{- 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 the Zobrist data-type. * Analyses standard-opening moves in order to statically sort the move-tree. * Reads any persistent game-state from file, to initialise the play-state, which constructs the quantified move tree. * Constructs position-hashes for each node in the tree. * Calls the selected user-interface. -} module BishBosh.Play( -- * Functions play ) where import Control.Arrow((&&&)) import qualified BishBosh.Component.Zobrist as Component.Zobrist import qualified BishBosh.ContextualNotation.PositionHashQualifiedMoveTree as ContextualNotation.PositionHashQualifiedMoveTree import qualified BishBosh.ContextualNotation.QualifiedMoveForest as ContextualNotation.QualifiedMoveForest import qualified BishBosh.Input.EvaluationOptions as Input.EvaluationOptions import qualified BishBosh.Input.IOOptions as Input.IOOptions import qualified BishBosh.Input.Options as Input.Options import qualified BishBosh.Input.SearchOptions as Input.SearchOptions import qualified BishBosh.Input.UIOptions as Input.UIOptions import qualified BishBosh.Model.GameTree as Model.GameTree import qualified BishBosh.Notation.MoveNotation as Notation.MoveNotation import qualified BishBosh.Property.Empty as Property.Empty import qualified BishBosh.Property.Tree as Property.Tree import qualified BishBosh.Search.SearchState as Search.SearchState import qualified BishBosh.State.PlayState as State.PlayState import qualified BishBosh.Text.Show as Text.Show import qualified BishBosh.Types as T import qualified BishBosh.UI.CECP as UI.CECP import qualified BishBosh.UI.Raw as UI.Raw import qualified Control.DeepSeq import qualified Control.Exception import qualified Data.Array.IArray import qualified Data.Bits import qualified Data.Default import qualified Data.Maybe import qualified System.FilePath import qualified System.IO import qualified System.Random import System.FilePath(()) -- | Plays the game according to the specified configuration. play :: ( Control.DeepSeq.NFData column, Control.DeepSeq.NFData criterionWeight, Control.DeepSeq.NFData pieceSquareValue, Control.DeepSeq.NFData rankValue, Control.DeepSeq.NFData row, Control.DeepSeq.NFData weightedMean, Control.DeepSeq.NFData x, Control.DeepSeq.NFData y, Data.Array.IArray.Ix x, Data.Bits.FiniteBits positionHash, Fractional criterionValue, Fractional pieceSquareValue, Fractional rankValue, Fractional weightedMean, Integral column, Integral x, Integral y, Num positionHash, Ord positionHash, Read x, Read y, Real criterionValue, Real criterionWeight, Real pieceSquareValue, Real rankValue, Real weightedMean, Show column, Show pieceSquareValue, Show row, Show x, Show y, System.Random.Random positionHash, System.Random.RandomGen randomGen ) => randomGen -> Input.Options.Options column criterionWeight pieceSquareValue rankValue row x y -> ContextualNotation.QualifiedMoveForest.QualifiedMoveForest x y -- ^ Standard openings. -> IO (State.PlayState.PlayState column criterionValue criterionWeight pieceSquareValue positionHash rankValue row weightedMean x y) {-# SPECIALISE play :: ( Control.DeepSeq.NFData column, Control.DeepSeq.NFData row, Integral column, Show column, Show row, System.Random.RandomGen randomGen ) => randomGen -> Input.Options.Options column T.CriterionWeight T.PieceSquareValue T.RankValue row T.X T.Y -> ContextualNotation.QualifiedMoveForest.QualifiedMoveForest T.X T.Y -> IO (State.PlayState.PlayState column T.CriterionValue T.CriterionWeight T.PieceSquareValue T.PositionHash T.RankValue row T.WeightedMean T.X T.Y) #-} play randomGen options qualifiedMoveForest = Data.Maybe.maybe ( return {-to IO-monad-} Data.Default.def {-game-} ) ( \(filePath, _) -> if any (System.FilePath.equalFilePath filePath) [ showChar System.FilePath.pathSeparator "dev" "null", -- On *nix. "nul" -- On Windows ? ] then return {-to IO-monad-} Data.Default.def {-game-} else Control.Exception.catch ( do s <- readFile filePath return {-to IO-monad-} $! read s -- Force evaluation, to trigger any exception thrown from within 'catch'. ) $ \e -> do System.IO.hPutStrLn System.IO.stderr . Text.Show.showsWarningPrefix . showString "'readFile' failed; " $ shows (e :: Control.Exception.SomeException) "." return {-to IO-monad-} Data.Default.def {-game-} ) ( Input.IOOptions.getMaybePersistence ioOptions ) >>= ( ( \playState -> Data.Maybe.maybe ( return {-to IO-monad-} playState ) ( \depth -> do System.IO.hPutStrLn System.IO.stderr . Text.Show.showsInfoPrefix . showString "Move-tree:\n" $ ( uncurry Notation.MoveNotation.showsNotationFloatToNDecimals ( Input.UIOptions.getMoveNotation &&& Input.UIOptions.getNDecimalDigits $ uiOptions ) . Property.Tree.prune depth . Search.SearchState.getPositionHashQuantifiedGameTree $ State.PlayState.getSearchState playState ) "" return {-to IO-monad-} playState ) $ Input.UIOptions.getMaybePrintMoveTree uiOptions ) . State.PlayState.initialise options zobrist ( if Input.SearchOptions.getSortOnStandardOpeningMoveFrequency searchOptions then Model.GameTree.toMoveFrequency $ ContextualNotation.QualifiedMoveForest.toGameTree qualifiedMoveForest else Property.Empty.empty {-MoveFrequency-} ) ) >>= ( const UI.Raw.takeTurns `either` const UI.CECP.takeTurns $ Input.UIOptions.getEitherNativeUIOrCECPOptions uiOptions -- Select a user-interface. ) ( ContextualNotation.PositionHashQualifiedMoveTree.fromQualifiedMoveForest ( Input.EvaluationOptions.getIncrementalEvaluation $ Input.Options.getEvaluationOptions options ) zobrist qualifiedMoveForest ) randomGen where (ioOptions, searchOptions) = Input.Options.getIOOptions &&& Input.Options.getSearchOptions $ options uiOptions = Input.IOOptions.getUIOptions ioOptions zobrist = Component.Zobrist.mkZobrist (Input.SearchOptions.getMaybeMinimumHammingDistance searchOptions) randomGen