{-# LANGUAGE CPP #-} {- 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/ in a tree built from standard openings. -} module BishBosh.ContextualNotation.PositionHashQualifiedMoveTree( -- * Types -- ** Type-synonyms -- Tree, -- OnymousQualifiedMove, -- FindMatch, TryToMatchMoves, TryToMatchViaJoiningMove, TryToMatchColourFlippedPosition, PreferVictories, MatchSwitches, -- ** Data-types NodeLabel(), PositionHashQualifiedMoveTree(), -- * Functions -- onymiseQualifiedMove, -- colourFlipper, -- findNextOnymousQualifiedMovesForGame, findNextOnymousQualifiedMovesForPosition, -- findNextJoiningOnymousQualifiedMovesFromPosition, findNextOnymousQualifiedMoves, -- shortListMostVictorious, maybeRandomlySelectOnymousQualifiedMove, -- ** Constructors fromQualifiedMoveForest, -- ** Predicates -- cantConverge, isTerminal ) where import Control.Arrow((&&&), (***)) import qualified BishBosh.Attribute.MoveType as Attribute.MoveType import qualified BishBosh.Colour.LogicalColour as Colour.LogicalColour 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.Property.Reflectable as Property.Reflectable import qualified BishBosh.Rule.Result as Rule.Result import qualified BishBosh.State.Board as State.Board import qualified BishBosh.StateProperty.Censor as StateProperty.Censor import qualified BishBosh.StateProperty.Hashable as StateProperty.Hashable import qualified BishBosh.Type.Count as Type.Count import qualified BishBosh.Type.Crypto as Type.Crypto import qualified Control.Arrow import qualified Control.Exception import qualified Data.Bits import qualified Data.Default import qualified Data.Foldable import qualified Data.List import qualified Data.List.Extra import qualified Data.Maybe import qualified Data.Tree import qualified Data.Tuple import qualified System.Random import qualified ToolShed.System.Random #ifdef PARALLELISE import qualified Control.Parallel.Strategies #endif -- | 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 positionHash = MkNodeLabel { getPositionHash :: positionHash, getMaybeQualifiedMoveWithOnymousResult :: Maybe (Component.QualifiedMove.QualifiedMove, Maybe ContextualNotation.QualifiedMoveForest.OnymousResult) } -- | The tree of /qualified move/s. type Tree positionHash = Data.Tree.Tree (NodeLabel positionHash) -- | Constructor. data PositionHashQualifiedMoveTree positionHash = MkPositionHashQualifiedMoveTree { getZobrist :: Component.Zobrist.Zobrist positionHash, -- ^ Used to hash each position in the tree. getTree :: Tree positionHash, getMinimumPieces :: ! Type.Count.NPieces, -- ^ The minimum number of /piece/s remaining after the last /move/ in any game defined in the tree. getHasAnyVictories :: Bool -- ^ Whether a victory has been recorded for any game in the tree; which won't be the case if it was constructed from a PGN-database containing standard openings. } -- | Constructor: augment the specified /qualified-move forest/ with a /Zobrist-hash/ of the /position/ & include the default initial game at the apex. fromQualifiedMoveForest :: Data.Bits.Bits positionHash => Bool -- ^ IncrementalEvaluation. -> Component.Zobrist.Zobrist positionHash -> ContextualNotation.QualifiedMoveForest.QualifiedMoveForest -> PositionHashQualifiedMoveTree positionHash {-# SPECIALISE fromQualifiedMoveForest :: Bool -> Component.Zobrist.Zobrist Type.Crypto.PositionHash -> ContextualNotation.QualifiedMoveForest.QualifiedMoveForest -> PositionHashQualifiedMoveTree Type.Crypto.PositionHash #-} fromQualifiedMoveForest incrementalEvaluation zobrist qualifiedMoveForest = MkPositionHashQualifiedMoveTree { getZobrist = zobrist, getTree = tree, getMinimumPieces = ContextualNotation.QualifiedMoveForest.findMinimumPieces qualifiedMoveForest, getHasAnyVictories = Data.Foldable.any ( Data.Maybe.maybe False {-no QualifiedMove-} ( Data.Maybe.maybe False {-no OnymousResult-} ( not . Rule.Result.isDraw . snd {-Result-} ) . snd {-Maybe OnymousResult-} ) . getMaybeQualifiedMoveWithOnymousResult ) tree } where initialGame = Data.Default.def initialPositionHash = StateProperty.Hashable.hash zobrist initialGame tree = 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.updateIncrementalPositionHash 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 (StateProperty.Hashable.hash zobrist game') $ 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 } -- | Predicate. isTerminal :: PositionHashQualifiedMoveTree 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 :: PositionHashQualifiedMoveTree positionHash -> Model.Game.Game -> Bool cantConverge MkPositionHashQualifiedMoveTree { getMinimumPieces = minimumPieces } = (< minimumPieces) . State.Board.getNPieces . Model.Game.getBoard -- | A /qualified move/ annotated by the name & ultimate /result/, of each /game/ from which it could have originated. type OnymousQualifiedMove = (Component.QualifiedMove.QualifiedMove, [ContextualNotation.QualifiedMoveForest.OnymousResult]) -- | Find the /onymous result/s for all /game/s originating from the specified tree. onymiseQualifiedMove :: Tree positionHash -> OnymousQualifiedMove onymiseQualifiedMove = ( fst {-qualifiedMove-} . head &&& Data.Maybe.mapMaybe snd {-Maybe OnymousResult-} ) . ( \l -> Control.Exception.assert (not $ null l) l ) . map ( \MkNodeLabel { getMaybeQualifiedMoveWithOnymousResult = Just qualifiedMoveWithOnymousResult } -> qualifiedMoveWithOnymousResult ) . Data.Tree.flatten -- | The type of a function used to locate a match in the tree. type FindMatch positionHash = PositionHashQualifiedMoveTree positionHash -> Model.Game.Game -> [OnymousQualifiedMove] -- | For any exactly matching /game/ in the tree, return the subsequent /qualifiedMove/s. findNextOnymousQualifiedMovesForGame :: FindMatch positionHash findNextOnymousQualifiedMovesForGame MkPositionHashQualifiedMoveTree { getTree = tree } requiredGame = slave ( Model.Game.listTurnsChronologically requiredGame ) $ Data.Tree.subForest {-remove the apex which lacks a founding move-} tree where slave :: [Component.Turn.Turn] -> [Tree positionHash] -> [OnymousQualifiedMove] 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. * N.B.: a comparison between the number of pieces in the game we're required to match & the decreasing number of pieces down the tree, permits early termination of the search. * CAVEAT: a null list can result from either match-failure, or a match with the final /move/ of a /game/. -} findNextOnymousQualifiedMovesForPosition :: Data.Bits.Bits positionHash => FindMatch positionHash findNextOnymousQualifiedMovesForPosition positionHashQualifiedMoveTree requiredGame | cantConverge positionHashQualifiedMoveTree requiredGame = [] -- The game we're required to match has fewer pieces than any defined in the tree. | otherwise = slave ( ( uncurry (***) . (id &&& id) $ (Component.Piece.nPiecesPerSide -) -- Find the number of pieces at the apex of the tree, in excess of the requiredGame, to be taken before a match can be found. ) . StateProperty.Censor.countPiecesByLogicalColour . State.Board.getCoordinatesByRankByLogicalColour . Model.Game.getBoard $ requiredGame ) $ getTree positionHashQualifiedMoveTree where slave nPiecesDiff Data.Tree.Node { Data.Tree.rootLabel = MkNodeLabel { getPositionHash = positionHash }, Data.Tree.subForest = forest } = ( case snd {-mover-} nPiecesDiff `compare` 0 of -- N.B. equivalent to 'signum' to slightly better performance. GT -> id -- This node can't match, but there may be a match further down the tree. EQ | positionHash == StateProperty.Hashable.hash ( getZobrist positionHashQualifiedMoveTree ) requiredGame -> (map onymiseQualifiedMove forest ++) -- The position matches, so one can select any move from the forest. | otherwise -> id -- This node doesn't match, but there may be a match further down the tree. _ -> const [] -- Terminate the recursion, since from here down the tree, the mover has insufficient pieces to match the required game. ) $ concatMap ( \node@Data.Tree.Node { Data.Tree.rootLabel = MkNodeLabel { getMaybeQualifiedMoveWithOnymousResult = Just (qualifiedMove, _) } } -> slave ( Data.Tuple.swap $ ( if Attribute.MoveType.isCapture $! Component.QualifiedMove.getMoveType qualifiedMove then Control.Arrow.first pred -- Decrement opponent's piece-count. else id ) nPiecesDiff ) node -- Recurse. ) forest -- | Finds any single /move/s which can join the current /position/ with a member of the forest. findNextJoiningOnymousQualifiedMovesFromPosition :: Data.Bits.Bits positionHash => FindMatch positionHash findNextJoiningOnymousQualifiedMovesFromPosition positionHashQualifiedMoveTree game | Model.Game.isTerminated game = [] | otherwise = [ Control.Arrow.second (concatMap snd {-[OnymousResult]-}) movePair | -- Discard the opponent's matching move, but cite the names of archived games it reached. movePair@(_, _ : _) <- #ifdef PARALLELISE Control.Parallel.Strategies.withStrategy ( Control.Parallel.Strategies.parList $ Control.Parallel.Strategies.evalTuple2 Control.Parallel.Strategies.r0 {-pre-match move-} Control.Parallel.Strategies.rdeepseq {-matching moves-} ) . #endif map ( id &&& findNextOnymousQualifiedMovesForPosition positionHashQualifiedMoveTree . (`Model.Game.applyQualifiedMove` game) -- Apply this player's move. ) $ Model.Game.findQualifiedMovesAvailableToNextPlayer game ] -- List-comprehension. -- | Whether to attempt to exactly match moves with a standard opening; transpositions won't be matched. type TryToMatchMoves = Bool -- | Whether to attempt to join the current position to a standard opening that's only one ply away. type TryToMatchViaJoiningMove = Bool -- | Whether to attempt to match a colour-flipped version of the current position with a standard opening type TryToMatchColourFlippedPosition = Bool -- | The switches used to control attempts to find a match amongst standard openings. type MatchSwitches = (TryToMatchMoves, TryToMatchViaJoiningMove, TryToMatchColourFlippedPosition) -- | Whether from all matching positions extracted from the tree, to prefer moves which result in a greater probability of victory, for the player who has the next move. type PreferVictories = Bool -- | Transform an arbitrary match-function to operate on the colour-flipped game. colourFlipper :: FindMatch positionHash -> FindMatch positionHash colourFlipper findMatch positionHashQualifiedMoveTree = map ( Property.Reflectable.reflectOnX {-reflect matching moves back into the original domain-} *** map ( Control.Arrow.first $ showString "Colour-flipped:\t" ) ) . findMatch positionHashQualifiedMoveTree . Property.Reflectable.reflectOnX {- | * 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.Bits.Bits positionHash => MatchSwitches -> FindMatch positionHash findNextOnymousQualifiedMoves (tryToMatchMoves, tryToMatchViaJoiningMove, tryToMatchColourFlippedPosition) positionHashQualifiedMoveTree game | cantConverge positionHashQualifiedMoveTree game = [] -- 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 positionHashQualifiedMoveTree game :) else id ) [ transformation findMatch positionHashQualifiedMoveTree game | findMatch <- findNextOnymousQualifiedMovesForPosition : [findNextJoiningOnymousQualifiedMovesFromPosition | tryToMatchViaJoiningMove] {-list-comprehension-}, transformation <- id : [colourFlipper | tryToMatchColourFlippedPosition] -- Transform an arbitrary match-function to operate on either the original or the colour-flipped game. ] -- List-comprehension. -- | Shortlist matching moves extracted from the tree, prefering those after which the player who makes it, has the greatest recorded incidence of victory. shortListMostVictorious :: Colour.LogicalColour.LogicalColour -- ^ The player who is next to move. -> [OnymousQualifiedMove] -> [OnymousQualifiedMove] shortListMostVictorious nextLogicalColour = last {-highest scoring group-} . Data.List.Extra.groupSortOn ( Data.List.foldl' ( \acc -> ($ acc) . Data.Maybe.maybe id {-draw-} ( \victorsLogicalColour -> if victorsLogicalColour == nextLogicalColour then succ else pred -- Score the result, according to which side we'd like to win. ) . Rule.Result.findMaybeVictor . snd {-result-} ) (0 :: Int) . snd {-[OnymousResult]-} ) -- | Randomly select a /qualifiedMove/ from matching /position/s in the tree, & supply the names of those archived games from which it originated. maybeRandomlySelectOnymousQualifiedMove :: ( Data.Bits.Bits positionHash, System.Random.RandomGen randomGen ) => randomGen -> PreferVictories -> MatchSwitches -> PositionHashQualifiedMoveTree positionHash -> Model.Game.Game -> Maybe (Component.QualifiedMove.QualifiedMove, [ContextualNotation.QualifiedMoveForest.Name]) maybeRandomlySelectOnymousQualifiedMove randomGen preferVictories matchSwitches positionHashQualifiedMoveTree game = case findNextOnymousQualifiedMoves matchSwitches positionHashQualifiedMoveTree game of [] -> Nothing onymousQualifiedMoves -> fmap ( Control.Arrow.second $ Data.List.nub . map fst {-Name-} ) . ToolShed.System.Random.select randomGen $ ( if preferVictories && getHasAnyVictories positionHashQualifiedMoveTree then shortListMostVictorious $ Model.Game.getNextLogicalColour game else id ) onymousQualifiedMoves