{-
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@]
* Defines chess as a constant tree of all possible moves.
* Because of the conceptually infinite size of this data-structure, care must be taken not to attempt to call 'show', '(==)', ...
-}
module BishBosh.Model.GameTree(
-- * Types
-- ** Type-synonyms
-- BareGameTree,
MoveFrequency,
-- Transformation,
-- ** Data-types
GameTree(
-- MkGameTree,
deconstruct
),
-- * Function
-- compareByMVVLVA,
-- getLastMove,
-- staticExchangeEvaluation,
-- getRankAndMove,
countGames,
countMoves,
traceRoute,
sortGameTree,
toMoveFrequency,
-- ** Constructor
fromBareGameTree,
fromGame
) where
import Control.Arrow((&&&))
import qualified BishBosh.Attribute.CaptureMoveSortAlgorithm as Attribute.CaptureMoveSortAlgorithm
import qualified BishBosh.Attribute.LogicalColour as Attribute.LogicalColour
import qualified BishBosh.Attribute.MoveType as Attribute.MoveType
import qualified BishBosh.Attribute.Rank as Attribute.Rank
import qualified BishBosh.Component.Move as Component.Move
import qualified BishBosh.Component.QualifiedMove as Component.QualifiedMove
import qualified BishBosh.Component.Turn as Component.Turn
import qualified BishBosh.Data.Exception as Data.Exception
import qualified BishBosh.Data.RoseTree as Data.RoseTree
import qualified BishBosh.Model.Game as Model.Game
import qualified BishBosh.Model.MoveFrequency as Model.MoveFrequency
import qualified BishBosh.Notation.MoveNotation as Notation.MoveNotation
import qualified BishBosh.Property.Empty as Property.Empty
import qualified BishBosh.Property.Null as Property.Null
import qualified BishBosh.Property.Tree as Property.Tree
import qualified BishBosh.State.TurnsByLogicalColour as State.TurnsByLogicalColour
import qualified BishBosh.Types as T
import qualified Control.Exception
import qualified Data.Default
import qualified Data.Foldable
import qualified Data.List
import qualified Data.Maybe
import qualified Data.Tree
-- | Each node defines the state of the game.
type BareGameTree x y = Data.Tree.Tree (Model.Game.Game x y)
-- | Forwards request to 'Component.Turn.compareByMVVLVA'.
compareByMVVLVA
:: Ord rankValue
=> Attribute.Rank.EvaluateRank rankValue
-> BareGameTree x y
-> BareGameTree x y
-> Ordering
compareByMVVLVA evaluateRank Data.Tree.Node { Data.Tree.rootLabel = gameL } Data.Tree.Node { Data.Tree.rootLabel = gameR } = uncurry (
Component.Turn.compareByMVVLVA evaluateRank
) . (
($ gameL) &&& ($ gameR)
) $ Data.Maybe.fromJust . Model.Game.maybeLastTurn
-- | Get the last move responsible for the current position.
getLastMove :: BareGameTree x y -> Component.Move.Move x y
{-# INLINE getLastMove #-}
getLastMove Data.Tree.Node { Data.Tree.rootLabel = game } = Component.QualifiedMove.getMove . Component.Turn.getQualifiedMove . Data.Maybe.fromJust $ Model.Game.maybeLastTurn game
{- |
* .
* Returns the net /rankValue/-difference in the /piece/s lost by either side, after a continuous battle at the specified coordinates.
* CAVEAT: assumes that the battle continues until either player concludes it's disadvantageous to continue, or fire-power has been exhausted.
-}
staticExchangeEvaluation :: (
Eq x,
Eq y,
Num rankValue,
Ord rankValue
)
=> Attribute.Rank.EvaluateRank rankValue
-> BareGameTree x y
-> rankValue
staticExchangeEvaluation evaluateRank node@Data.Tree.Node { Data.Tree.rootLabel = game } = Data.Maybe.maybe 0 {-nothing taken-} (slave node) $ getMaybeImplicitlyTakenRank game where -- Find the rank of any victim.
getMaybeImplicitlyTakenRank game' = Attribute.MoveType.getMaybeImplicitlyTakenRank . Component.QualifiedMove.getMoveType . Component.Turn.getQualifiedMove =<< Model.Game.maybeLastTurn game'
slave node'@Data.Tree.Node { Data.Tree.subForest = forest' } = max 0 {-this player shouldn't progress the battle-} . subtract (
case filter (
(
== Component.Move.getDestination (getLastMove node')
) . Component.Move.getDestination . getLastMove -- Find counter-attacks at the same coordinates.
) forest' of
[] -> 0 -- Fire-power has been exhausted => terminate recursion.
forest'' -> let
node''@Data.Tree.Node { Data.Tree.rootLabel = game'' } = Data.List.minimumBy (
\Data.Tree.Node { Data.Tree.rootLabel = gameL } Data.Tree.Node { Data.Tree.rootLabel = gameR } -> uncurry (
Component.Turn.compareByLVA evaluateRank
) . (
($ gameL) &&& ($ gameR)
) $ Data.Maybe.fromMaybe (
Control.Exception.throw $ Data.Exception.mkResultUndefined "BishBosh.Model.GameTree:\tModel.Game.maybeLastTurn failed."
) . Model.Game.maybeLastTurn
) forest'' -- Select the least valuable aggressor.
in slave node'' . Data.Maybe.fromJust $ getMaybeImplicitlyTakenRank game'' -- Recurse.
) . evaluateRank {-of victim-}
-- | Accessor.
getRankAndMove :: Model.MoveFrequency.GetRankAndMove (BareGameTree x y) (Component.Move.Move x y)
{-# INLINE getRankAndMove #-}
getRankAndMove Data.Tree.Node { Data.Tree.rootLabel = game } = (Component.Turn.getRank &&& Component.QualifiedMove.getMove . Component.Turn.getQualifiedMove) . Data.Maybe.fromJust $ Model.Game.maybeLastTurn game
-- | Wrap a 'BareGameTree'.
newtype GameTree x y = MkGameTree {
deconstruct :: BareGameTree x y
} deriving Show {-CAVEAT: required by QuickCheck, but shouldn't actually be called-}
instance (
Enum x,
Enum y,
Ord x,
Ord y,
Show x,
Show y
) => Data.Default.Default (GameTree x y) where
{-# SPECIALISE instance Data.Default.Default (GameTree T.X T.Y) #-}
def = fromGame Data.Default.def
instance Property.Tree.Prunable (GameTree x y) where
prune depth MkGameTree { deconstruct = bareGameTree } = MkGameTree $ Property.Tree.prune depth bareGameTree
instance (Enum x, Enum y) => Notation.MoveNotation.ShowNotation (GameTree x y) where
showsNotation moveNotation MkGameTree {
deconstruct = bareGameTree@Data.Tree.Node {
Data.Tree.rootLabel = game,
Data.Tree.subForest = forest
}
} = showString $ if Property.Null.isNull game
then Data.RoseTree.drawForest toString forest
else Data.RoseTree.drawTree toString bareGameTree
where
toString = Notation.MoveNotation.showNotation moveNotation . Data.Maybe.fromJust . Model.Game.maybeLastTurn
-- | Constructor.
fromBareGameTree :: BareGameTree x y -> GameTree x y
fromBareGameTree = MkGameTree
-- | Constructs a game-tree with the specified game at its root.
fromGame :: (
Enum x,
Enum y,
Ord x,
Ord y,
Show x,
Show y
) => Model.Game.Game x y -> GameTree x y
{-# SPECIALISE fromGame :: Model.Game.Game T.X T.Y -> GameTree T.X T.Y #-}
fromGame = MkGameTree . Data.Tree.unfoldTree (
\game -> (
game,
if Model.Game.isTerminated game
then []
else map (
`Model.Game.applyQualifiedMove` game
) $ Model.Game.findQualifiedMovesAvailableToNextPlayer game
) -- Pair.
)
{- |
* Counts the number of /game-state/s in the constant game of chess, at the specified depth, including any which terminated earlier.
* N.B.: some of the /game-state/s may have identical positions, reached by different sequences of /move/s.
-}
countGames :: Property.Tree.Depth -> Model.Game.NGames
countGames depth = Data.RoseTree.countTerminalNodes . deconstruct $ Property.Tree.prune depth (Data.Default.def :: GameTree T.X T.Y)
-- | Counts the number of possible plies in chess, down to the specified depth.
countMoves :: Property.Tree.Depth -> Model.Game.NGames
countMoves depth = pred {-the apex is constructed without moving-} . Data.Foldable.length . deconstruct $ Property.Tree.prune depth (Data.Default.def :: GameTree T.X T.Y)
-- | Trace the route down the tree which matches the specified list of turns.
traceRoute
:: (Eq x, Eq y)
=> GameTree x y
-> [Component.Turn.Turn x y] -- ^ The data against which, nodes from the tree should be matched.
-> Maybe [Model.Game.Game x y] -- ^ Returns 'Nothing' on match-failure.
traceRoute MkGameTree { deconstruct = bareGameTree } = Data.RoseTree.traceRoute (\turn -> (== Just turn) . Model.Game.maybeLastTurn) bareGameTree
-- | Focus the underlying type.
type MoveFrequency x y = Model.MoveFrequency.MoveFrequency (Component.Move.Move x y)
-- | Self-documentation.
type Transformation x y = GameTree x y -> GameTree x y
{- |
* Independently sorts the forest of moves at each node of the tree, without regard to runtime-data.
* Depending on preferences, the list of moves available to each game is sequentially sorted by:
those which reduce the radius from the centre of the board.
either those which capture a valuable piece using a cheap piece, or those which win extended battles at a specific location.
* The above sort-algorithms are stable & can therefore be applied independently.
-}
sortGameTree :: (
Integral x,
Integral y,
Num rankValue,
Ord rankValue
)
=> Bool -- ^ preferMovesTowardsCentre.
-> Maybe Attribute.CaptureMoveSortAlgorithm.CaptureMoveSortAlgorithm
-> Attribute.Rank.EvaluateRank rankValue
-> MoveFrequency x y
-> Transformation x y
{-# SPECIALISE sortGameTree :: Bool -> Maybe Attribute.CaptureMoveSortAlgorithm.CaptureMoveSortAlgorithm -> Attribute.Rank.EvaluateRank T.RankValue -> MoveFrequency T.X T.Y -> Transformation T.X T.Y #-}
sortGameTree preferMovesTowardsCentre maybeCaptureMoveSortAlgorithm evaluateRank standardOpeningMoveFrequency MkGameTree { deconstruct = bareGameTree } = MkGameTree $ Data.RoseTree.mapForest (
\game -> Data.Maybe.maybe id (
\captureMoveSortAlgorithm -> case captureMoveSortAlgorithm of
Attribute.CaptureMoveSortAlgorithm.MVVLVA -> Data.List.sortBy $ compareByMVVLVA evaluateRank
Attribute.CaptureMoveSortAlgorithm.SEE -> Data.List.sortOn $ negate {-largest first-} . staticExchangeEvaluation evaluateRank
) maybeCaptureMoveSortAlgorithm . (
if Property.Null.isNull standardOpeningMoveFrequency
then id
else Model.MoveFrequency.sortByDescendingMoveFrequency (Model.Game.getNextLogicalColour game) getRankAndMove standardOpeningMoveFrequency
) . (
if preferMovesTowardsCentre
then Data.List.sortOn $ \node -> Component.Move.getDeltaRadiusSquared $ getLastMove node :: Double
else id
)
) bareGameTree
{- |
* Count the instances of each /move/ in the specified tree, including any pre-applied to the apex game.
* CAVEAT: ambiguity remains regarding the /move-type/ (especially any piece taken).
* CAVEAT: a node is counted as just one instance of the move, rather than the number of games which passed through that node.
Had the move-frequency been derived from a list of games, a different distribution would result,
but then early moves would appear popular rather than just the consequence of limited choice.
-}
toMoveFrequency :: (Ord x, Ord y) => GameTree x y -> MoveFrequency x y
toMoveFrequency MkGameTree {
deconstruct = bareGameTree@Data.Tree.Node { Data.Tree.rootLabel = rootGame }
} = slave (
Data.List.foldl' (
\moveFrequency logicalColour -> Model.MoveFrequency.insertMoves logicalColour (
Component.Turn.getRank &&& Component.QualifiedMove.getMove . Component.Turn.getQualifiedMove
) moveFrequency . State.TurnsByLogicalColour.dereference logicalColour $ Model.Game.getTurnsByLogicalColour rootGame
) Property.Empty.empty {-MoveFrequency-} Attribute.LogicalColour.range
) bareGameTree where
slave moveFrequency Data.Tree.Node {
Data.Tree.rootLabel = game,
Data.Tree.subForest = forest
} = Data.List.foldl' slave {-recurse-} (
Model.MoveFrequency.insertMoves (Model.Game.getNextLogicalColour game) getRankAndMove moveFrequency forest
) forest