{- 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@] -} module BishBosh.Model.PositionHashTree( -- * Types -- ** Type-synonyms -- BarePositionHashTree, -- ** Data-types PositionHashTree(), -- * Functions countDistinctPositions, -- ** Constructors mkPositionHashTree ) where import qualified BishBosh.Component.Zobrist as Component.Zobrist import qualified BishBosh.Data.Exception as Data.Exception import qualified BishBosh.Model.GameTree as Model.GameTree import qualified BishBosh.Property.Arboreal as Property.Arboreal import qualified BishBosh.Property.Empty as Property.Empty import qualified BishBosh.StateProperty.Hashable as StateProperty.Hashable import qualified BishBosh.Text.ShowList as Text.ShowList import qualified BishBosh.Type.Count as Type.Count import qualified BishBosh.Type.Crypto as Type.Crypto import qualified Control.Exception import qualified Data.Bits import qualified Data.Default import qualified Data.List import qualified Data.Set import qualified Data.Tree import qualified System.Random -- | The hash of a /game-tree/. type BarePositionHashTree positionHash = Data.Tree.Tree positionHash -- | Wrap a 'BarePositionHashTree'. newtype PositionHashTree positionHash = MkPositionHashTree { deconstruct :: BarePositionHashTree positionHash } instance ( Data.Bits.FiniteBits positionHash, System.Random.Random positionHash ) => Data.Default.Default (PositionHashTree positionHash) where def = mkPositionHashTree Data.Default.def (Data.Default.def :: Model.GameTree.GameTree) -- | Hash the specified 'game-tree/. mkPositionHashTree :: Data.Bits.Bits positionHash => Component.Zobrist.Zobrist positionHash -> Model.GameTree.GameTree -> PositionHashTree positionHash mkPositionHashTree zobrist = MkPositionHashTree . fmap (StateProperty.Hashable.hash zobrist) . Model.GameTree.deconstruct -- | Count the number of distinct positions, irrespective of the sequence of moves taken to reach that terminal state. countDistinctPositions :: Ord positionHash => Property.Arboreal.Depth -> PositionHashTree positionHash -> Type.Count.NPositions {-# SPECIALISE countDistinctPositions :: Property.Arboreal.Depth -> PositionHashTree Type.Crypto.PositionHash -> Type.Count.NPositions #-} countDistinctPositions depth MkPositionHashTree { deconstruct = barePositionHashTree } | depth < 0 = Control.Exception.throw . Data.Exception.mkOutOfBounds . showString "BishBosh.Component.PositionHashTree.countDistinctPositions:\tdepth" . Text.ShowList.showsAssociation $ shows depth "must be positive" | otherwise = fromIntegral . Data.Set.size $ slave depth barePositionHashTree where slave :: Ord positionHash => Property.Arboreal.Depth -> BarePositionHashTree positionHash -> Data.Set.Set positionHash slave 0 Data.Tree.Node { Data.Tree.rootLabel = hash } = Data.Set.singleton hash -- Having reached the maximum depth, include this game's hash. slave _ Data.Tree.Node { Data.Tree.rootLabel = hash, Data.Tree.subForest = [] } = Data.Set.singleton hash -- Being unable to descend further, include the terminal game's hash. slave depth' Data.Tree.Node { Data.Tree.subForest = forest } = Data.List.foldl' ( \s -> Data.Set.union s . slave (pred depth') {-recurse-} ) Property.Empty.empty forest