criterionValue] -> Search.SearchState.SearchState x y positionHash criterionValue weightedMean -> Transformation column criterionValue criterionWeight pieceSquareValue positionHash rankValue row weightedMean x y updateWithAutomaticMove criterionValues searchState playState = playState { getCriterionValues = criterionValues : getCriterionValues playState, getSearchState = searchState } -- | Mutator. updateWithManualMove :: ( Eq x, Eq y ) => Model.Game.Game x y -> Transformation column criterionValue criterionWeight pieceSquareValue positionHash rankValue row weightedMean x y updateWithManualMove game playState@MkPlayState { getSearchState = searchState } = setPositionHashQuantifiedGameTree ( Data.Maybe.fromMaybe ( Control.Exception.throw $ Data.Exception.mkIncompatibleData "BishBosh.State.PlayState.updateWithManualMove:\tData.RoseTree.reduce failed." ) . Evaluation.PositionHashQuantifiedGameTree.reduce ( ( == Data.Maybe.fromMaybe ( Control.Exception.throw $ Data.Exception.mkResultUndefined "BishBosh.State.PlayState.updateWithManualMove:\tModel.Game.maybeLastTurn failed." ) ( Model.Game.maybeLastTurn game ) ) . Evaluation.QuantifiedGame.getLastTurn . Evaluation.PositionHashQuantifiedGameTree.getQuantifiedGame ) $ Search.SearchState.getPositionHashQuantifiedGameTree searchState ) playState -- | Calculate the /root-mean-square/ & the /standard-deviation/, of the values of each type of /criterion/. calculateCriterionValueStatistics :: ( Floating standardDeviation, Fractional mean, Real criterionValue ) => PlayState column criterionValue criterionWeight pieceSquareValue positionHash rankValue row weightedMean x y -> [(mean, standardDeviation)] calculateCriterionValueStatistics MkPlayState { getCriterionValues = criterionValues } = map ( Factory.Math.Statistics.getMean &&& Factory.Math.Statistics.getStandardDeviation ) $ Data.List.transpose criterionValues -- | Resignation by the player who currently holds the choice of move. resign :: Transformation column criterionValue criterionWeight pieceSquareValue positionHash rankValue row weightedMean x y resign playState@MkPlayState { getSearchState = searchState } = setPositionHashQuantifiedGameTree ( Evaluation.PositionHashQuantifiedGameTree.resign $ Search.SearchState.getPositionHashQuantifiedGameTree searchState ) playState -- | Given a string from which either a /move/ can't be parsed or the one that can is illegal, returns the closest matches amongst the currently available /move/s. suggestCorrections :: ( Enum x, Enum y, Ord x, Ord y, Show x, Show y ) => String -- ^ Move-string. -> PlayState column criterionValue criterionWeight pieceSquareValue positionHash rankValue row weightedMean x y -> [String] -- ^ Suggested corrections. suggestCorrections moveString playState@MkPlayState { getOptions = options } | Model.Game.isTerminated game = [] | otherwise = case Data.List.Extra.groupSort . map ( ( (\d -> d :: Rational) . ToolShed.Data.List.measureJaroDistance . (,) moveString &&& id {-alternative move-string-} ) . Notation.MoveNotation.showNotation ( Input.UIOptions.getMoveNotation . Input.IOOptions.getUIOptions $ Input.Options.getIOOptions options ) ) $ Model.Game.findQualifiedMovesAvailableToNextPlayer game of [] -> [] l -> snd {-move-strings-} $ last {-largest Jaro-distance is most similar-} l where game = getGame playState -- | Whether the game in the first /play-state/ has more plies than that in the second. hasMorePlies :: PlayState column criterionValue criterionWeight pieceSquareValue positionHash rankValue row weightedMean x y -> PlayState column criterionValue criterionWeight pieceSquareValue positionHash rankValue row weightedMean x y -> Bool hasMorePlies playState playState' = Data.Ord.comparing (State.TurnsByLogicalColour.getNPlies . Model.Game.getTurnsByLogicalColour . getGame) playState playState' == GT -- | Whether the user has requested application-termination, or the configured maximum number of turns has been reached. hasApplicationTerminationBeenRequested :: PlayState column criterionValue criterionWeight pieceSquareValue positionHash rankValue row weightedMean x y -> Bool hasApplicationTerminationBeenRequested MkPlayState { getMaybeApplicationTerminationReason = maybeApplicationTerminationReason } = Data.Maybe.isJust maybeApplicationTerminationReason