{- 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@] Facilitates matching of the current /position/ with a tree built from standard openings. -} module BishBosh.ContextualNotation.PositionHashQualifiedMoveTree( -- * Types -- ** Type-synonyms -- Tree, OnymousQualifiedMove, -- FindMatch, -- ** Data-types NodeLabel(), PositionHashQualifiedMoveTree(), -- * Functions -- onymiseQualifiedMove, -- findNextOnymousQualifiedMovesForGame, findNextOnymousQualifiedMovesForPosition, -- findNextJoiningOnymousQualifiedMovesFromPosition, findNextOnymousQualifiedMoves, maybeRandomlySelectOnymousQualifiedMove, -- ** Constructors fromQualifiedMoveForest, -- ** Predicates -- cantConverge, isTerminal ) where import Control.Arrow((&&&), (***)) import qualified BishBosh.Attribute.MoveType as Attribute.MoveType import qualified BishBosh.Component.Piece as Component.Piece 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.ContextualNotation.QualifiedMoveForest as ContextualNotation.QualifiedMoveForest import qualified BishBosh.Model.Game as Model.Game import qualified BishBosh.Model.Result as Model.Result import qualified BishBosh.Property.Reflectable as Property.Reflectable import qualified BishBosh.State.Board as State.Board import qualified BishBosh.Types as T import qualified Control.Arrow import qualified Control.DeepSeq import qualified Control.Parallel.Strategies import qualified Data.Array.IArray import qualified Data.Bits import qualified Data.Default import qualified Data.List import qualified Data.List.Extra import qualified Data.Maybe import qualified Data.Tree import qualified Factory.Math.Statistics import qualified System.Random import qualified ToolShed.System.Random -- | Each label of the tree contains a Zobrist-hash of the current position, augmented (except in the case of the apex-game) by the last move that was played & any conclusive result. data NodeLabel x y positionHash = MkNodeLabel { getPositionHash :: positionHash, getMaybeQualifiedMoveWithOnymousResult :: Maybe (Component.QualifiedMove.QualifiedMove x y, Maybe ContextualNotation.QualifiedMoveForest.OnymousResult) } -- | The tree of /qualified move/s. type Tree x y positionHash = Data.Tree.Tree (NodeLabel x y positionHash) -- | Constructor. data PositionHashQualifiedMoveTree x y positionHash = MkPositionHashQualifiedMoveTree { getZobrist :: Component.Zobrist.Zobrist x y positionHash, -- ^ Used to hash each position in the tree. getTree :: Tree x y positionHash, getMinimumPieces :: Component.Piece.NPieces -- ^ The minimum number of pieces remaining after the last move in any game defined in the tree. } -- | Augment the specified /qualified-move forest/ with a zobrist-hash of the /position/ & include the default initial game at the apex. fromQualifiedMoveForest :: ( Data.Array.IArray.Ix x, Data.Bits.Bits positionHash, Enum x, Enum y, Ord y, Show x, Show y ) => Bool -- ^ IncrementalEvaluation. -> Component.Zobrist.Zobrist x y positionHash -> ContextualNotation.QualifiedMoveForest.QualifiedMoveForest x y -> PositionHashQualifiedMoveTree x y positionHash {-# SPECIALISE fromQualifiedMoveForest :: Bool -> Component.Zobrist.Zobrist T.X T.Y T.PositionHash -> ContextualNotation.QualifiedMoveForest.QualifiedMoveForest T.X T.Y -> PositionHashQualifiedMoveTree T.X T.Y T.PositionHash #-} fromQualifiedMoveForest incrementalEvaluation zobrist qualifiedMoveForest = MkPositionHashQualifiedMoveTree { getZobrist = zobrist, getTree = let initialGame = Data.Default.def initialPositionHash = Component.Zobrist.hash2D initialGame zobrist in Data.Tree.Node { Data.Tree.rootLabel = MkNodeLabel initialPositionHash Nothing, Data.Tree.subForest = map ( if incrementalEvaluation then let slave game positionHash Data.Tree.Node { Data.Tree.rootLabel = label@(qualifiedMove, _), Data.Tree.subForest = qualifiedMoveForest' } = Data.Tree.Node { Data.Tree.rootLabel = MkNodeLabel positionHash' $ Just label, Data.Tree.subForest = map (slave game' positionHash') qualifiedMoveForest' -- Recurse. } where game' = Model.Game.applyQualifiedMove qualifiedMove game positionHash' = Model.Game.incrementalHash game positionHash game' zobrist in slave initialGame initialPositionHash else let slave game Data.Tree.Node { Data.Tree.rootLabel = label@(qualifiedMove, _), Data.Tree.subForest = qualifiedMoveForest' } = Data.Tree.Node { Data.Tree.rootLabel = MkNodeLabel (Component.Zobrist.hash2D game' zobrist) $ Just label, -- Hash the game after applying the move. Data.Tree.subForest = map (slave game') qualifiedMoveForest' -- Recurse. } where game' = Model.Game.applyQualifiedMove qualifiedMove game in slave initialGame ) $ ContextualNotation.QualifiedMoveForest.deconstruct qualifiedMoveForest }, getMinimumPieces = ContextualNotation.QualifiedMoveForest.findMinimumPieces qualifiedMoveForest } -- | Predicate. isTerminal :: PositionHashQualifiedMoveTree x y positionHash -> Bool isTerminal MkPositionHashQualifiedMoveTree { getTree = Data.Tree.Node { Data.Tree.subForest = [] } } = True isTerminal _ = False {- | * Determines whether, based on the current number of pieces, the specified game can't migrate to any /position/ defined in the tree. * CAVEAT: a negative result doesn't imply that convergence is possible, since other factors may prevent it. -} cantConverge :: Model.Game.Game x y -> PositionHashQualifiedMoveTree x y positionHash -> Bool cantConverge game MkPositionHashQualifiedMoveTree { getMinimumPieces = minimumPieces } = State.Board.getNPieces (Model.Game.getBoard game) < minimumPieces -- | A /qualified move/ annotated by the name & ultimate /result/, of each /game/ from which it could have originated. type OnymousQualifiedMove x y = (Component.QualifiedMove.QualifiedMove x y, [ContextualNotation.QualifiedMoveForest.OnymousResult]) -- | Find the /onymous result/s for all /game/s originating from the specified tree. onymiseQualifiedMove :: Tree x y positionHash -> OnymousQualifiedMove x y onymiseQualifiedMove = ( fst {-qualifiedMove-} . head &&& Data.Maybe.mapMaybe snd {-Maybe OnymousResult-} ) . map ( \MkNodeLabel { getMaybeQualifiedMoveWithOnymousResult = Just qualifiedMoveWithOnymousResult } -> qualifiedMoveWithOnymousResult ) . Data.Tree.flatten -- | The type of a function used to locate a match in the tree. type FindMatch x y positionHash = Model.Game.Game x y -> PositionHashQualifiedMoveTree x y positionHash -> [OnymousQualifiedMove x y] -- | For any exactly matching /game/ in the tree, return the subsequent /qualifiedMove/s. findNextOnymousQualifiedMovesForGame :: (Eq x, Eq y) => FindMatch x y positionHash findNextOnymousQualifiedMovesForGame requiredGame = slave ( Model.Game.listTurnsChronologically requiredGame ) . Data.Tree.subForest {-remove the apex which lacks a founding move-} . getTree where slave (turn : remainingTurns) = Data.Maybe.maybe [] {-match-failure-} ( slave remainingTurns . Data.Tree.subForest -- Recurse. ) . Data.List.find ( \Data.Tree.Node { Data.Tree.rootLabel = MkNodeLabel { getMaybeQualifiedMoveWithOnymousResult = Just (qualifiedMove, _) } } -> qualifiedMove == Component.Turn.getQualifiedMove turn ) slave _ {-none left to match-} = map onymiseQualifiedMove {- | * For all matching /position/s, return the subsequent /qualifiedMove/. * By matching the /position/ rather than the precise sequence of /move/s, transpositions can also be identified. * CAVEAT: a null list can result from either match-failure, or a match with the final /move/ of a /game/. -} findNextOnymousQualifiedMovesForPosition :: ( Data.Array.IArray.Ix x, Data.Bits.Bits positionHash, Enum x, Enum y, Ord y ) => FindMatch x y positionHash {-# SPECIALISE findNextOnymousQualifiedMovesForPosition :: FindMatch T.X T.Y T.PositionHash #-} findNextOnymousQualifiedMovesForPosition requiredGame positionHashQualifiedMoveTree@MkPositionHashQualifiedMoveTree { getZobrist = zobrist, getTree = tree } | cantConverge requiredGame positionHashQualifiedMoveTree = [] -- The specified game has fewer pieces than any defined in the tree. | otherwise = slave (2 * Component.Piece.nPiecesPerSide) tree where slave nPieces Data.Tree.Node { Data.Tree.rootLabel = MkNodeLabel { getPositionHash = positionHash }, Data.Tree.subForest = forest } | nPieces < State.Board.getNPieces ( Model.Game.getBoard requiredGame ) = [] -- There are fewer pieces remaining in the tree than required. | otherwise = ( if positionHash == Component.Zobrist.hash2D requiredGame zobrist then ( map onymiseQualifiedMove forest ++ -- The Zobrist-hash/position matches, so one can select any move from the forest. ) -- Section. else id ) $ concatMap ( \node@Data.Tree.Node { Data.Tree.rootLabel = MkNodeLabel { getMaybeQualifiedMoveWithOnymousResult = Just (qualifiedMove, _) } } -> slave ( Attribute.MoveType.nPiecesMutator (Component.QualifiedMove.getMoveType qualifiedMove) nPieces ) node -- Recurse to see if deeper matches exist. ) forest -- | Finds any single /move/s which can join the current /position/ with a member of the forest. findNextJoiningOnymousQualifiedMovesFromPosition :: ( Data.Array.IArray.Ix x, Data.Bits.Bits positionHash, Control.DeepSeq.NFData x, Control.DeepSeq.NFData y, Enum x, Enum y, Ord y, Show x, Show y ) => FindMatch x y positionHash {-# SPECIALISE findNextJoiningOnymousQualifiedMovesFromPosition :: FindMatch T.X T.Y T.PositionHash #-} findNextJoiningOnymousQualifiedMovesFromPosition game positionHashQualifiedMoveTree = [ ( preMatchQualifiedMove, concatMap snd {-[OnymousResult]-} matchingOnymousQualifiedMoves -- Discard the opponent's matching move, but cite the names of archived games it reached. ) | not $ Model.Game.isTerminated game, (preMatchQualifiedMove, matchingOnymousQualifiedMoves) <- Control.Parallel.Strategies.withStrategy ( Control.Parallel.Strategies.parList $ Control.Parallel.Strategies.parTuple2 Control.Parallel.Strategies.r0 Control.Parallel.Strategies.rdeepseq ) . map ( id &&& (`findNextOnymousQualifiedMovesForPosition` positionHashQualifiedMoveTree) . (`Model.Game.applyQualifiedMove` game) -- Apply this player's move. ) $ Model.Game.findQualifiedMovesAvailableToNextPlayer game, not $ null matchingOnymousQualifiedMoves ] -- List-comprehension. {- | * Calls 'findNextOnymousQualifiedMovesForGame' to find an exact match for the current /game/ in the tree. * Calls 'findNextOnymousQualifiedMovesForPosition' to find a match for the current /position/ in the tree. * On failure, it searches the tree to find a match for the colour-flipped /position/. * On failure, it searches for any /move/ which can be used to join the /position/ with the tree. * On failure, it searches for any /move/ which can be used to join the colour-flipped /position/ with the tree. * CAVEAT: the order of these searches has been hard-coded. -} findNextOnymousQualifiedMoves :: ( Data.Array.IArray.Ix x, Data.Bits.Bits positionHash, Control.DeepSeq.NFData x, Control.DeepSeq.NFData y, Enum x, Enum y, Ord y, Show x, Show y ) => (Bool, Bool, Bool) -- ^ MatchSwitches. -> FindMatch x y positionHash {-# SPECIALISE findNextOnymousQualifiedMoves :: (Bool, Bool, Bool) -> FindMatch T.X T.Y T.PositionHash #-} findNextOnymousQualifiedMoves (tryToMatchMoves, tryToMatchViaJoiningMove, tryToMatchColourFlippedPosition) game positionHashQualifiedMoveTree | cantConverge game positionHashQualifiedMoveTree = [] -- The specified game is smaller than any defined in the tree. | otherwise = Data.Maybe.fromMaybe [] . Data.List.find ( not . null -- Accept the results from the first match-function which returns any. ) $ ( if tryToMatchMoves then (findNextOnymousQualifiedMovesForGame game positionHashQualifiedMoveTree :) else id ) [ colourFlipper findMatch game positionHashQualifiedMoveTree | findMatch <- findNextOnymousQualifiedMovesForPosition : [findNextJoiningOnymousQualifiedMovesFromPosition | tryToMatchViaJoiningMove] {-list-comprehension-}, colourFlipper <- id : [ \findMatch' game' -> map ( Property.Reflectable.reflectOnX {-reflect matching moves back into the original domain-} *** map ( Control.Arrow.first $ showString "Colour-flipped:\t" ) ) . findMatch' ( Property.Reflectable.reflectOnX game' ) | tryToMatchColourFlippedPosition ] -- Transform an arbitrary match-function to operate on either the original or the colour-flipped game. ] -- List-comprehension. -- | Randomly select a /qualifiedMove/ from matching /position/s in the tree, & supply the names of those archived games from which it originated. maybeRandomlySelectOnymousQualifiedMove :: ( Control.DeepSeq.NFData x, Control.DeepSeq.NFData y, Data.Array.IArray.Ix x, Data.Bits.Bits positionHash, Enum x, Enum y, Ord y, Show x, Show y, System.Random.RandomGen randomGen ) => randomGen -> (Bool, Bool, Bool) -- ^ MatchSwitches. -> Model.Game.Game x y -> PositionHashQualifiedMoveTree x y positionHash -> Maybe (Component.QualifiedMove.QualifiedMove x y, [ContextualNotation.QualifiedMoveForest.Name]) {-# SPECIALISE maybeRandomlySelectOnymousQualifiedMove :: System.Random.RandomGen randomGen => randomGen -> (Bool, Bool, Bool) -> Model.Game.Game T.X T.Y -> PositionHashQualifiedMoveTree T.X T.Y T.PositionHash -> Maybe (Component.QualifiedMove.QualifiedMove T.X T.Y, [ContextualNotation.QualifiedMoveForest.Name]) #-} maybeRandomlySelectOnymousQualifiedMove randomGen matchSwitches game positionHashQualifiedMoveTree = case findNextOnymousQualifiedMoves matchSwitches game positionHashQualifiedMoveTree of [] -> Nothing onymousQualifiedMoves -> fmap ( Control.Arrow.second $ Data.List.nub . map fst {-Name-} ) . ToolShed.System.Random.select randomGen . last {-highest scoring group-} $ Data.List.Extra.groupSortOn ( ( Factory.Math.Statistics.getMean :: [Int] -> Rational ) . map ( Data.Maybe.maybe 0 {-a draw-} ( \victorsLogicalColour -> ( if victorsLogicalColour == Model.Game.getNextLogicalColour game then id else negate ) 1 {-victory-} ) . Model.Result.findMaybeVictor . snd {-result-} -- Score the result, according to which side we'd like to win. ) . snd {-[OnymousResult]-} ) onymousQualifiedMoves