{-# LANGUAGE CPP, FlexibleContexts #-} {- 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@] * Constructs a tree in which each node contains; a /Zobrist-hash/; a /quantifiedGame/ with one of the moves available to its parent node applied; & an evaluation of the fitness of the resulting position. * Each forest in the tree is sorted, before evaluation of its fitness is performed. * CAVEAT: promotions are insufficiently frequent to be treated specially when sorting. -} module BishBosh.Evaluation.PositionHashQuantifiedGameTree( -- * Types -- ** Type-synonyms -- BarePositionHashQuantifiedGameTree, Forest, -- ** Data-types NodeLabel( -- MkNodeLabel, getPositionHash, getQuantifiedGame ), PositionHashQuantifiedGameTree( MkPositionHashQuantifiedGameTree, deconstruct ), -- * Functions reduce, traceRoute, resign, traceMatchingMoves, promoteMatchingMoves, sortNonCaptureMoves, -- ** Accessors getRootQuantifiedGame', getRootPositionHash, getRootQuantifiedGame, -- ** Constructor fromBarePositionHashQuantifiedGameTree, mkPositionHashQuantifiedGameTree -- ** Predicates -- equalsLastQualifiedMove ) where import Control.Arrow((&&&)) import qualified BishBosh.Component.QualifiedMove as Component.QualifiedMove import qualified BishBosh.Component.Turn as Component.Turn import qualified BishBosh.Component.Zobrist as Component.Zobrist import qualified BishBosh.Data.RoseTree as Data.RoseTree import qualified BishBosh.Evaluation.Fitness as Evaluation.Fitness import qualified BishBosh.Evaluation.QuantifiedGame as Evaluation.QuantifiedGame import qualified BishBosh.Input.EvaluationOptions as Input.EvaluationOptions import qualified BishBosh.Input.RankValues as Input.RankValues import qualified BishBosh.Input.SearchOptions as Input.SearchOptions import qualified BishBosh.Metric.WeightedMeanAndCriterionValues as Metric.WeightedMeanAndCriterionValues 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.Property.Arboreal as Property.Arboreal import qualified BishBosh.Property.Null as Property.Null import qualified BishBosh.Type.Crypto as Type.Crypto import qualified BishBosh.Type.Length as Type.Length import qualified BishBosh.Type.Mass as Type.Mass import qualified Control.Arrow import qualified Control.Monad.Reader import qualified Data.Array.IArray import qualified Data.Bits import qualified Data.Maybe import qualified Data.Tree #ifdef USE_UNBOXED_ARRAYS import qualified Data.Array.Unboxed #endif -- | Define a node in the tree to contain the hash of a /game/ & an evaluation of the fitness of that /game/. data NodeLabel x y positionHash = MkNodeLabel { getPositionHash :: positionHash, -- ^ The hash of the /game/ contained in 'getQuantifiedGame'. getQuantifiedGame :: Evaluation.QuantifiedGame.QuantifiedGame x y } deriving (Eq, Show) instance (Enum x, Enum y) => Notation.MoveNotation.ShowNotationFloat (NodeLabel x y positionHash) where showsNotationFloat moveNotation showsDouble MkNodeLabel { getQuantifiedGame = quantifiedGame } = Notation.MoveNotation.showsNotation moveNotation ( Evaluation.QuantifiedGame.getLastTurn quantifiedGame ) . showString "\t=> " . showsDouble ( realToFrac . Metric.WeightedMeanAndCriterionValues.getWeightedMean $ Evaluation.QuantifiedGame.getWeightedMeanAndCriterionValues quantifiedGame ) instance Property.Null.Null (NodeLabel x y positionHash) where isNull MkNodeLabel { getQuantifiedGame = quantifiedGame } = Property.Null.isNull quantifiedGame -- | Whether the last qualifiedMove of the /game/ in a node, matches a specified /QualifiedMove/. equalsLastQualifiedMove :: (Eq x, Eq y) => Component.QualifiedMove.QualifiedMove x y -> Data.RoseTree.IsMatch (NodeLabel x y positionHash) equalsLastQualifiedMove qualifiedMove MkNodeLabel { getQuantifiedGame = quantifiedGame } = (== qualifiedMove) . Component.Turn.getQualifiedMove $ Evaluation.QuantifiedGame.getLastTurn quantifiedGame -- | The tree resulting from each possible move-choice applied to a /game/, including a position-hash & an evaluation of the resulting fitness. type BarePositionHashQuantifiedGameTree x y positionHash = Data.Tree.Tree (NodeLabel x y positionHash) -- | Accessor. getRootQuantifiedGame' :: BarePositionHashQuantifiedGameTree x y positionHash -> Evaluation.QuantifiedGame.QuantifiedGame x y getRootQuantifiedGame' Data.Tree.Node { Data.Tree.rootLabel = MkNodeLabel { getQuantifiedGame = quantifiedGame } } = quantifiedGame -- | Wrap the bare tree. newtype PositionHashQuantifiedGameTree x y positionHash = MkPositionHashQuantifiedGameTree { deconstruct :: BarePositionHashQuantifiedGameTree x y positionHash } deriving Eq instance Property.Arboreal.Prunable (PositionHashQuantifiedGameTree x y positionHash) where prune depth MkPositionHashQuantifiedGameTree { deconstruct = barePositionHashQuantifiedGameTree } = MkPositionHashQuantifiedGameTree $ Property.Arboreal.prune depth barePositionHashQuantifiedGameTree instance (Enum x, Enum y) => Notation.MoveNotation.ShowNotationFloat (PositionHashQuantifiedGameTree x y positionHash) where showsNotationFloat moveNotation showsDouble MkPositionHashQuantifiedGameTree { deconstruct = barePositionHashQuantifiedGameTree } = showString $ ( if Property.Null.isNull . Data.Tree.rootLabel $ barePositionHashQuantifiedGameTree then Data.RoseTree.drawForest toString . Data.Tree.subForest else Data.RoseTree.drawTree toString ) barePositionHashQuantifiedGameTree where toString nodeLabel = Notation.MoveNotation.showsNotationFloat moveNotation showsDouble nodeLabel "" -- | Constructor. fromBarePositionHashQuantifiedGameTree :: BarePositionHashQuantifiedGameTree x y positionHash -> PositionHashQuantifiedGameTree x y positionHash fromBarePositionHashQuantifiedGameTree = MkPositionHashQuantifiedGameTree -- | Constructor. mkPositionHashQuantifiedGameTree :: ( Data.Array.IArray.Ix x, #ifdef USE_UNBOXED_ARRAYS Data.Array.Unboxed.IArray Data.Array.Unboxed.UArray pieceSquareValue, -- Requires 'FlexibleContexts'. The unboxed representation of the array-element must be defined (& therefore must be of fixed size). #endif Data.Bits.Bits positionHash, Fractional pieceSquareValue, Integral x, Integral y, Real pieceSquareValue, Show x, Show y ) => Input.EvaluationOptions.EvaluationOptions pieceSquareValue x y -> Input.SearchOptions.SearchOptions -> Component.Zobrist.Zobrist x y positionHash -> Model.GameTree.MoveFrequency x y -> Model.Game.Game x y -- ^ The current state of the /game/. -> PositionHashQuantifiedGameTree x y positionHash {-# SPECIALISE mkPositionHashQuantifiedGameTree :: Input.EvaluationOptions.EvaluationOptions Type.Mass.PieceSquareValue Type.Length.X Type.Length.Y -> Input.SearchOptions.SearchOptions -> Component.Zobrist.Zobrist Type.Length.X Type.Length.Y Type.Crypto.PositionHash -> Model.GameTree.MoveFrequency Type.Length.X Type.Length.Y -> Model.Game.Game Type.Length.X Type.Length.Y -> PositionHashQuantifiedGameTree Type.Length.X Type.Length.Y Type.Crypto.PositionHash #-} mkPositionHashQuantifiedGameTree evaluationOptions searchOptions zobrist moveFrequency seedGame = MkPositionHashQuantifiedGameTree ( if Input.EvaluationOptions.getIncrementalEvaluation evaluationOptions then let apexPositionHash = Component.Zobrist.hash2D seedGame zobrist in Data.Tree.Node { Data.Tree.rootLabel = MkNodeLabel apexPositionHash $ Control.Monad.Reader.runReader ( Evaluation.QuantifiedGame.fromGame Nothing seedGame ) evaluationOptions, -- Neither the previous positionHash nor the previous pieceSquareValue, are available to support incremental construction. Data.Tree.subForest = map ( Data.Maybe.maybe ( let slave positionHash game Data.Tree.Node { Data.Tree.rootLabel = game', Data.Tree.subForest = gameForest' } = Data.Tree.Node { Data.Tree.rootLabel = MkNodeLabel positionHash' $ Control.Monad.Reader.runReader ( Evaluation.QuantifiedGame.fromGame Nothing game' ) evaluationOptions, Data.Tree.subForest = map (slave positionHash' game') gameForest' -- Recurse. } where positionHash' = Model.Game.updateIncrementalPositionHash game positionHash game' zobrist in slave ) ( \pieceSquareByCoordinatesByRank -> let slave pieceSquareValue positionHash game Data.Tree.Node { Data.Tree.rootLabel = game', Data.Tree.subForest = gameForest' } = Data.Tree.Node { Data.Tree.rootLabel = MkNodeLabel positionHash' $ Control.Monad.Reader.runReader ( Evaluation.QuantifiedGame.fromGame (Just pieceSquareValue') game' ) evaluationOptions, Data.Tree.subForest = map (slave pieceSquareValue' positionHash' game') gameForest' -- Recurse. } where pieceSquareValue' = Evaluation.Fitness.measurePieceSquareValueIncrementally pieceSquareValue pieceSquareByCoordinatesByRank game' positionHash' = Model.Game.updateIncrementalPositionHash game positionHash game' zobrist in slave $ Evaluation.Fitness.measurePieceSquareValue pieceSquareByCoordinatesByRank seedGame ) ( Input.EvaluationOptions.getMaybePieceSquareByCoordinatesByRank evaluationOptions ) apexPositionHash seedGame ) $ Data.Tree.subForest bareGameTree } else fmap ( uncurry MkNodeLabel . ( (`Component.Zobrist.hash2D` zobrist) &&& (`Control.Monad.Reader.runReader` evaluationOptions) . Evaluation.QuantifiedGame.fromGame Nothing ) ) bareGameTree ) where bareGameTree = Model.GameTree.deconstruct . Model.GameTree.sortGameTree ( Input.SearchOptions.getMaybeCaptureMoveSortAlgorithm searchOptions ) ( `Input.RankValues.findRankValue` Input.EvaluationOptions.getRankValues evaluationOptions ) moveFrequency $ Model.GameTree.fromGame seedGame -- | Accessor. getRootPositionHash :: PositionHashQuantifiedGameTree x y positionHash -> positionHash getRootPositionHash MkPositionHashQuantifiedGameTree { deconstruct = Data.Tree.Node { Data.Tree.rootLabel = MkNodeLabel { getPositionHash = positionHash } } } = positionHash -- | Accessor. getRootQuantifiedGame :: PositionHashQuantifiedGameTree x y positionHash -> Evaluation.QuantifiedGame.QuantifiedGame x y getRootQuantifiedGame MkPositionHashQuantifiedGameTree { deconstruct = Data.Tree.Node { Data.Tree.rootLabel = MkNodeLabel { getQuantifiedGame = quantifiedGame } } } = quantifiedGame -- | Forward request. reduce :: Data.RoseTree.IsMatch (NodeLabel x y positionHash) -> PositionHashQuantifiedGameTree x y positionHash -> Maybe (PositionHashQuantifiedGameTree x y positionHash) reduce isMatch MkPositionHashQuantifiedGameTree { deconstruct = barePositionHashQuantifiedGameTree } = MkPositionHashQuantifiedGameTree `fmap` Data.RoseTree.reduce isMatch barePositionHashQuantifiedGameTree -- | Forward request. traceRoute :: (Component.Turn.Turn x y -> Data.RoseTree.IsMatch (NodeLabel x y positionHash)) -> PositionHashQuantifiedGameTree x y positionHash -> [Component.Turn.Turn x y] -> Maybe [NodeLabel x y positionHash] traceRoute isMatch MkPositionHashQuantifiedGameTree { deconstruct = barePositionHashQuantifiedGameTree } = Data.RoseTree.traceRoute isMatch barePositionHashQuantifiedGameTree -- | Follow the specified move-sequence down the /positionHashQuantifiedGameTree/. traceMatchingMoves :: (Eq x, Eq y) => PositionHashQuantifiedGameTree x y positionHash -> [Component.QualifiedMove.QualifiedMove x y] -> Maybe [NodeLabel x y positionHash] -- ^ Returns 'Nothing', on failure to match a move. traceMatchingMoves MkPositionHashQuantifiedGameTree { deconstruct = barePositionHashQuantifiedGameTree } = Data.RoseTree.traceRoute equalsLastQualifiedMove barePositionHashQuantifiedGameTree -- | Amend the apex-game to reflect the resignation of the next player. resign :: PositionHashQuantifiedGameTree x y positionHash -> PositionHashQuantifiedGameTree x y positionHash resign MkPositionHashQuantifiedGameTree { deconstruct = barePositionHashQuantifiedGameTree@Data.Tree.Node { Data.Tree.rootLabel = nodeLabel@MkNodeLabel { getQuantifiedGame = quantifiedGame } } } = MkPositionHashQuantifiedGameTree $ barePositionHashQuantifiedGameTree { Data.Tree.rootLabel = nodeLabel { getQuantifiedGame = quantifiedGame { Evaluation.QuantifiedGame.getGame = Model.Game.resign $ Evaluation.QuantifiedGame.getGame quantifiedGame } } } -- | Self-documentation. type Forest x y positionHash = [BarePositionHashQuantifiedGameTree x y positionHash] {- | * Promotes the first matching /move/ to the head of the forest, then descends & recursively promotes the next matching move in the sub-forest. * N.B.: this can be used to dynamically re-order the forest when a transposition is detected. -} promoteMatchingMoves :: (Eq x, Eq y) => [Component.QualifiedMove.QualifiedMove x y] -- ^ The list of qualifiedMoves, which should be promoted at successively deeper levels in the tree. -> Forest x y positionHash -> Maybe (Forest x y positionHash) -- ^ Returns 'Nothing' on failure to match a move. promoteMatchingMoves = Data.RoseTree.promote equalsLastQualifiedMove {- | * Sorts the forest, starting just after any initial capture-moves. * N.B.: this can be used to dynamically re-order the forest using the killer heuristic. -} sortNonCaptureMoves :: (Forest x y positionHash -> Forest x y positionHash) -> Forest x y positionHash -> Forest x y positionHash sortNonCaptureMoves sortForest = uncurry (++) . Control.Arrow.second sortForest . span ( Component.Turn.isCapture . Evaluation.QuantifiedGame.getLastTurn . getRootQuantifiedGame' -- Shield any capture-moves, which were previously advanced by static sorting, from the sort. )