2 Commits
Author SHA1 Message Date
christian 5846a22d8a use minmax for rulebased ai 2020-02-29 12:39:04 +01:00
christian 173bd0df2e minmax implementation 2020-02-29 12:38:07 +01:00
8 changed files with 392 additions and 62 deletions
+33 -6
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@@ -16,6 +16,7 @@ import Skat.Pile
import Skat.AI.Stupid
import Skat.AI.Online
import Skat.AI.Rulebased
import Skat.AI.Minmax (playCLI)
main :: IO ()
main = testAI 10
@@ -34,17 +35,17 @@ runAI = do
trs = filter (isTrump Spades) cs
if length trs >= 5 && any ((==32) . getID) cs
then do
pts <- fst <$> evalStateT (turn Hand1) env
pts <- fst <$> evalStateT turn env
-- if pts > 60 then return 1 else return 0
return pts
else runAI
env :: SkatEnv
env = SkatEnv piles Nothing Spades playersExamp
env = SkatEnv piles Nothing Spades playersExamp Hand1
where piles = distribute allCards
envStupid :: SkatEnv
envStupid = SkatEnv piles Nothing Spades pls2
envStupid = SkatEnv piles Nothing Spades pls2 Hand1
where piles = distribute allCards
playersExamp :: Players
@@ -57,15 +58,20 @@ pls2 :: Players
pls2 = Players
(PL $ Stupid Team Hand1)
(PL $ Stupid Team Hand2)
(PL $ Stupid Team Hand3)
(PL $ Stupid Single Hand3)
shuffledEnv :: IO SkatEnv
shuffledEnv = do
cards <- shuffleCards
return $ SkatEnv (distribute cards) Nothing Spades playersExamp
return $ SkatEnv (distribute cards) Nothing Spades playersExamp Hand1
shuffledEnv2 :: IO SkatEnv
shuffledEnv2 = do
cards <- shuffleCards
return $ SkatEnv (distribute cards) Nothing Spades pls2 Hand1
env2 :: SkatEnv
env2 = SkatEnv piles Nothing Spades playersExamp
env2 = SkatEnv piles Nothing Spades playersExamp Hand1
where hand1 = [Card Seven Clubs, Card King Clubs, Card Ace Clubs, Card Queen Diamonds]
hand2 = [Card Seven Hearts, Card King Hearts, Card Ace Hearts, Card Queen Spades]
hand3 = [Card Seven Spades, Card King Spades, Card Ace Spades, Card Queen Clubs]
@@ -74,6 +80,23 @@ env2 = SkatEnv piles Nothing Spades playersExamp
h3 = map (putAt Hand3) hand3
piles = Piles (h1 ++ h2 ++ h3) [] []
env3 :: SkatEnv
env3 = SkatEnv piles Nothing Diamonds pls2 Hand3
where hand1 = [ Card Jack Diamonds, Card Jack Clubs, Card Nine Spades, Card King Spades
, Card Seven Diamonds, Card Nine Diamonds, Card Seven Clubs, Card Eight Clubs
, Card Ten Clubs, Card Eight Hearts ]
hand2 = [ Card Seven Spades, Card Eight Spades, Card Seven Hearts, Card Nine Hearts
, Card Ace Hearts, Card King Diamonds, Card Ace Diamonds, Card Nine Clubs
, Card King Clubs, Card Ace Clubs ]
hand3 = [ Card Jack Hearts, Card Jack Spades, Card Ten Spades, Card Ace Spades, Card Eight Diamonds
, Card Queen Diamonds, Card Ten Diamonds, Card Ten Hearts, Card Queen Hearts, Card King Hearts ]
skat = [ Card Queen Clubs, Card Queen Spades]
h1 = map (putAt Hand1) hand1
h2 = map (putAt Hand2) hand2
h3 = map (putAt Hand3) hand3
skt = map (putAt SkatP) skat
piles = Piles (h1 ++ h2 ++ h3) [] skt
runWebSocketServer :: IO ()
runWebSocketServer = do
WS.runServer "localhost" 4243 application
@@ -85,3 +108,7 @@ application pending = do
forever $ do
msg <- WS.receiveData conn
putStrLn $ BS.unpack msg
playSkat :: IO ()
playSkat = do
void $ (flip runStateT) env3 playCLI
+2 -1
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@@ -4,7 +4,7 @@ cabal-version: 1.12
--
-- see: https://github.com/sol/hpack
--
-- hash: 0d6eafec0c3ba6bb4c0150a39f4dbab784c7a519ec911d0f0344edd1c5d916da
-- hash: 589f4321e3ce9847f3a53afb14e0fa9eaa1b98b3fc7386eac20f8fae7f7b6bf7
name: skat
version: 0.1.0.1
@@ -29,6 +29,7 @@ library
exposed-modules:
Skat
Skat.AI.Human
Skat.AI.Minmax
Skat.AI.Online
Skat.AI.Rulebased
Skat.AI.Server
+17 -2
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@@ -16,7 +16,8 @@ import qualified Skat.Player as P
data SkatEnv = SkatEnv { piles :: Piles
, turnColour :: Maybe Colour
, trumpColour :: Colour
, players :: Players }
, players :: Players
, currentHand :: Hand }
deriving Show
type Skat = StateT SkatEnv IO
@@ -45,5 +46,19 @@ modifyPlayers f = modify g
setTurnColour :: Maybe Colour -> SkatEnv -> SkatEnv
setTurnColour col sk = sk { turnColour = col }
mkSkatEnv :: Piles -> Maybe Colour -> Colour -> Players -> SkatEnv
setCurrentHand :: Hand -> SkatEnv -> SkatEnv
setCurrentHand hand sk = sk { currentHand = hand }
mkSkatEnv :: Piles -> Maybe Colour -> Colour -> Players -> Hand -> SkatEnv
mkSkatEnv = SkatEnv
allowedCards :: Skat [Card]
allowedCards = do
curHand <- gets currentHand
pls <- gets players
turnCol <- gets turnColour
trumpCol <- gets trumpColour
ps <- gets piles
let p = P.player pls curHand
cards = handCards curHand ps
return $ filter (isAllowed trumpCol turnCol cards) cards
+299
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@@ -0,0 +1,299 @@
{-# LANGUAGE MultiParamTypeClasses #-}
{-# LANGUAGE TypeSynonymInstances #-}
{-# LANGUAGE FlexibleInstances #-}
{-# LANGUAGE FlexibleContexts #-}
{-# LANGUAGE FunctionalDependencies #-}
{-# LANGUAGE TupleSections #-}
module Skat.AI.Minmax (
choose, playCLI
) where
import Control.Monad.State
import Control.Monad.Fail
import Data.Ord
import Text.Read (readMaybe)
import Data.List (minimumBy, maximumBy)
import Debug.Trace
import qualified Skat as S
import qualified Skat.Card as S
import qualified Skat.Operations as S
import qualified Skat.Pile as S
import qualified Skat.Player as S
import qualified Skat.Render as S
debug :: Bool
debug = False
class (Ord v, Eq v) => Value v where
invert :: v -> v
win :: v
loss :: v
class Player p where
maxing :: p -> Bool
class (Monad m, Value v, Player p, Eq t) => MonadGame t v p m | m -> t, m -> p, m -> v where
currentPlayer :: m p
turns :: m [t]
play :: t -> m ()
simulate :: t -> m a -> m a
evaluate :: m v
over :: m Bool
class (MonadIO m, Show t, Show v, Show p, MonadGame t v p m) => PlayableGame t v p m | m -> t, m -> p, m -> v where
showTurns :: m ()
showBoard :: m ()
askTurn :: m (Maybe t)
showTurn :: t -> m ()
winner :: m (Maybe p)
-- Skat implementation
instance Player S.PL where
maxing p = S.team p == S.Team
instance Value Int where
invert = negate
win = 120
loss = -120
instance MonadGame S.Card Int S.PL S.Skat where
currentPlayer = do
hand <- gets S.currentHand
pls <- gets S.players
return $ S.player pls hand
turns = S.allowedCards
play = S.play_
simulate card action = do
backup <- get
play card
res <- action
put backup
return res
over = ((==0) . length) <$> S.allowedCards
evaluate = do
player <- currentPlayer
piles <- gets S.piles
let (sgl, tm) = S.count piles
return $ (if maxing player then tm - sgl else sgl - tm)
-- TIC TAC TOE implementation
data TicTacToe = Tic | Tac | Toe
deriving (Eq, Ord)
instance Show TicTacToe where
show Tic = "O"
show Tac = "X"
show Toe = "_"
data WinLossTie = Loss | Tie | Win
deriving (Eq, Show, Ord)
instance Value WinLossTie where
invert Win = Loss
invert Loss = Win
invert Tie = Tie
win = Win
loss = Loss
data GameState = GameState { getBoard :: [TicTacToe]
, getCurrent :: Bool }
deriving Show
instance Player Bool where
maxing = id
instance Monad m => MonadGame Int WinLossTie Bool (StateT GameState m) where
currentPlayer = gets getCurrent
turns = do
board <- gets getBoard
let fields = zip [0..] board
return $ map fst $ filter ((==Toe) . snd) fields
play turn = do
env <- get
let value = if getCurrent env then Tic else Tac
board' = updateAt turn (getBoard env) value
current' = not $ getCurrent env
put $ GameState board' current'
simulate turn action = do
backup <- get
play turn
res <- action
put backup
return res
evaluate = do
board <- gets getBoard
current <- currentPlayer
let mayWinner = ticWinner board
case mayWinner of
Just Tic -> return $ if current then Win else Loss
Just Tac -> return $ if current then Loss else Win
Just Toe -> return Tie
Nothing -> return Tie
over = do
board <- gets getBoard
case ticWinner board of
Just _ -> return True
_ -> return False
ticWinner :: [TicTacToe] -> Maybe TicTacToe
ticWinner board
| ticWon = Just Tic
| tacWon = Just Tac
| over = Just Toe
| otherwise = Nothing
where ticWon = hasWon $ map (==Tic) board
tacWon = hasWon $ map (==Tac) board
hasWon (True:_:_:True:_:_:True:_:_:[]) = True
hasWon (True:_:_:_:True:_:_:_:True:[]) = True
hasWon (_:True:_:_:True:_:_:True:_:[]) = True
hasWon (_:_:True:_:_:True:_:_:True:[]) = True
hasWon (_:_:True:_:True:_:True:_:_:[]) = True
hasWon (True:True:True:_:_:_:_:_:_:[]) = True
hasWon (_:_:_:True:True:True:_:_:_:[]) = True
hasWon (_:_:_:_:_:_:True:True:True:[]) = True
hasWon _ = False
over = (length $ filter (==Toe) board) == 0
updateAt :: Int -> [a] -> a -> [a]
updateAt n xs y = map f $ zip [0..] xs
where f (i, x) = if i == n then y else x
minmax :: (MonadIO m, Show v, Show t, Show p, Value v, Eq t, Player p, MonadGame t v p m)
=> Int
-> t
-> v
-> v
-> m (t, v)
minmax depth turn alpha beta = (flip evalStateT) (alpha, beta) $ do
gameOver <- lift over
-- if last step or game is over then evaluate situation
if depth == 0 || gameOver then do
val <- lift evaluate
when debug $ liftIO $ putStrLn $ "evaluation: " ++ show val
return (turn, val)
else do
when debug $ liftIO $ putStrLn $ "depth " ++ show depth
-- generate a list of possible turns
currentlyMaxing <- maxing <$> lift currentPlayer
availableTurns <- lift turns
(alpha, beta) <- get
-- try every turn, StateT wraps current best turn and current max value
(flip execStateT) (undefined, alpha) $ forM_ availableTurns $ \turn -> do
currentMax <- gets snd
when debug $ liftIO $ putStrLn $ "simulating " ++ show turn ++ " with max " ++ show currentMax
++ " and beta " ++ show beta
--when (currentMax >= beta && debug) $ liftIO $ putStrLn "beta cutoff"
-- beta cutoff
unless (currentMax >= beta) $ do
--unless False $ do
value <- lift $ lift $ simulate turn $ step currentlyMaxing beta currentMax
when debug $ liftIO $ putStrLn $ "value " ++ show value
when (value > currentMax) (put (turn, value))
where step currentlyMaxing beta currentMax = do
nextMaxing <- maxing <$> currentPlayer
if nextMaxing /= currentlyMaxing
then (invert . snd) <$> minmax (depth-1) turn (invert beta) (invert currentMax)
else snd <$> minmax (depth-1) turn currentMax beta
choose :: (MonadIO m, Show v, Show t, Show p, Value v, Eq t, Player p, MonadGame t v p m) => m t
choose = fst <$> minmax 10 undefined loss win
emptyBoard :: [TicTacToe]
emptyBoard = [Toe, Toe, Toe, Toe, Toe, Toe, Toe, Toe, Toe]
otherBoard :: [TicTacToe]
otherBoard = [Tic, Tac, Tac, Tic, Tac, Tic, Toe, Tic, Toe]
print9x9 :: (Int -> IO ()) -> IO ()
print9x9 pr = pr 0 >> pr 1 >> pr 2 >> putStrLn ""
>> pr 3 >> pr 4 >> pr 5 >> putStrLn ""
>> pr 6 >> pr 7 >> pr 8 >> putStrLn ""
printBoard :: [TicTacToe] -> IO ()
printBoard board = print9x9 pr >> putStrLn ""
where pr n = putStr (show $ board !! n) >> putStr " "
printOptions :: [Int] -> IO ()
printOptions opts = print9x9 pr
where pr n
| n `elem` opts = putStr (show n) >> putStr " "
| otherwise = putStr " "
instance MonadIO m => PlayableGame Int WinLossTie Bool (StateT GameState m) where
showBoard = do
board <- gets getBoard
liftIO $ printBoard board
showTurns = turns >>= liftIO . printOptions
winner = do
board <- gets getBoard
let win = ticWinner board
case win of
Just Toe -> return Nothing
Just Tic -> return $ Just True
Just Tac -> return $ Just False
Nothing -> return Nothing
askTurn = readMaybe <$> liftIO getLine
showTurn _ = return ()
instance PlayableGame S.Card Int S.PL S.Skat where
showBoard = do
liftIO $ putStrLn ""
table <- S.getp S.tableCards
liftIO $ putStr "Table: "
liftIO $ print table
showTurns = do
cards <- turns
player <- currentPlayer
liftIO $ print player
liftIO $ S.render (S.sortRender cards)
winner = do
piles <- gets S.piles
pls <- gets S.players
let res = S.count piles :: (Int, Int)
winnerTeam = trace (show res) $ if fst res > snd res then S.Single else S.Team
winners = filter ((==winnerTeam) . S.team) (S.playersToList pls)
return $ Just $ head winners
askTurn = do
cards <- turns
let sorted = S.sortRender cards
input <- liftIO getLine
case readMaybe input of
Just n -> if n >= 0 && n < length sorted then return $ Just (sorted !! n)
else return Nothing
Nothing -> return Nothing
showTurn card = do
player <- currentPlayer
liftIO $ putStrLn $ show player ++ " plays " ++ show card
playCLI :: (MonadFail m, Read t, PlayableGame t v p m) => m ()
playCLI = do
gameOver <- over
if gameOver
then announceWinner
else do
showBoard
current <- currentPlayer
turn <- if not (maxing current) then readTurn else choose
showTurn turn
play turn
playCLI
where
readTurn = do
options <- turns
showTurns
liftIO $ putStr "> "
mayTurn <- askTurn
case mayTurn of
Just val -> if val `elem` options then return val else readTurn
Nothing -> readTurn
announceWinner = do
showBoard
win <- winner
liftIO $ putStrLn $ show win ++ " wins the game!"
playTicTacToe :: IO ()
playTicTacToe = void $ (flip runStateT) (GameState emptyBoard True) playCLI
+16 -41
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@@ -24,6 +24,8 @@ import Skat.Card
import Skat.Utils
import Skat (Skat, modifyp, mkSkatEnv)
import Skat.Operations
import qualified Skat.AI.Minmax as Minmax
import qualified Skat.AI.Stupid as Stupid (Stupid(..))
data AIEnv = AIEnv { getTeam :: Team
, getHand :: Hand
@@ -229,34 +231,12 @@ onPlayed c = do
Nothing -> return ()
choose :: MonadPlayer m => AI m Card
choose = do
handCards <- gets myHand
table <- gets table
case length table of
0 -> if length handCards >= 7
then chooseLead
else chooseStatistic
n -> chooseStatistic
choose = chooseStatistic
chooseStatistic :: MonadPlayer m => AI m Card
chooseStatistic = do
h <- gets getHand
handCards <- gets myHand
let depth = case length handCards of
0 -> 0
1 -> 1
-- simulate whole game
2 -> 2
3 -> 3
-- simulate only partially
4 -> 3
5 -> 3
6 -> 2
7 -> 1
8 -> 1
9 -> 1
10 -> 1
modify $ setDepth depth
guess__ <- gets guess
self <- get
maySkat <- showSkat self
@@ -274,9 +254,7 @@ chooseStatistic = do
reducedDis = simplify Hand3 realDis
reducedDisNo = length reducedDis
piless = map (\(d, n) -> (toPiles table d, n)) reducedDis
limit = if depth == 1 && length table == 2
then 1
else min 10000 $ realDisNo `div` 2
limit = min 10000 $ realDisNo `div` 2
liftIO $ putStrLn $ "players hand" ++ show handCards
liftIO $ putStrLn $ "possible distrs without simp " ++ show realDisNo
liftIO $ putStrLn $ "possible distrs " ++ show reducedDisNo
@@ -310,29 +288,26 @@ chooseOpen = do
let myCards = handCards hand piles
liftIO $ putStrLn $ show hand ++ " chooses from " ++ show myCards
possible <- filterM (P.isAllowed myCards) myCards
case length myCards of
case length possible of
0 -> do
liftIO $ print hand
liftIO $ print piles
error "no cards left to choose from"
1 -> return $ head myCards
1 -> return $ head possible
_ -> chooseSimulating
chooseSimulating :: (MonadState AIEnv m, MonadPlayerOpen m)
=> m Card
chooseSimulating = do
piles <- showPiles
hand <- gets getHand
let myCards = handCards hand piles
possible <- filterM (P.isAllowed myCards) myCards
case possible of
[card] -> return card
cs -> do
results <- mapM simulate cs
let both = zip results cs
best = maximumBy (comparing fst) both
liftIO $ putStrLn $ "results " ++ show both
return $ snd best
turnCol <- turnColour
trumpCol <- trumpColour
myHand <- gets getHand
let ps = Players (PL $ Stupid.Stupid Team Hand1)
(PL $ Stupid.Stupid Team Hand2)
(PL $ Stupid.Stupid Single Hand3)
env = mkSkatEnv piles turnCol trumpCol ps myHand
liftIO $ evalStateT (Minmax.choose :: Skat Card) env
simulate :: (MonadState AIEnv m, MonadPlayerOpen m)
=> Card -> m Int
@@ -351,11 +326,11 @@ simulate card = do
(PL $ mkAIEnv Team Hand1 newDepth)
(PL $ mkAIEnv Team Hand2 newDepth)
(PL $ mkAIEnv Single Hand3 newDepth)
env = mkSkatEnv piles turnCol trumpCol ps
env = mkSkatEnv piles turnCol trumpCol ps (next myHand)
-- simulate the game after playing the given card
(sgl, tm) <- liftIO $ evalStateT (do
modifyp $ playCard card
turnGeneric playOpen depth (next myHand)) env
turnGeneric playOpen depth) env
let v = if myTeam == Single then (sgl, tm) else (tm, sgl)
-- put the value into context for when not the whole game is
-- simulated
+1 -1
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@@ -39,7 +39,7 @@ data Colour = Diamonds
deriving (Eq, Ord, Show, Enum, Read)
data Card = Card Type Colour
deriving (Eq, Show, Ord)
deriving (Eq, Show, Ord, Read)
instance ToJSON Card where
toJSON (Card t c) =
+2 -2
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@@ -40,5 +40,5 @@ singleVsBots comm = do
(PL $ OnlineEnv Team Hand1 comm)
(PL $ Stupid Team Hand2)
(PL $ mkAIEnv Single Hand3 10)
env = SkatEnv cardDistr Nothing Spades ps
liftIO $ evalStateT (publishGameStart Hand3 >> turn Hand1 >>= publishGameResults) env
env = SkatEnv cardDistr Nothing Spades ps Hand1
liftIO $ evalStateT (publishGameStart Hand3 >> turn >>= publishGameResults) env
+22 -9
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@@ -1,6 +1,6 @@
module Skat.Operations (
turn, turnGeneric, play, playOpen, publishGameResults,
publishGameStart
publishGameStart, play_, sortRender
) where
import Control.Monad.State
@@ -23,32 +23,45 @@ compareRender (Card t1 c1) (Card t2 c2) = case compare c1 c2 of
sortRender :: [Card] -> [Card]
sortRender = sortBy compareRender
play_ :: Card -> Skat ()
play_ card = do
hand <- gets currentHand
trCol <- gets trumpColour
modifyp $ playCard card
table <- getp tableCards
case length table of
1 -> do modify (setCurrentHand $ next hand)
modify $ setTurnColour (Just $ effectiveColour trCol $ head table)
3 -> evaluateTable >>= modify . setCurrentHand
_ -> modify (setCurrentHand $ next hand)
turnGeneric :: (PL -> Skat Card)
-> Int
-> Hand
-> Skat (Int, Int)
turnGeneric playFunc depth n = do
turnGeneric playFunc depth = do
n <- gets currentHand
table <- getp tableCards
ps <- gets players
let p = player ps n
hand <- getp $ handCards n
trCol <- gets trumpColour
case length table of
0 -> playFunc p >> turnGeneric playFunc depth (next n)
0 -> playFunc p >> modify (setCurrentHand $ next n) >> turnGeneric playFunc depth
1 -> do
modify $ setTurnColour
(Just $ effectiveColour trCol $ head table)
playFunc p
turnGeneric playFunc depth (next n)
2 -> playFunc p >> turnGeneric playFunc depth (next n)
modify (setCurrentHand $ next n)
turnGeneric playFunc depth
2 -> playFunc p >> modify (setCurrentHand $ next n) >> turnGeneric playFunc depth
3 -> do
w <- evaluateTable
if depth <= 1 || length hand == 0
then countGame
else turnGeneric playFunc (depth - 1) w
else modify (setCurrentHand w) >> turnGeneric playFunc (depth - 1)
turn :: Hand -> Skat (Int, Int)
turn n = turnGeneric play 10 n
turn :: Skat (Int, Int)
turn = turnGeneric play 10
evaluateTable :: Skat Hand
evaluateTable = do