4 Commits
Author SHA1 Message Date
christian df561c2b85 mcts progress 2024-09-29 20:55:49 +02:00
christian de36cf244c improve performance of MCTS 2022-10-15 15:07:18 +02:00
christian 3aa6a62391 implement MCTS for tictactoe and skat 2022-10-15 11:59:34 +02:00
christian 40908ddcf3 introducing prob monad 2022-10-09 15:44:27 +02:00
19 changed files with 1893 additions and 244 deletions
+7 -1
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@@ -18,14 +18,18 @@ import Skat.AI.Stupid
import Skat.AI.Online import Skat.AI.Online
import Skat.AI.Rulebased import Skat.AI.Rulebased
import Skat.AI.Minmax (playCLI) import Skat.AI.Minmax (playCLI)
import Skat.AI.Games.Skat.Guess
import Skat.AI.Skat (playSkat)
main :: IO () main :: IO ()
main = testMinmax 10 main = playSkat 42
{-
testMinmax :: Int -> IO () testMinmax :: Int -> IO ()
testMinmax n = do testMinmax n = do
let acs = repeat playSkat let acs = repeat playSkat
sequence_ (take n acs) sequence_ (take n acs)
-}
testAI :: Int -> IO () testAI :: Int -> IO ()
testAI n = do testAI n = do
@@ -108,5 +112,7 @@ application pending = do
msg <- WS.receiveData conn msg <- WS.receiveData conn
putStrLn $ BS.unpack msg putStrLn $ BS.unpack msg
{-
playSkat :: IO () playSkat :: IO ()
playSkat = void $ (flip runSkat) env3 playCLI playSkat = void $ (flip runSkat) env3 playCLI
-}
+8 -2
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@@ -1,10 +1,10 @@
cabal-version: 1.12 cabal-version: 1.12
-- This file has been generated from package.yaml by hpack version 0.31.2. -- This file has been generated from package.yaml by hpack version 0.35.0.
-- --
-- see: https://github.com/sol/hpack -- see: https://github.com/sol/hpack
-- --
-- hash: a2e08e04140990ba90e6d7b70c6bc70b99d073ba723efa9d5e35708995da45e1 -- hash: 8a975ca39edf7adfa4bbf95bd068d1b2f4f3fa9e954eb61fa3cf553f03b7dd56
name: skat name: skat
version: 0.1.0.8 version: 0.1.0.8
@@ -28,12 +28,18 @@ source-repository head
library library
exposed-modules: exposed-modules:
Skat Skat
Skat.AI.Base
Skat.AI.Games.Skat.Guess
Skat.AI.Human Skat.AI.Human
Skat.AI.Markov
Skat.AI.Minmax Skat.AI.Minmax
Skat.AI.MonteCarlo
Skat.AI.Online Skat.AI.Online
Skat.AI.Rulebased Skat.AI.Rulebased
Skat.AI.Server Skat.AI.Server
Skat.AI.Skat
Skat.AI.Stupid Skat.AI.Stupid
Skat.AI.TicTacToe
Skat.Bidding Skat.Bidding
Skat.Card Skat.Card
Skat.Matches Skat.Matches
+5 -4
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@@ -1,6 +1,7 @@
{-# LANGUAGE NamedFieldPuns #-} {-# LANGUAGE NamedFieldPuns #-}
{-# LANGUAGE TypeSynonymInstances #-} {-# LANGUAGE TypeSynonymInstances #-}
{-# LANGUAGE FlexibleInstances #-} {-# LANGUAGE FlexibleInstances #-}
{-# LANGUAGE FlexibleContexts #-}
module Skat where module Skat where
@@ -49,14 +50,14 @@ instance P.MonadPlayer Skat where
instance P.MonadPlayerOpen Skat where instance P.MonadPlayerOpen Skat where
showPiles = gets piles showPiles = gets piles
modifyp :: (Piles -> Piles) -> Skat () modifyp :: MonadState SkatEnv m => (Piles -> Piles) -> m ()
modifyp f = modify g modifyp f = modify g
where g env@(SkatEnv {piles}) = env { piles = f piles} where g env@(SkatEnv {piles}) = env { piles = f piles}
getp :: (Piles -> a) -> Skat a getp :: MonadState SkatEnv m => (Piles -> a) -> m a
getp f = gets piles >>= return . f getp f = gets piles >>= return . f
modifyPlayers :: (Players -> Players) -> Skat () modifyPlayers :: MonadState SkatEnv m => (Players -> Players) -> m ()
modifyPlayers f = modify g modifyPlayers f = modify g
where g env@(SkatEnv {players}) = env { players = f players } where g env@(SkatEnv {players}) = env { players = f players }
@@ -69,7 +70,7 @@ setCurrentHand hand sk = sk { currentHand = hand }
mkSkatEnv :: Piles -> Maybe TurnColour -> Game -> Players -> Hand -> Hand -> SkatEnv mkSkatEnv :: Piles -> Maybe TurnColour -> Game -> Players -> Hand -> Hand -> SkatEnv
mkSkatEnv = SkatEnv mkSkatEnv = SkatEnv
allowedCards :: Skat [CardS Owner] allowedCards :: (P.MonadPlayer m, MonadState SkatEnv m) => m [CardS Owner]
allowedCards = do allowedCards = do
curHand <- gets currentHand curHand <- gets currentHand
pls <- gets players pls <- gets players
+79
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@@ -0,0 +1,79 @@
{-# LANGUAGE MultiParamTypeClasses #-}
{-# LANGUAGE TypeSynonymInstances #-}
{-# LANGUAGE FlexibleInstances #-}
{-# LANGUAGE FlexibleContexts #-}
{-# LANGUAGE FunctionalDependencies #-}
{-# LANGUAGE TupleSections #-}
module Skat.AI.Base where
import Data.Set (Set)
import qualified Data.Set as S
import System.Random (Random)
import qualified System.Random as Rand
import Control.Monad.State
import Control.Exception (assert)
import Control.Monad.Fail
import Data.Ord
import Text.Read (readMaybe)
import Data.List (maximumBy, sortBy)
import Debug.Trace
class (Ord v, Eq v) => Value v where
invert :: v -> v
win :: v
loss :: v
tie :: v
tonum :: v -> Float
tonum v
| v == win = 1.0
| v == loss = 0.0
| v == tie = 0.5
class Player p where
maxing :: p -> Bool
class (Traversable l, Monad m, Value v, Player p, Eq t) => MonadGame t l v p m | m -> t, m -> p, m -> v, m -> l where
currentPlayer :: m p
turns :: m (l 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 l v p m) => PlayableGame t l 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)
class Choose t m | m -> t where
choose :: m t
class Monad m => MonadRandom m where
random :: Random a => m a
randomR :: Random a => (a, a) -> m a
chooser :: [a] -> m a
chooser [] = error "chooser: empty list"
chooser os = (os!!) <$> randomR (0, length os - 1)
chooserS :: Set a -> m a
chooserS set
| S.null set = error "chooserS: empty set"
| otherwise = (`S.elemAt` set) <$> randomR (0, S.size set - 1)
instance MonadRandom IO where
random = Rand.randomIO
randomR = Rand.randomRIO
instance MonadRandom (State Rand.StdGen) where
random = do
gen <- get
let (a, gen') = Rand.random gen
put gen'
return a
randomR bds = do
gen <- get
let (a, gen') = Rand.randomR bds gen
put gen'
return a
+338
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@@ -0,0 +1,338 @@
{-# LANGUAGE DeriveGeneric #-}
{-# LANGUAGE DeriveAnyClass #-}
{-# LANGUAGE BangPatterns #-}
module Skat.AI.Games.Skat.Guess where
import GHC.Generics (Generic, Generic1)
import Data.Ord
import Data.Aeson
import Data.Monoid ((<>))
import Data.List
import Data.Set (Set)
import qualified Data.Set as S
import Control.Monad.State
import Control.Monad.Reader
import Data.Map.Strict (Map)
import qualified Data.Map.Strict as M
import Data.List (delete)
import Data.Bits
import Debug.Trace
import Skat
import Skat.AI.Base
import Skat.Utils
import Skat.Card
import Skat.Pile
import Skat.Player
import Skat.Player
import Control.Parallel.Strategies
import Control.DeepSeq
data Option = H Hand
| Skt
deriving (Show, Eq, Ord, Generic, NFData, ToJSON)
type Guess = Map Card (Set Option)
newGuess :: Guess
newGuess = newGuessWith allCards
newGuessWith :: [Card] -> Guess
newGuessWith cards = M.fromList l
where l = map (\c -> (c, S.fromList [H Hand1, H Hand2, H Hand3, Skt])) cards
hasBeenPlayed :: Card -> Guess -> Guess
hasBeenPlayed card = M.delete card
has :: Hand -> [Card] -> Guess -> Guess
has hand cs = M.mapWithKey f
where f card hands
| card `elem` cs = S.singleton (H hand)
| otherwise = hands
hasOnly :: Hand -> [Card] -> Guess -> Guess
hasOnly hand cs = M.mapWithKey f
where f card hands
| card `elem` cs = S.singleton (H hand)
| otherwise = S.delete (H hand) hands
hasOnly_ :: Option -> [Card] -> Guess -> Guess
hasOnly_ option cs = M.mapWithKey f
where f card hands
| card `elem` cs = S.singleton option
| otherwise = S.delete option hands
hasNoLonger :: Trump -> Hand -> TurnColour -> Guess -> Guess
hasNoLonger trump hand effCol = M.mapWithKey f
where f card hands
| effectiveColour trump card == effCol && (H hand) `S.member` hands =
S.filter (/=H hand) hands
| otherwise = hands
observe :: Trump -> Maybe TurnColour -> [CardS Played] -> Guess -> Guess
observe _ Nothing _ guess = guess
observe trpCol (Just turnCol) tbl oldGuess = foldr f oldGuess tbl
where f :: CardS Played -> Guess -> Guess
f c g = let col = effectiveColour trpCol (toCard c)
in if col /= turnCol
then hasNoLonger trpCol (uorigin $ getPile c) turnCol g
else g
observeS :: Guess -> Skat Guess
observeS guess = do
trpCol <- trump
turnCol <- gets Skat.turnColour
tbl <- getp tableCards
pure $ observe trpCol turnCol tbl guess
isSkat :: [Card] -> Guess -> Guess
isSkat cs = M.mapWithKey f
where f card hands
| card `elem` cs = S.singleton Skt
| otherwise = if length cs == 2 then S.delete Skt hands else hands
choosen1 :: Int -> [a] -> [[a]]
choosen1 !n !cs = map f (filter ((==n) . popCount) [0..(m-1)])
where m = 2^(length cs) :: Int
f !i = collect $! filter (< length cs) $! getSetBits i
collect !idx = map (cs!!) $! idx
getSetBits :: Int -> [Int]
getSetBits !a = filter (\i -> 2^i .&. a /= 0) [0..a]
{-# INLINE getSetBits #-}
choosen2 :: Int -> [a] -> [[a]]
choosen2 !n !cs = map f (filter ((==n) . popCount) [0..(m-1)])
where m = 2^(length cs) :: Int
f !i = filterMap (g i) fst $! zip cs [0..]
g !i (c, k) = 2^k .&. i /= 0
choosen = choosen2
smplguess :: Guess
smplguess = Hand1 `hasOnly` [(Card Seven Diamonds)..(Card Eight Hearts)] $! newGuess
smplguess2 :: Guess
smplguess2 = M.fromList
[ ( Card Seven Diamonds, S.fromList [H Hand2, H Hand3] )
, ( Card Eight Hearts, S.fromList [H Hand2, H Hand1] )
, ( Card Nine Spades, S.fromList [H Hand1, H Hand2] )
, ( Card Nine Diamonds, S.fromList [Skt] )
, ( Card Eight Diamonds, S.fromList [Skt] )
]
smplguess3 :: Guess
smplguess3 = M.fromList
[ (Card Nine Clubs, S.fromList [Skt])
, (Card Queen Clubs, S.fromList [Skt])
, (Card Ten Hearts, S.fromList [H Hand2,H Hand3])
, (Card Ace Diamonds, S.fromList [H Hand2])
]
smplguess4 :: Guess
smplguess4 = M.fromList
[ (Card Seven Spades, S.fromList [H Hand1])
, (Card Nine Spades, S.fromList [H Hand1])
, (Card Eight Spades, S.fromList [H Hand2])
, (Card Queen Diamonds, S.fromList [H Hand3])
, (Card Ace Diamonds, S.fromList [H Hand3])
, (Card King Clubs, S.fromList [H Hand2,H Hand3])
, (Card Ace Clubs, S.fromList [H Hand2,H Hand3])
, (Card Nine Clubs, S.fromList [Skt])
, (Card Queen Clubs, S.fromList [Skt])
]
distributions2 :: Guess -> (Int, Int, Int, Int) -> [Distribution]
distributions2 !guess1 !(n1, n2, n3, nskt) = do
let h1cards = M.keys $!! M.filter (H Hand1 `elem`) guess1
hand1 <- choosen 10 h1cards
let guess2 = Hand1 `hasOnly` hand1 $! guess1
h2cards = M.keys $!! M.filter (H Hand2 `elem`) guess2
hand2 <- choosen 10 h2cards
let guess3 = Hand2 `hasOnly` hand2 $! guess2
h3cards = M.keys $!! M.filter (H Hand3 `elem`) guess3
x = choosen 10 $!! h3cards
hand3 <- x
--let guess4 = Hand3 `hasOnly` hand3 $! guess3
-- sktcards = M.keys $!! M.filter (Skt `elem`) guess4
--skt <- choosen (2 + nskt) sktcards
return (hand1, hand2, hand3, [])--, skt)
carddist :: Option -> Int -> Guess -> [[Card]]
carddist option n guess = choosen n options
where options = M.keys $ M.filter (option `S.member`) guess
carddistS :: Option -> Int -> StateT Guess [] [Card]
carddistS option n = do
guess <- get
sels <- lift $ carddist option n guess
put $ option `hasOnly_` sels $ guess
return sels
distributions3 :: Guess -> (Int, Int, Int, Int) -> [Distribution]
distributions3 guess (n1, n2, n3, n4) = (flip evalStateT) guess $ do
hand1 <- carddistS (H Hand1) (cardsPerHand + n1)
hand2 <- carddistS (H Hand2) (cardsPerHand + n2)
hand3 <- carddistS (H Hand3) (cardsPerHand + n3)
skt <- carddistS Skt (2 + n4)
return (hand1, hand2, hand3, skt)
where cardsPerHand = (length guess-2-n1-n2-n3) `div` 3
randomChoice :: (MonadRandom m, Monad m) => Set Option -> StateT (Int, Int, Int, Int) m Option
randomChoice options = do
--when (null options) $ error "randomChoice: options are empty"
(n1, n2, n3, n4) <- get
let g (H Hand1) = n1 > 0
g (H Hand2) = n2 > 0
g (H Hand3) = n3 > 0
g Skt = n4 > 0
opts = S.toList $ S.filter g options
--when (null opts) $ error "randomChoice: after filtering options are empty"
option <- if null opts then (error ("randomChoice: opts empty, " ++ show options ++ " " ++ show (n1,n2,n3,n4))) else lift (chooser opts)
let (n1', n2', n3', n4') = case option of
H Hand1 -> (n1-1, n2, n3, n4)
H Hand2 -> (n1, n2-1, n3, n4)
H Hand3 -> (n1, n2, n3-1, n4)
Skt -> (n1, n2, n3, n4-1)
put (n1', n2', n3', n4')
return option
randomGuess :: (MonadRandom m, Monad m) => Guess -> (Int, Int, Int, Int) -> m Guess
randomGuess guess (n1, n2, n3, n4) = (flip evalStateT) ( cardsPerHand + n1
, cardsPerHand + n2
, cardsPerHand + n3
, 2 + n4
) $ do
foldM helper guess (M.keys guess)
where cardsPerHand = (length guess-2-n1-n2-n3) `div` 3
helper g card = do
let opts = M.findWithDefault (error "findWithDefault") card g
o <- randomChoice opts
pure $ M.insert card (S.singleton o) g
choosern :: (Eq a, Monad m, MonadRandom m) => Int -> [a] -> m [a]
choosern 0 _ = pure []
choosern _ [] = error "chooseRn: list is empty and n /= 0"
choosern !n !os = do
o <- chooser os
let !os' = delete o os
rest <- choosern (n-1) os'
pure $ o : rest
choosernS :: (Ord a, Monad m, MonadRandom m) => Int -> Set a -> m (Set a)
choosernS 0 _ = pure S.empty
choosernS !n !os
| S.size os == 0 = error "chooseRn: list is empty and n /= 0"
| otherwise = do
o <- chooserS os
let !os' = S.delete o os
rest <- choosernS (n-1) os'
pure $ S.insert o rest
snd3 :: (a,b,c) -> b
snd3 (a,b,c) = b
randomDistr2 :: (MonadRandom m, Monad m) => Guess -> (Int, Int, Int, Int) -> m Distribution
randomDistr2 guess1 (n1, n2, n3, _) = do
let h1cs = M.keysSet $!! M.filter (H Hand1 `S.member`) guess1
h2cs = M.keysSet $!! M.filter (H Hand2 `S.member`) guess1
h3cs = M.keysSet $!! M.filter (H Hand3 `S.member`) guess1
skcs = M.keysSet $!! M.filter (Skt `S.member`) guess1
priority = M.filter ((==1) . S.size) guess1
predist = M.foldrWithKey
(\card opts dist -> M.insertWith (++) (S.elemAt 0 opts) [card] dist)
M.empty
priority
banned = M.keysSet priority
pots = sortBy (comparing $ \(_, cs, n) -> length cs - n)
$ [ (H Hand1, h1cs, nh1 - length (M.findWithDefault [] (H Hand1) predist))
, (H Hand2, h2cs, nh2 - length (M.findWithDefault [] (H Hand2) predist))
, (H Hand3, h3cs, nh3 - length (M.findWithDefault [] (H Hand3) predist))
, (Skt , skcs, nh4 - length (M.findWithDefault [] Skt predist))
]
(dist, _) <- foldM f (predist, banned) pots
return ( M.findWithDefault (error "randomDistr: missing option Hand1") (H Hand1) dist
, M.findWithDefault (error "randomDistr: missing option Hand2") (H Hand2) dist
, M.findWithDefault (error "randomDistr: missing option Hand3") (H Hand3) dist
, M.findWithDefault (error "randomDistr: missing option Skt") Skt dist
)
where cardsPerHand = (length guess1-2-n1-n2-n3) `div` 3
nh1 = cardsPerHand + n1
nh2 = cardsPerHand + n2
nh3 = cardsPerHand + n3
nh4 = 2
f (dist, banned) (option, cards, n) = do
let available = S.filter (not . (`S.member` banned)) cards
cs <- if S.size available < n
then error ("Not enough options available: wanted " ++ show n ++ " for " ++ show option ++ " and got " ++ show (length available) ++ ", " ++ show guess1 ++ " with " ++ show (n1, n2, n3))
else choosernS n available
let dist' = M.insertWith (++) option (S.toList cs) dist
pure (dist', S.union banned cs)
randomDistr :: (MonadRandom m, Monad m) => Guess -> (Int, Int, Int, Int) -> m Distribution
randomDistr = randomDistr2
randomDistr1 :: (MonadRandom m, Monad m) => Guess -> (Int, Int, Int, Int) -> m Distribution
randomDistr1 guess (n1, n2, n3, n4) = (flip evalStateT) ( cardsPerHand + n1
, cardsPerHand + n2
, cardsPerHand + n3
, 2 + n4
) $ do
randomGuess <- foldM helper guess (M.keys guess)
let [d] = distributions randomGuess (n1, n2, n3, n4)
pure d
where cardsPerHand = (length guess-2-n1-n2-n3) `div` 3
helper g card = do
let opts = M.findWithDefault (error "findWithDefault") card g
o <- randomChoice opts
pure $ M.insert card (S.singleton o) g
{-
distributions1 :: Guess -> (Int, Int, Int, Int) -> [Distribution]
distributions1 guess nos =
helper (sortBy compareGuess $ M.toList guess) nos
`using` parList rdeepseq
where helper [] _ = []
helper ((c, hs):[]) ns = map fst (distr c hs ns)
helper ((c, hs):gs) ns =
let dsWithNs = distr c hs ns
go (d, ns') = map (d <>) (helper gs ns')
in concatMap go dsWithNs
distr card hands (n1, n2, n3, n4) =
let f card (H Hand1) =
(([card], [], [], []), (n1+1, n2, n3, n4))
f card (H Hand2) =
(([], [card], [], []), (n1, n2+1, n3, n4))
f card (H Hand3) =
(([], [], [card], []), (n1, n2, n3+1, n4))
f card Skt =
(([], [], [], [card]), (n1, n2, n3, n4+1))
isOk (H Hand1) = n1 < cardsPerHand
isOk (H Hand2) = n2 < cardsPerHand
isOk (H Hand3) = n3 < cardsPerHand
isOk Skt = n4 < 2
in filterMap isOk (f card) hands
cardsPerHand = (length guess - 2) `div` 3
-}
distributions = distributions3
type Distribution = ([Card], [Card], [Card], [Card])
compareGuess :: (Card, [Option]) -> (Card, [Option]) -> Ordering
compareGuess (c1, ops1) (c2, ops2)
| length ops1 == 1 = LT
| length ops2 == 1 = GT
| c1 > c2 = LT
| c1 < c2 = GT
toPiles :: [CardS Played] -> Distribution -> Piles
toPiles table (h1, h2, h3, skt) = makePiles h1 h2 h3 table skt
updatePiles :: Distribution -> Piles -> Piles
updatePiles (h1, h2, h3, skt) piles = piles { _hand1 = fmap (putAt $ P Hand1) h1
, _hand2 = fmap (putAt $ P Hand2) h2
, _hand3 = fmap (putAt $ P Hand3) h3
, _skat = fmap (putAt S) skt }
+510
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@@ -0,0 +1,510 @@
{-# LANGUAGE MultiParamTypeClasses #-}
{-# LANGUAGE BlockArguments #-}
{-# LANGUAGE TypeSynonymInstances #-}
{-# LANGUAGE FlexibleInstances #-}
{-# LANGUAGE FlexibleContexts #-}
{-# LANGUAGE FunctionalDependencies #-}
{-# LANGUAGE TupleSections #-}
{-# LANGUAGE InstanceSigs #-}
{-# LANGUAGE StandaloneDeriving #-}
{-# LANGUAGE ImportQualifiedPost #-}
module Skat.AI.Markov (
) where
import Control.Monad.State
import Control.Exception (assert)
import Control.Monad.Fail
import Data.Ord
import Text.Read (readMaybe)
import Data.List (maximumBy, sortBy, delete)
import Debug.Trace
import Data.Ratio
import Data.Set (Set)
import qualified Data.Set as Set
import Data.Map (Map)
import qualified Data.Map as Map
import Data.Bits
import Data.Vector (Vector)
import qualified Data.Vector as Vector
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 hiding (trumpColour, turnColour)
import qualified Skat.Render as S
--import TestEnvs (env3, shuffledEnv2)
data Possibility d a = Possibility { value :: a
, probability :: d
}
newtype Distribution d a = Distribution { runDistribution :: [Possibility d a] }
instance Num d => Monad (Distribution d) where
return :: a -> Distribution d a
return x = Distribution [Possibility x 1]
(>>=) :: Distribution d a -> (a -> Distribution d b) -> Distribution d b
(Distribution ps) >>= f = Distribution $ do
(Possibility x1 p1) <- ps
let (Distribution ds) = f x1
(Possibility x2 p2) <- ds
return $ Possibility x2 (p1*p2)
instance Num d => Applicative (Distribution d) where
pure = return
(<*>) = ap
instance Num d => Functor (Distribution d) where
fmap = liftM
sumDist :: (Num d, Ord a) => Distribution d a -> Distribution d a
sumDist = distFromMap . distToMap
where distToMap (Distribution ps) = Map.fromListWith (+) $ do
(Possibility x p) <- ps
return (x, p)
distFromMap m = Distribution $ do
(x, p) <- Map.toList m
return $ Possibility x p
deriving instance (Show d, Show a) => Show (Possibility d a)
deriving instance (Show d, Show a) => Show (Distribution d a)
deriving instance (Eq d, Eq a) => Eq (Possibility d a)
deriving instance (Eq d, Eq a) => Eq (Distribution d a)
deriving instance (Ord d, Ord a) => Ord (Possibility d a)
deriving instance (Ord d, Ord a) => Ord (Distribution d a)
drawSome :: Int -> StateT (Set S.Card) (Distribution Rational) (Set S.Card)
drawSome n = do
s <- get
let ds = sumDist $ runStateT (Set.fromList <$> replicateM n draw) s
(d, s') <- lift ds
put s'
return d
--put s'
draw2 = sumDist $ (flip evalStateT) (Set.fromList $ take 22 S.allCards) do
ss <- replicateM 5 (drawSome 2)
return $ Set.unions ss
basen = 22
taken = 10
allCards = Vector.fromList $ take basen S.allCards
example = stupid taken (Set.fromList $ take basen S.allCards)
example2 = stupid2 taken (take basen S.allCards)
example3 = stupid3 taken (take basen S.allCards)
example4 = smart taken (take basen S.allCards)
example5 = stupid4 taken allCards
example6 = stupid5 taken (take basen S.allCards)
stupid :: Int -> Set S.Card -> Set (Set S.Card)
stupid 0 _ = Set.singleton Set.empty
stupid n cs
| length cs == 0 = Set.empty
| otherwise = xs
where f :: S.Card -> Set (Set S.Card)
f c = let cs' = Set.delete c cs
distrs = stupid (n-1) cs'
distrs' = Set.map (Set.insert c) distrs
in distrs'
--xs :: Set (Set (Set S.Card))
xs = Set.foldr (\c s -> Set.union s $ f c) Set.empty cs
--stupid2 :: (Monoid f, Foldable f, Functor f) => Int -> f S.Card -> f (f S.Card)
stupid2 0 _ = [mempty]
stupid2 n cs
| length cs == 0 = mempty
| otherwise = xs
where f c = let cs' = delete c cs
distrs = stupid2 (n-1) cs'
distrs' = fmap (c:) distrs
in distrs'
--xs :: Set (Set (Set S.Card))
xs = foldr (\c s -> s <> f c) mempty cs
stupid3 :: Int -> [S.Card] -> [[S.Card]]
stupid3 n cs = map (f cs) (filter ((==n) . popCount) [1..m])
where m = 2^(length cs) :: Int
f cs i = collect cs $ filter (< length cs) $ getSetBits i
collect l idx = map (l!!) idx
getSetBits :: Int -> [Int]
getSetBits a = filter (\i -> 2^i .&. a /= 0) [0..a]
-- very bad suddenly
stupid5 :: Int -> [S.Card] -> Set (Set S.Card)
stupid5 n cs = Set.map (Set.fromList . f cs) (Set.filter ((==n) . popCount) $ Set.fromList [1..m])
where m = 2^(length cs) :: Int
f cs i = collect cs $ filter (< length cs) $ getSetBits i
collect l idx = map (\i -> l!!i) idx
stupid4 :: Int -> Vector S.Card -> Vector [S.Card]
stupid4 n cs = fmap f (Vector.filter ((==n) . popCount) bs)
where bs = Vector.fromList [1..m]
m = 2^(length cs) :: Int
f i = collect $ filter (< length cs) $ getSetBits i
collect idx = map (\i -> cs Vector.! (i-1)) idx
getSetBits a = filter ((/=0) . (.&.a)) [1..a]
{-
getSetBits a
| popCount a == n = filter (\k -> (k.&.a) /= 0) [1..a]
| otherwise = []
-}
smart n = map Set.fromList . stupid3 n
carddist :: Int -> Set S.Card -> Distribution Rational (Set S.Card)
carddist n cs = Distribution $ fmap (\x -> Possibility x (1%l)) raw
where raw = smart n cards
l = fromIntegral $ length raw
cards = Set.toList cs
carddistS :: Int -> StateT (Set S.Card) (Distribution Rational) (Set S.Card)
carddistS n = do
cards <- get
sels <- lift $ carddist n cards
put $ cards `Set.difference` sels
return sels
draw :: StateT (Set S.Card) (Distribution Rational) S.Card
draw = do
cards <- get
card <- lift $ Distribution $ Set.toList $ Set.map (flip Possibility $ (1 % (fromIntegral $ length cards))) cards
let cards' = Set.delete (card) cards
put cards'
return card
{-
draw2 :: StateT (Set S.Card) Identity (Distribution Rational S.Card)
draw2 = do
cards <- get
cards <- get
card <- lift $ Distribution $ Set.toList $ Set.map (flip Possibility $ (1 % (fromIntegral $ length cards))) cards
let cards' = Set.delete (card) cards
put cards'
return card
-}
{-
coprod :: (Ord a, Num d) => Possibility d a -> Possibility d a -> Possibility d a
coprod (Possibility x p) (Possibility y q) = Or (Set.fromList [x, y]) $ p + q
-}
skat :: Distribution Rational (Set S.Card, Set S.Card, Set S.Card)
skat = (flip evalStateT) (Set.fromList $ take 22 S.allCards) $ do
sndHand <- carddistS 10
trdHand <- carddistS 10
skt <- carddistS 2
return ( sndHand
, trdHand
, skt
)
coin :: Distribution Rational Bool
coin = Distribution [ Possibility True (1%2), Possibility False (1%2)]
tosstwice :: Distribution Rational (Bool, Bool)
tosstwice = do
c1 <- coin
c2 <- coin
return (c1, c2)
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 (Traversable l, Monad m, Value v, Player p, Eq t) => MonadGame t l v p m | m -> t, m -> p, m -> v, m -> l where
currentPlayer :: m p
turns :: m (l 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 l v p m) => PlayableGame t l 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.CardS S.Owner) [] Int S.PL S.Skat where
currentPlayer = do
hand <- gets S.currentHand
pls <- gets S.players
return $! S.player pls hand
turns = S.allowedCards
--player <- currentPlayer
--trCol <- gets S.trumpColour
--return $! if maxing player
-- then sortBy (optimalTeam trCol) cards
-- else sortBy (optimalSingle trCol) cards
play = S.play_
simulate card action = do
--oldCurrent <- gets S.currentHand
--oldTurnCol <- gets S.turnColour
backup <- get
play card
--oldWinner <- currentPlayer
res <- action
--S.undo_ card oldCurrent oldTurnCol (S.team oldWinner)
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)
potentialByType :: S.Type -> Int
potentialByType S.Ace = 11
potentialByType S.Jack = 10
potentialByType S.Ten = 4
potentialByType S.Seven = 7
potentialByType S.Eight = 7
potentialByType S.Nine = 7
potentialByType S.Queen = 5
potentialByType S.King = 5
optimalSingle :: S.Colour -> S.Card -> S.Card -> Ordering
optimalSingle trCol (S.Card t1 _) (S.Card t2 _) = (comparing potentialByType) t2 t1
optimalTeam :: S.Colour -> S.Card -> S.Card -> Ordering
optimalTeam trCol (S.Card t1 _) (S.Card t2 _) = (comparing potentialByType) t2 t1
-- 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
toss :: Distribution Rational Coin
toss = Distribution [Possibility Head (1%2), Possibility Tail (1%2)]
data Coin = Head
| Tail
deriving (Show, Eq, Ord)
data CoinGameState = CGS { tosses :: [Coin]
, turn :: Int }
deriving (Show, Eq)
initCGS :: CoinGameState
initCGS = CGS { tosses = []
, turn = 0
}
markov :: StateT CoinGameState (Distribution Rational) Int
markov = do
coin <- lift toss
cgs <- get
let newtosses = coin:(tosses cgs)
newturn = turn cgs + 1
put $ cgs { tosses = newtosses
, turn = newturn }
if length (filter (==Head) newtosses) >= 3 || (newturn >= 10)
then return newturn
else markov
{-
choose :: (MonadIO m, Show v, Show t, Show p, Value v, Eq t, Player p, MonadGame t l v p m)
=> Int
-> m t
choose depth = fst <$> minmax depth (error "choose") 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.CardS S.Owner) [] 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 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 = 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 l v p m) => m ()
playCLI = do
gameOver <- over
if gameOver
then announceWinner
else do
when debug showBoard
current <- currentPlayer
turn <- choose 10
when debug $ showTurn turn
play turn
playCLI
where
readTurn :: (MonadFail m, Read t, PlayableGame t l v p m) => m t
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
-}
+3 -211
View File
@@ -23,73 +23,15 @@ import qualified Skat.Operations as S
import qualified Skat.Pile as S import qualified Skat.Pile as S
import qualified Skat.Player as S hiding (trumpColour, turnColour) import qualified Skat.Player as S hiding (trumpColour, turnColour)
import qualified Skat.Render as S import qualified Skat.Render as S
import Skat.AI.Base hiding (playCLI, Choose(..))
import Skat.AI.TicTacToe hiding (playCLI)
import Skat.AI.Skat hiding (playCLI)
--import TestEnvs (env3, shuffledEnv2) --import TestEnvs (env3, shuffledEnv2)
debug :: Bool debug :: Bool
debug = False 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 (Traversable l, Monad m, Value v, Player p, Eq t) => MonadGame t l v p m | m -> t, m -> p, m -> v, m -> l where
currentPlayer :: m p
turns :: m (l 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 l v p m) => PlayableGame t l 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 -- 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.CardS S.Owner) [] Int S.PL S.Skat where
currentPlayer = do
hand <- gets S.currentHand
pls <- gets S.players
return $! S.player pls hand
turns = S.allowedCards
--player <- currentPlayer
--trCol <- gets S.trumpColour
--return $! if maxing player
-- then sortBy (optimalTeam trCol) cards
-- else sortBy (optimalSingle trCol) cards
play = S.play_
simulate card action = do
--oldCurrent <- gets S.currentHand
--oldTurnCol <- gets S.turnColour
backup <- get
play card
--oldWinner <- currentPlayer
res <- action
--S.undo_ card oldCurrent oldTurnCol (S.team oldWinner)
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)
potentialByType :: S.Type -> Int potentialByType :: S.Type -> Int
potentialByType S.Ace = 11 potentialByType S.Ace = 11
potentialByType S.Jack = 10 potentialByType S.Jack = 10
@@ -106,89 +48,6 @@ optimalSingle trCol (S.Card t1 _) (S.Card t2 _) = (comparing potentialByType) t2
optimalTeam :: S.Colour -> S.Card -> S.Card -> Ordering optimalTeam :: S.Colour -> S.Card -> S.Card -> Ordering
optimalTeam trCol (S.Card t1 _) (S.Card t2 _) = (comparing potentialByType) t2 t1 optimalTeam trCol (S.Card t1 _) (S.Card t2 _) = (comparing potentialByType) t2 t1
-- 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 l v p m) minmax :: (MonadIO m, Show v, Show t, Show p, Value v, Eq t, Player p, MonadGame t l v p m)
=> Int => Int
-> t -> t
@@ -221,73 +80,6 @@ choose :: (MonadIO m, Show v, Show t, Show p, Value v, Eq t, Player p, MonadGame
-> m t -> m t
choose depth = fst <$> minmax depth (error "choose") loss win choose depth = fst <$> minmax depth (error "choose") 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.CardS S.Owner) [] 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 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 = 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 l v p m) => m () playCLI :: (MonadFail m, Read t, PlayableGame t l v p m) => m ()
playCLI = do playCLI = do
gameOver <- over gameOver <- over
+251
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@@ -0,0 +1,251 @@
{-# LANGUAGE OverloadedStrings #-}
{-# LANGUAGE MultiParamTypeClasses #-}
{-# LANGUAGE BlockArguments #-}
{-# LANGUAGE TypeSynonymInstances #-}
{-# LANGUAGE FlexibleInstances #-}
{-# LANGUAGE FlexibleContexts #-}
{-# LANGUAGE FunctionalDependencies #-}
{-# LANGUAGE TupleSections #-}
{-# LANGUAGE InstanceSigs #-}
{-# LANGUAGE StandaloneDeriving #-}
{-# LANGUAGE ImportQualifiedPost #-}
{-# LANGUAGE UndecidableInstances #-}
{-# LANGUAGE DeriveGeneric #-}
module Skat.AI.MonteCarlo where
import GHC.Generics
import Control.Monad.State
import Control.Exception (assert)
import Control.Monad.Fail
import Data.Ord
import Text.Read (readMaybe)
import Data.List (maximumBy, minimumBy, sortBy, delete, intercalate)
import Debug.Trace
import Data.Ratio
import Data.Set (Set)
import qualified Data.Set as Set
import Data.Map (Map)
import qualified Data.Map as Map
import Data.Bits
import Data.Vector (Vector)
import qualified Data.Vector as Vector
import System.Random (Random)
import qualified System.Random as Rand
import Text.Printf
import Data.List.Split
import Data.Aeson hiding (Value)
import Skat.AI.Base hiding (simulate)
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 hiding (trumpColour, turnColour)
import qualified Skat.Render as S
import Skat.Utils
--import TestEnvs (env3, shuffledEnv2)
type WinCount = Float
type SimCount = Int
data Tree t s = Leaf s Bool (WinCount, SimCount)
| Node s Bool (WinCount, SimCount) [Tree t s]
| Pending s t
deriving (Generic)
instance (ToJSON t, ToJSON s) => ToJSON (Tree t s) where
toJSON x@Leaf{} = object [ "state" .= toJSON (treestate x)
, "valuation" .= toJSON (valuation x)
]
toJSON x@(Node _ _ _ children) = object [ "state" .= toJSON (treestate x)
, "valuation" .= toJSON (valuation x)
, "children" .= toJSON children
]
toJSON x@(Pending _ t) = object [ "valuation" .= ("pending" :: String)
, "turn" .= toJSON t
]
simruns :: Tree t s -> SimCount
simruns (Leaf _ _ d) = snd d
simruns (Node _ _ d _) = snd d
simruns Pending{} = 0
wins :: Tree t s -> WinCount
wins (Leaf _ _ d) = fst d
wins (Node _ _ d _) = fst d
wins Pending{} = 0
childrenwins :: Tree t s -> WinCount
childrenwins (Node _ _ _ cs) = sum $ fmap wins cs
childrenwins _ = 0
treestate :: Tree t s -> s
treestate (Leaf s _ _) = s
treestate (Node s _ _ _) = s
treestate (Pending s _) = s
isterminal :: Tree t s -> Bool
isterminal (Leaf _ b _) = b
isterminal (Node _ b _ _) = b
isterminal Pending{} = False
class Draw s where
draw :: s -> String
instance Draw Int where
draw = show
indent :: Int -> String -> String
indent n s = intercalate ("\n" ++ replicate n ' ') $ splitOn "\n" s
visualise :: (HasGameState t p d s, Draw s, Draw t) => Tree t s -> String
visualise (Node s _ d children) = printf "[%f/%d]: %s %s:\n%s" (fst d) (snd d) (show . maxing . current $ s) (indent 14 $ draw s) (intercalate "\n" $ fmap f children)
where f c = printf "---%s" (indent 3 $ visualise c)
visualise (Leaf s _ d) = printf "[%f/%d]: %s" (fst d) (snd d) (indent 9 $ draw s)
visualise (Pending s t) = printf "[pend]: %s %s" (indent 9 $ draw s) (indent 9 $ draw t)
emptytree :: s -> Tree t s
emptytree s = Leaf s False (0, 0)
valuation :: Tree t s -> (WinCount, SimCount)
valuation (Leaf _ _ d) = d
valuation (Node _ _ d _) = d
valuation Pending{} = (0,0)
deriving instance (Show s, Show t) => Show (Tree t s)
{-
valuetonum :: (Fractional a, Value v) => v -> a
valuetonum v
| v == win = 1
| v == loss = 0
| v == tie = 0.5
-}
{-
restoint :: (Player p, Value v) => p -> v -> Float
restoint p v = tonum $ if maxing p then v else invert v
-}
{-
updateval :: (Player p, Value d) => p -> [d] -> (WinCount, SimCount) -> (WinCount, SimCount)
updateval team xs d =
let newSimCount = snd d + fromIntegral (length xs)
newWinCount = fst d + sum (fmap (tonum . cvt) xs)
cvt = if maxing team then id else invert
in (newWinCount, newSimCount)
-}
class (Player p, Value d) => HasGameState t p d s | s -> d, s -> p, s -> t where
moves :: s -> [t]
execute :: t -> s -> s
monteevaluate :: s -> d
current :: s -> p
simulate :: (Monad m, MonadRandom m) => s -> m d
simulate = montesimulate
montecarlo :: (Show s, Show t, Eq p, Show d, Monad m, HasGameState t p d s, MonadRandom m)
=> Tree t s
-> m (Tree t s)
montecarlo (Pending state turn) = do
let currentTeam = current state
state' = execute turn state
-- objectively get a final score of random playout (independent of perspective)
values <- replicateM 1000 (simulate state')
let --tr = if maxing (current state) then id else invert
tr = id
vs = fmap (tonum . tr) values
n = sum vs
--let v = if maxing (current state') then value else invert value
let val = (n, 1000)
pure $ Leaf state' False val
montecarlo (Leaf state terminal d)
| terminal || length ms == 0 = pure $ Leaf state True d
| otherwise = let children = map (Pending state) ms in pure $ Node state False d children
where ms = moves state
montecarlo (Node state _ d []) = pure $ Leaf state True d
montecarlo n@(Node state True d children) = pure n
montecarlo n@(Node state _ d children)
| all isterminal children =
let d' = reevaluateminmax n
in pure $ Node state True d' children
| otherwise = do
let myruns = snd d
cmp c
| isterminal c = -1
| otherwise = selectcoeff (maxing $ current state) myruns $ valuation c
(idx, bestChild) =
maximumBy (comparing $ cmp . snd) $ zipWith (,) [0..] children
updated <- montecarlo bestChild
let cs = updateAt idx children updated
newSimRuns = simruns updated - simruns bestChild + snd d
diff = wins updated - wins bestChild
--diff2 =
-- if newSimRuns == snd d then 0
-- else
-- if current state == current (treestate updated)
-- then diff
-- else fromIntegral (simruns updated) - diff
newWins = diff + fst d
--return $ trace ("updating node " ++ show diff2 ++ "\n" ++ show updated ++ "\n" ++ show bestChild) (Node state False (newWins, newSimRuns) cs)
return $ Node state False (newWins, newSimRuns) cs
montesimulate :: (Monad m, MonadRandom m, HasGameState t p d s)
=> s
-> m d
montesimulate state = case moves state of
[] -> pure $ monteevaluate state
allowed -> do
turn <- chooser allowed
montesimulate $ execute turn state
runmonte :: Int -> State Rand.StdGen (Tree t s) -> Tree t s
runmonte n action = evalState action (Rand.mkStdGen n)
{-
bestmove :: Tree s -> s
bestmove (Leaf s _ _) = s
bestmove (Node s _ _ cs) = treestate $ selection (comparing $ rate . valuation) cs
where rate (w, s) = w / fromIntegral s
mxing = maxing . current $ s
selection = if mxing then maximumBy else minimumBy
-}
bestmove :: (HasGameState t p d s, Player p) => Tree t s -> s
bestmove (Leaf s _ _) = s
bestmove (Node s _ _ cs) = treestate $ choice (comparing $ rate . valuation) cs
where rate (w, s) = w / fromIntegral s
choice = if maxing (current s) then maximumBy else minimumBy
selectcoeff :: Bool -> SimCount -> (WinCount, SimCount) -> Float
selectcoeff _ _ (_, 0) = 10000000
selectcoeff m t (w, s) = w' / fromIntegral s + explorationParam * sqrt (log (fromIntegral t) / fromIntegral s)
where explorationParam = sqrt 2
w' = if m then w else fromIntegral s - w
reevaluate :: Tree t s -> (WinCount, SimCount)
reevaluate tree
| isterminal tree = valuation tree
| otherwise = case tree of
(Pending{}) -> valuation tree
(Leaf{}) -> valuation tree
(Node _ _ _ children) -> let total = sum $ fmap simruns children
wns = fromIntegral total - sum (fmap wins children)
in (wns, total)
reevaluateminmax :: HasGameState t p d s => Tree t s -> (WinCount, SimCount)
reevaluateminmax tree
| isterminal tree = valuation tree
| otherwise = case tree of
(Pending{}) -> valuation tree
(Leaf{}) -> valuation tree
(Node state _ _ children) ->
let vals = fmap ((\(w, s) -> w / fromIntegral s) . valuation) children
-- m = maxing . current $ state
--childrenMaxing = all (maxing . current . treestate) children
selfMaxing = maxing . current $ state
choice = if selfMaxing then maximum else minimum
newval = choice vals
in (newval, 1)
--playCLI :: (MonadFail m, Read t, Choose t m, PlayableGame t l v p m) => m ()
+2 -2
View File
@@ -115,7 +115,7 @@ instance MonadPlayer m => MonadPlayer (Online a m) where
singlePlayer = lift singlePlayer singlePlayer = lift singlePlayer
game = lift game game = lift game
choose :: (HasCard b, HasCard a) => (Communicator c, MonadPlayer m) => [CardS Played] -> Maybe [b] -> [a] -> Online c m Card choose :: (MonadIO m, HasCard b, HasCard a) => (Communicator c, MonadPlayer m) => [CardS Played] -> Maybe [b] -> [a] -> Online c m Card
choose table mayOuvert hand' = do choose table mayOuvert hand' = do
gm <- game gm <- game
let hand = sortRender (getTrump gm) $ map toCard hand' let hand = sortRender (getTrump gm) $ map toCard hand'
@@ -128,7 +128,7 @@ choose table mayOuvert hand' = do
if card `elem` hand && allowed then return card else choose table mayOuvert hand' if card `elem` hand && allowed then return card else choose table mayOuvert hand'
Nothing -> choose table mayOuvert hand' Nothing -> choose table mayOuvert hand'
cardPlayed :: (Communicator c, MonadPlayer m) => CardS Played -> Online c m () cardPlayed :: (MonadIO m, Communicator c, MonadPlayer m) => CardS Played -> Online c m ()
cardPlayed card = query (BS.unpack $ encode $ CardPlayedQuery card) cardPlayed card = query (BS.unpack $ encode $ CardPlayedQuery card)
-- | QUERIES AND RESPONSES -- | QUERIES AND RESPONSES
+7 -7
View File
@@ -70,7 +70,7 @@ instance MonadPlayer m => MonadPlayer (Simulator m) where
turnColour = lift $ turnColour turnColour = lift $ turnColour
showSkat = lift . showSkat showSkat = lift . showSkat
instance MonadPlayer m => MonadPlayerOpen (Simulator m) where instance (MonadIO m, MonadPlayer m) => MonadPlayerOpen (Simulator m) where
showPiles = ask showPiles = ask
runWithPiles :: MonadPlayer m runWithPiles :: MonadPlayer m
@@ -215,7 +215,7 @@ simplify :: Hand -> [Distribution] -> [(Distribution, Int)]
simplify hand ds = M.elems cleaned simplify hand ds = M.elems cleaned
where cleaned = remove789s hand ds where cleaned = remove789s hand ds
onPlayed :: MonadPlayer m => CardS Played -> AI m () onPlayed :: (MonadIO m, MonadPlayer m) => CardS Played -> AI m ()
onPlayed c = do onPlayed c = do
liftIO $ print c liftIO $ print c
modifyg (getCard c `hasBeenPlayed`) modifyg (getCard c `hasBeenPlayed`)
@@ -227,10 +227,10 @@ onPlayed c = do
then uorigin (getPile c) `hasNoLonger` demanded else return () then uorigin (getPile c) `hasNoLonger` demanded else return ()
Nothing -> return () Nothing -> return ()
choose :: MonadPlayer m => AI m Card choose :: (MonadIO m, MonadPlayer m) => AI m Card
choose = chooseStatistic choose = chooseStatistic
chooseStatistic :: MonadPlayer m => AI m Card chooseStatistic :: (MonadIO m, MonadPlayer m) => AI m Card
chooseStatistic = do chooseStatistic = do
h <- gets getHand h <- gets getHand
handCards <- gets myHand handCards <- gets myHand
@@ -284,13 +284,13 @@ foldWithLimit limit f start (x:xs) = do
foldWithLimit limit f m xs foldWithLimit limit f m xs
_ -> return start _ -> return start
runOnPiles :: MonadPlayer m runOnPiles :: (MonadIO m, MonadPlayer m)
=> M.Map Card Int -> (Piles, Int) -> AI m (M.Map Card Int) => M.Map Card Int -> (Piles, Int) -> AI m (M.Map Card Int)
runOnPiles m (ps, n) = do runOnPiles m (ps, n) = do
c <- runWithPiles ps chooseOpen c <- runWithPiles ps chooseOpen
return $ M.insertWith (+) c n m return $ M.insertWith (+) c n m
chooseOpen :: (MonadState AIEnv m, MonadPlayerOpen m) => m Card chooseOpen :: (MonadIO m, MonadState AIEnv m, MonadPlayerOpen m) => m Card
chooseOpen = do chooseOpen = do
piles <- showPiles piles <- showPiles
hand <- gets getHand hand <- gets getHand
@@ -388,7 +388,7 @@ leadPotential card = do
0 -> return value 0 -> return value
_ -> return $ -value _ -> return $ -value
chooseLead :: (MonadState AIEnv m, MonadPlayer m) => m Card chooseLead :: (MonadIO m, MonadState AIEnv m, MonadPlayer m) => m Card
chooseLead = do chooseLead = do
cards <- gets myHand cards <- gets myHand
possible <- filterM (P.isAllowed cards) cards possible <- filterM (P.isAllowed cards) cards
+318
View File
@@ -0,0 +1,318 @@
{-# LANGUAGE OverloadedStrings #-}
{-# LANGUAGE MultiParamTypeClasses #-}
{-# LANGUAGE TypeSynonymInstances #-}
{-# LANGUAGE FlexibleInstances #-}
{-# LANGUAGE FlexibleContexts #-}
{-# LANGUAGE FunctionalDependencies #-}
{-# LANGUAGE TupleSections #-}
{-# LANGUAGE ScopedTypeVariables #-}
{-# LANGUAGE DeriveGeneric #-}
module Skat.AI.Skat where
import Data.String
import System.IO
import GHC.Generics
import Control.Monad.State
import Control.Exception (assert)
import Control.Monad.Fail
import Control.Monad.Writer
import Data.Ord
import Data.Aeson hiding (Value)
import Text.Read (readMaybe)
import Data.List (maximumBy, sortBy)
import Debug.Trace
import Data.Map.Strict (Map)
import qualified Data.Map.Strict as Map
import qualified System.Random as Rand
import qualified Data.ByteString.Lazy.Char8 as BS8
import System.IO.Unsafe
import qualified Skat as S
import qualified Skat.Card as S
import qualified Skat.Utils as S
import qualified Skat.AI.Stupid as S
import qualified Skat.Operations as S
import qualified Skat.Pile as S
import qualified Skat.Player as P hiding (trumpColour)
import qualified Skat.Render as S
import qualified Skat.Bidding as S
import Skat.AI.Base hiding (playCLI, Choose(..))
import Skat.AI.MonteCarlo
import Skat.AI.Games.Skat.Guess
instance Player P.PL where
maxing p = P.team p == S.Team
instance Player Bool where
maxing = id
instance Value Float where
invert = (1-)
win = undefined
loss = undefined
tie = undefined
tonum = id
instance P.MonadPlayer (StateT S.SkatEnv (Writer [S.Trick])) where
trump = S.getTrump <$> P.game
turnColour = gets S.turnColour
showSkat p = case P.team p of
S.Single -> fmap (Just . S.skatCards) $ gets S.piles
S.Team -> return Nothing
singlePlayer = gets S.skatSinglePlayer
game = gets S.skatGame
data SkatState = SkatState { skatEnv :: S.SkatEnv
, self :: S.Hand
, guess :: Guess
}
deriving (Show, Generic)
instance ToJSON SkatState where
toJSON state = object [ "guess" .= toJSON (guess state)
, "table" .= toJSON (S.tableCards $ S.piles $ skatEnv state)
, "won_single" .= toJSON (S.wonCards S.Single $ S.piles $ skatEnv state)
, "won_team" .= toJSON (S.wonCards S.Team $ S.piles $ skatEnv state)
]
instance Draw SkatState where
draw = show . S.tableCards . S.piles . skatEnv
instance PlayableGame (S.CardS S.Owner) [] Float P.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 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) . P.team) (P.playersToList pls)
return $ Just $ head winners
askTurn = do
cards <- turns
let sorted = 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
instance MonadGame (S.CardS S.Owner) [] Float P.PL S.Skat where
currentPlayer = do
hand <- gets S.currentHand
pls <- gets S.players
return $! P.player pls hand
turns = S.allowedCards
--player <- currentPlayer
--trCol <- gets S.trumpColour
--return $! if maxing player
-- then sortBy (optimalTeam trCol) cards
-- else sortBy (optimalSingle trCol) cards
play = S.play_
simulate card action = do
--oldCurrent <- gets S.currentHand
--oldTurnCol <- gets S.turnColour
backup <- get
play card
--oldWinner <- currentPlayer
res <- action
--S.undo_ card oldCurrent oldTurnCol (P.team oldWinner)
put backup
return $! res
over = ((==0) . length) <$!> S.allowedCards
evaluate = do
player <- currentPlayer
piles <- gets S.piles
let (sgl, tm) = S.count piles :: (Int, Int)
return $! fromIntegral (if maxing player then tm - sgl else sgl - tm)
data Turn = Turn { turnStartingEnv :: S.SkatEnv
, turnCard :: S.Card }
deriving Show
instance ToJSON Turn where
toJSON turn = object [ "turn_card" .= turnCard turn ]
instance Draw Turn where
draw = show . turnCard
instance HasGameState Turn Bool Float SkatState where
current s =
let curhand = S.currentHand $ skatEnv s
sglhand = S.skatSinglePlayer $ skatEnv s
in sglhand == curhand
monteevaluate s = let (sgl, tm) = ev S.countGame (skatEnv s)
in if sgl > tm then 1.0 else 0.0 --fromIntegral sgl / (fromIntegral $ sgl + tm)
execute turn state =
let tbl = ev (S.getp S.tableCards) env
curhand = S.currentHand env
trpCol :: S.Trump
trpCol = ev (S.getTrump <$> gets S.skatGame) env
turnCol = ev (gets S.turnColour) env
observed = observe trpCol turnCol (card':tbl) (guess state)
guess' = card `hasBeenPlayed` observed
card' = S.CardS card (S.P curhand)
newEnv = ex (S.play_ card) env
in state { skatEnv = newEnv
, guess = guess'
}
where env = turnStartingEnv turn
card = turnCard turn
moves s
| S.currentHand env == self s =
let options = fmap S.toCard $ ev S.allowedCards env
in fmap (Turn env) options
| otherwise =
let currentPiles = ev (gets S.piles) env
table = S.tableCards currentPiles
n1 = length $ filter ((S.P S.Hand1==) . S.getPile) table
n2 = length $ filter ((S.P S.Hand2==) . S.getPile) table
n3 = length $ filter ((S.P S.Hand3==) . S.getPile) table
ns = (-n1, -n2, -n3, 0)
possibleDistrs = distributions (guess s) ns
piless = fmap ((flip updatePiles) currentPiles) possibleDistrs
in do
piles <- piless
let newEnv = env { S.piles = piles }
card <- ev S.allowedCards newEnv
pure $ Turn newEnv (S.toCard card)
where env = skatEnv s
simulate s
| Map.size (guess s) <= 2 = pure $ monteevaluate s
| otherwise = do
let currentPiles = ev (gets S.piles) env
table = S.tableCards currentPiles
n1 = length $ filter ((S.P S.Hand1==) . S.getPile) table
n2 = length $ filter ((S.P S.Hand2==) . S.getPile) table
n3 = length $ filter ((S.P S.Hand3==) . S.getPile) table
ns = (-n1, -n2, -n3, 0)
d <- randomDistr (guess s) ns
let newEnv = env { S.piles = updatePiles d (S.piles env) }
cards = ev S.allowedCards newEnv
card <- chooser cards
let newState = execute (Turn newEnv (S.toCard card)) s
Skat.AI.MonteCarlo.simulate newState
where env = skatEnv s
ev :: StateT S.SkatEnv (Writer [S.Trick]) a -> S.SkatEnv -> a
ev action = fst . runWriter . evalStateT action
ev2 = flip ev
ex :: StateT S.SkatEnv (Writer [S.Trick]) a -> S.SkatEnv -> S.SkatEnv
ex action = fst . runWriter . execStateT action
ex2 = flip ex
playCLI :: Int -> StateT SkatState S.Skat ()
playCLI n = do
gameOver <- lift over
if gameOver
then lift announceWinner
else do
current <- (lift currentPlayer) :: StateT SkatState S.Skat (P.PL)
self <- gets self
--let current = False
if P.hand current == self then do
liftIO $ putStrLn "iterating"
s <- get
let tree = Leaf s False (0, 0)
l = length $ guess s
depth
| l >= 26 = 15
| l >= 20 = 100
| l >= 14 = 2000
| otherwise = 5000
t = runmonte n (foldM (\tree _ -> montecarlo tree) tree [1..depth])
newstate = bestmove t
json :: String
json = BS8.unpack $ encode t
liftIO $ print newstate
--liftIO $ withFile "tree.json" WriteMode $ \handle ->
-- hPutStrLn handle json
--liftIO $ putStrLn $ visualise t
put newstate
lift (put $ skatEnv newstate)
else do
liftIO $ putStrLn "new turn"
lift $ showBoard
t <- lift readTurn
lift $ play t
s <- get
env <- lift get
let guess' = (S.toCard t) `hasBeenPlayed` (guess s)
observed <- lift $ observeS guess'
let s' = s { skatEnv = env
, guess = observed
}
put s'
{-
showBoard
liftIO $ getLine
-}
--playCLI n
where
--readTurn :: (MonadFail m, Read t, PlayableGame t l v p m) => m t
readTurn :: S.Skat (S.CardS S.Owner)
readTurn = do
v <- evaluate :: S.Skat Float
options <- (turns :: S.Skat [S.CardS S.Owner])
showTurns
liftIO $ putStr "> "
mayTurn <- askTurn
case mayTurn of
Just val -> if val `elem` options then return val else readTurn
Nothing -> readTurn
announceWinner :: S.Skat ()
announceWinner = do
showBoard
win <- (winner :: S.Skat (Maybe P.PL))
liftIO $ putStrLn $ show win ++ " wins the game!"
initSkatEnv :: Int -> S.SkatEnv
initSkatEnv n =
let gen = Rand.mkStdGen n
--cards = S.shuffle gen S.allCards
--piles = S.distribute cards
piles = S.cardDistr9
players = P.Players
(P.PL $ S.Stupid S.Single S.Hand1)
(P.PL $ S.Stupid S.Team S.Hand2)
(P.PL $ S.Stupid S.Team S.Hand3)
in S.SkatEnv { S.piles = piles
, S.turnColour = Just (S.TurnColour S.Hearts)
, S.skatGame = S.Colour S.Spades S.Einfach
, S.players = players
, S.currentHand = S.Hand1
, S.skatSinglePlayer = S.Hand1
}
initSkatState :: SkatState
initSkatState =
let env = initSkatEnv 42
ownCards = S.handCards S.Hand1 $ S.piles env
sktCards = S.skatCards $ S.piles env
tblCards = fmap S.toCard $ S.tableCards $ S.piles env
totalcards = fmap S.toCard $ S.fromPiles $ S.piles env
guess = (\g -> foldr hasBeenPlayed g tblCards) . isSkat sktCards . (S.Hand1 `hasOnly` (fmap S.toCard ownCards)) $ newGuessWith totalcards
in SkatState { skatEnv = env
, self = S.Hand1
, guess = guess
}
playSkat :: Int -> IO ()
playSkat n = let env = skatEnv initSkatState
in void $ S.evalSkat ( (flip runStateT) initSkatState (playCLI n) ) env
skattree :: Tree Turn SkatState
skattree = Leaf initSkatState False (0,0)
+1 -1
View File
@@ -19,7 +19,7 @@ instance Player Stupid where
chooseCard p _ _ _ hand = do chooseCard p _ _ _ hand = do
trumpCol <- trump trumpCol <- trump
turnCol <- turnColour turnCol <- turnColour
liftIO $ threadDelay 1000000 --liftIO $ threadDelay 1000000
let possible = filter (isAllowed trumpCol turnCol hand) hand let possible = filter (isAllowed trumpCol turnCol hand) hand
return (toCard $ head possible, p) return (toCard $ head possible, p)
+242
View File
@@ -0,0 +1,242 @@
{-# LANGUAGE MultiParamTypeClasses #-}
{-# LANGUAGE BlockArguments #-}
{-# LANGUAGE TypeSynonymInstances #-}
{-# LANGUAGE FlexibleInstances #-}
{-# LANGUAGE FlexibleContexts #-}
{-# LANGUAGE FunctionalDependencies #-}
{-# LANGUAGE TupleSections #-}
{-# LANGUAGE InstanceSigs #-}
{-# LANGUAGE StandaloneDeriving #-}
{-# LANGUAGE ImportQualifiedPost #-}
{-# LANGUAGE GeneralizedNewtypeDeriving #-}
module Skat.AI.TicTacToe where
import Control.Monad.State
import Control.Exception (assert)
import Control.Monad.Fail
import Data.Ord
import Text.Read (readMaybe)
import Data.List (maximumBy, sortBy)
import Debug.Trace
import Text.Printf
import Data.Maybe
import qualified System.Random as Rand
import Skat.AI.Base
import Skat.AI.MonteCarlo
import Skat.Utils
-- 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
tie = Tie
data GameState = GameState { getBoard :: [TicTacToe]
, getCurrent :: Bool }
deriving Show
instance HasGameState Int Bool WinLossTie GameState where
execute turn state = execState (play turn) state
moves state = evalState turns state
monteevaluate s = let b = getBoard s
w = fromMaybe Toe $ ticWinner b
in case w of
Tac -> Win
Tic -> Loss
Toe -> Tie
current s = evalState currentPlayer s
instance Player Bool where
maxing = id
instance Monad m => MonadGame Int [] WinLossTie Bool (StateT GameState m) where
currentPlayer = gets getCurrent
turns = do
o <- over
if o then return [] else 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
-- some consts
emptyBoard :: [TicTacToe]
emptyBoard = [Toe, Toe, Toe, Toe, Toe, Toe, Toe, Toe, Toe]
otherBoard2 :: [TicTacToe]
otherBoard2 = [Tic, Tac, Toe, Tac, Tac, Tic, Tic, Toe, Toe]
otherBoard3 :: [TicTacToe]
otherBoard3 = [Tic, Toe, Toe, Tac, Tic, Toe, Toe, Tac, Toe]
tree2 = emptytree (initGameState { getBoard = otherBoard2
, getCurrent = True })
tree3 = emptytree (initGameState { getBoard = otherBoard3
, getCurrent = False })
initGameState :: GameState
initGameState = GameState { getBoard = emptyBoard
, getCurrent = False }
tictree :: Tree Int GameState
tictree = emptytree initGameState
instance Draw GameState where
draw s = let b = getBoard s
in printf "%s %s %s\n%s %s %s\n%s %s %s"
(show $ b !! 0)
(show $ b !! 1)
(show $ b !! 2)
(show $ b !! 3)
(show $ b !! 4)
(show $ b !! 5)
(show $ b !! 6)
(show $ b !! 7)
(show $ b !! 8)
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 ()
playTicTacToe :: Int -> IO ()
playTicTacToe n = void $ (flip runStateT) (GameState emptyBoard False) (playCLI n)
playoften :: Int -> IO ()
playoften n = mapM_ playTicTacToe [1..n]
{-
newtype TicMCTS a = TicMCTS (StateT GameState (State Rand.StdGen) a)
deriving (Functor, Applicative, Monad, MonadState GameState)
instance Choose Int TicMCTS where
choose = do
s <- get
-}
playCLI :: Int -> StateT GameState IO ()
playCLI n = do
gameOver <- over
if gameOver
then announceWinner
else do
--current <- currentPlayer
let current = False
if not current then do
s <- get
let tree = Leaf s False (0, 0)
t = bestmove $ runmonte n (foldM (\tree _ -> montecarlo tree) tree [1..1000])
put t
else do
showBoard
t <- readTurn
play t
showBoard
{-
liftIO $ getLine
-}
playCLI n
where
readTurn :: (MonadFail m, Read t, PlayableGame t l v p m) => m t
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!"
+1
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@@ -153,6 +153,7 @@ modifierFactor Ouvert = 7
allTrumps :: Game -> [Card] allTrumps :: Game -> [Card]
allTrumps (Grand _) = jacks allTrumps (Grand _) = jacks
allTrumps (Colour col _) = jacks ++ [Card t col | t <- [Ace,Ten .. Seven] ] allTrumps (Colour col _) = jacks ++ [Card t col | t <- [Ace,Ten .. Seven] ]
allTrumps _ = []
jacks :: [Card] jacks :: [Card]
jacks = [ Card Jack Clubs, Card Jack Spades, Card Jack Hearts, Card Jack Diamonds ] jacks = [ Card Jack Clubs, Card Jack Spades, Card Jack Hearts, Card Jack Diamonds ]
+8 -4
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@@ -2,9 +2,13 @@
{-# LANGUAGE FlexibleInstances #-} {-# LANGUAGE FlexibleInstances #-}
{-# LANGUAGE FlexibleContexts #-} {-# LANGUAGE FlexibleContexts #-}
{-# LANGUAGE OverloadedStrings #-} {-# LANGUAGE OverloadedStrings #-}
{-# LANGUAGE DeriveGeneric #-}
{-# LANGUAGE DeriveAnyClass #-}
{-# LANGUAGE BangPatterns #-}
module Skat.Card where module Skat.Card where
import GHC.Generics (Generic, Generic1)
import Data.List import Data.List
import Data.Foldable (Foldable) import Data.Foldable (Foldable)
import qualified Data.Foldable as F import qualified Data.Foldable as F
@@ -29,7 +33,7 @@ data Type = Seven
| Ten | Ten
| Ace | Ace
| Jack | Jack
deriving (Eq, Ord, Show, Enum, Read, Bounded) deriving (Eq, Ord, Show, Enum, Read, Bounded, Generic, NFData, ToJSON)
data NullType = NSeven data NullType = NSeven
| NEight | NEight
@@ -53,7 +57,7 @@ data Colour = Diamonds
| Hearts | Hearts
| Spades | Spades
| Clubs | Clubs
deriving (Eq, Ord, Show, Enum, Read, Bounded) deriving (Eq, Ord, Show, Enum, Read, Bounded, Generic, NFData, ToJSON)
data Trump = TrumpColour Colour data Trump = TrumpColour Colour
| Jacks | Jacks
@@ -64,8 +68,8 @@ data TurnColour = TurnColour Colour
| Trump | Trump
deriving (Show, Eq) deriving (Show, Eq)
data Card = Card Type Colour data Card = Card !Type !Colour
deriving (Eq, Show, Ord, Read, Bounded) deriving (Eq, Show, Ord, Read, Bounded, Generic, ToJSONKey)
getType :: Card -> Type getType :: Card -> Type
getType (Card t _) = t getType (Card t _) = t
+9 -6
View File
@@ -1,12 +1,15 @@
{-# LANGUAGE FlexibleContexts #-}
module Skat.Operations ( module Skat.Operations (
turn, turnGeneric, play, playOpen, turn, turnGeneric, play, playOpen,
play_, sortRender, undo_, gameOver play_, sortRender, undo_, gameOver,
countGame
) where ) where
import Control.Monad.State import Control.Monad.State
import Control.Monad.Catch import Control.Monad.Catch
import Control.Exception hiding (catch, bracketOnError) import Control.Exception hiding (catch, bracketOnError)
import Control.Monad.Writer (tell) import Control.Monad.Writer
import System.Random (newStdGen, randoms) import System.Random (newStdGen, randoms)
import Data.List import Data.List
import Data.Ord import Data.Ord
@@ -21,7 +24,7 @@ import Skat.Player (chooseCard, Players(..), Player(..), PL(..),
import Skat.Utils (shuffle) import Skat.Utils (shuffle)
import Skat.Bidding import Skat.Bidding
play_ :: HasCard c => c -> Skat () play_ :: (MonadWriter [Trick] m, MonadPlayer m, MonadState SkatEnv m, HasCard c) => c -> m ()
play_ card = do play_ card = do
hand <- gets currentHand hand <- gets currentHand
trCol <- trump trCol <- trump
@@ -82,7 +85,7 @@ turnGeneric playFunc depth = do
turn :: Skat (Int, Int) turn :: Skat (Int, Int)
turn = turnGeneric play 10 turn = turnGeneric play 10
evaluateTable :: Skat Hand evaluateTable :: (MonadPlayer m, MonadState SkatEnv m, MonadWriter [Trick] m) => m Hand
evaluateTable = do evaluateTable = do
trumpCol <- trump trumpCol <- trump
turnCol <- gets turnColour turnCol <- gets turnColour
@@ -95,7 +98,7 @@ evaluateTable = do
tell [(table !! 2, table !! 1, table !! 0)] tell [(table !! 2, table !! 1, table !! 0)]
return $ hand winner return $ hand winner
countGame :: Skat (Int, Int) countGame :: (MonadState SkatEnv m) => m (Int, Int)
countGame = getp count countGame = getp count
play :: (Show p, Player p) => p -> Skat Card play :: (Show p, Player p) => p -> Skat Card
@@ -124,7 +127,7 @@ playOpen p = do
modifyp $ playCard (hand p) card modifyp $ playCard (hand p) card
return card return card
gameOver :: Skat Bool gameOver :: (MonadPlayer m, MonadState SkatEnv m) => m Bool
gameOver = do gameOver = do
tr <- trump tr <- trump
case tr of case tr of
+96 -2
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@@ -3,12 +3,16 @@
{-# LANGUAGE FlexibleContexts #-} {-# LANGUAGE FlexibleContexts #-}
{-# LANGUAGE OverloadedStrings #-} {-# LANGUAGE OverloadedStrings #-}
{-# LANGUAGE TupleSections #-} {-# LANGUAGE TupleSections #-}
{-# LANGUAGE DeriveGeneric #-}
{-# LANGUAGE DeriveAnyClass #-}
module Skat.Pile where module Skat.Pile where
import Control.Monad.State import Control.Monad.State
import Control.Monad.Trans.Maybe import Control.Monad.Trans.Maybe
import GHC.Generics
import Control.DeepSeq
import Prelude hiding (lookup) import Prelude hiding (lookup)
import qualified Data.Map.Strict as M import qualified Data.Map.Strict as M
import qualified Data.Vector as V import qualified Data.Vector as V
@@ -29,7 +33,10 @@ data Team = Team | Single
data CardS p = CardS { getCard :: Card data CardS p = CardS { getCard :: Card
, getPile :: p } , getPile :: p }
deriving (Show, Eq, Ord, Read) deriving (Eq, Ord, Read)
instance (Show p) => Show (CardS p) where
show (CardS card pile) = show card ++ " from " ++ show pile
instance HasCard (CardS p) where instance HasCard (CardS p) where
toCard = getCard toCard = getCard
@@ -46,7 +53,7 @@ instance ToJSON p => ToJSON (CardS p) where
object ["card" .= card, "pile" .= pile] object ["card" .= card, "pile" .= pile]
data Hand = Hand1 | Hand2 | Hand3 data Hand = Hand1 | Hand2 | Hand3
deriving (Show, Eq, Ord, Read, Enum, Bounded) deriving (Show, Eq, Ord, Read, Enum, Bounded, Generic, NFData, ToJSON)
toInt :: Hand -> Int toInt :: Hand -> Int
toInt Hand1 = 1 toInt Hand1 = 1
@@ -102,6 +109,9 @@ data Piles = Piles { _hand1 :: [CardS Owner]
, _skat :: [CardS Owner] } , _skat :: [CardS Owner] }
deriving (Show, Eq, Ord) deriving (Show, Eq, Ord)
fromPiles :: Piles -> [CardS Owner]
fromPiles ps = _hand1 ps ++ _hand2 ps ++ _hand3 ps ++ _table ps ++ _wonSingle ps ++ _wonTeam ps ++ _skat ps
toTable :: Hand -> Card -> Piles -> Piles toTable :: Hand -> Card -> Piles -> Piles
toTable hand card ps = ps { _table = (CardS card (P hand)) : _table ps } toTable hand card ps = ps { _table = (CardS card (P hand)) : _table ps }
@@ -236,3 +246,87 @@ instance Serialize String [Trick] where
card2 <- takeG 2 >>= MaybeT . return . deserialize card2 <- takeG 2 >>= MaybeT . return . deserialize
card3 <- takeG 2 >>= MaybeT . return . deserialize card3 <- takeG 2 >>= MaybeT . return . deserialize
go ((card1, card2, card3):acc) go ((card1, card2, card3):acc)
cardDistr :: Piles
cardDistr = emptyPiles hand1 hand2 hand3 skt
where hand1 = [Card Ace Spades, Card Jack Diamonds, Card Jack Clubs, Card King Spades,
Card Nine Spades, Card Ace Diamonds, Card Queen Diamonds, Card Ten Clubs,
Card Eight Clubs, Card King Clubs]
hand3 = [Card Jack Spades, Card Jack Hearts, Card Ten Spades, Card Ace Hearts, Card Ten Hearts,
Card Nine Hearts, Card Seven Clubs, Card Ace Clubs, Card King Diamonds,
Card Ten Diamonds]
hand2 = [Card Eight Spades, Card Queen Spades, Card Seven Spades, Card Seven Diamonds,
Card Seven Hearts, Card Eight Hearts, Card Queen Hearts, Card King Hearts,
Card Nine Diamonds, Card Eight Diamonds]
skt = [Card Nine Clubs, Card Queen Clubs]
cardDistr2 :: Piles
cardDistr2 = emptyPiles hand1 hand2 hand3 skt
where hand3 = [Card Ace Spades, Card Eight Spades, Card Queen Diamonds, Card Ace Clubs]
hand1 = [Card Jack Spades, Card Seven Spades, Card Ten Diamonds, Card Nine Spades]
hand2 = [Card Ten Hearts, Card Eight Hearts, Card Ace Diamonds, Card King Clubs]
skt = [Card Nine Clubs, Card Queen Clubs]
cardDistr3 :: Piles
cardDistr3 = emptyPiles hand1 hand2 hand3 skt
where hand3 = [Card Ace Spades, Card Eight Spades, Card Ace Clubs]
hand1 = [Card Jack Spades, Card Seven Spades, Card Nine Spades]
hand2 = [Card Ten Hearts, Card Ace Hearts, Card Ten Clubs]
skt = [Card Nine Clubs, Card Seven Clubs]
cardDistr4 :: Piles
cardDistr4 = makePiles hand1 hand2 hand3 tbl skt
where hand3 = [Card Ace Spades]
hand1 = [Card Jack Spades, Card Nine Spades]
hand2 = [Card Eight Spades]
skt = [Card Nine Clubs, Card Eight Clubs]
tbl = [CardS (Card Ace Clubs) (P Hand3), CardS (Card King Clubs) (P Hand2)]
cardDistr5 :: Piles
cardDistr5 = makePiles hand1 hand2 hand3 tbl skt
where hand3 = [Card Ace Spades]
hand1 = []
hand2 = []
skt = [Card Nine Clubs, Card Queen Clubs]
tbl = [CardS (Card Jack Spades) (P Hand1), CardS (Card Eight Spades) (P Hand2)]
cardDistr6 :: Piles
cardDistr6 = emptyPiles hand1 hand2 hand3 skt
where hand1 = [Card Jack Diamonds, Card Jack Clubs, Card King Spades,
Card Nine Spades, Card Ace Diamonds, Card Queen Diamonds
]
hand3 = [Card Jack Spades, Card Ten Spades, Card Ace Hearts,
Card Ten Hearts, Card Nine Hearts, Card Seven Clubs
]
hand2 = [Card Queen Spades, Card Seven Spades, Card Seven Diamonds,
Card Seven Hearts, Card Eight Hearts, Card Queen Hearts
]
skt = [Card Nine Clubs, Card Queen Clubs]
cardDistr7 :: Piles
cardDistr7 = emptyPiles hand1 hand2 hand3 skt
where hand3 = [Card Eight Spades, Card Ace Clubs]
hand1 = [Card Seven Spades, Card Nine Spades]
hand2 = [Card Ace Hearts, Card Ten Clubs]
skt = [Card Nine Clubs, Card Seven Clubs]
cardDistr8 :: Piles
cardDistr8 = emptyPiles hand1 hand2 hand3 skt
where hand3 = [Card Ace Spades, Card Ace Clubs]
hand1 = [Card Jack Spades, Card Seven Spades]
hand2 = [Card Eight Hearts, Card King Clubs]
skt = [Card Nine Clubs, Card Seven Clubs]
cardDistr9 :: Piles
cardDistr9 = makePiles hand1 hand2 hand3 tbl skt
where hand1 = [Card Ace Spades, Card Jack Diamonds, Card Jack Clubs, Card King Spades,
Card Nine Spades, Card Ace Diamonds, Card Queen Diamonds, Card Ten Clubs,
Card Eight Clubs]
hand3 = [Card Jack Spades, Card Jack Hearts, Card Ten Spades, Card Ten Hearts,
Card Nine Hearts, Card Seven Clubs, Card King Diamonds,
Card Ten Diamonds]
hand2 = [Card Eight Spades, Card Seven Spades, Card Seven Diamonds,
Card Seven Hearts, Card Eight Hearts, Card Queen Hearts,
Card Nine Diamonds, Card Eight Diamonds]
skt = [Card Nine Clubs, Card Queen Clubs]
tbl = [CardS (Card Ace Hearts) (P Hand3), CardS (Card King Hearts) (P Hand2)]
+4 -4
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@@ -8,7 +8,7 @@ import Skat.Card
import Skat.Pile import Skat.Pile
import Skat.Bidding import Skat.Bidding
class (Monad m, MonadIO m) => MonadPlayer m where class Monad m => MonadPlayer m where
trump :: m Trump trump :: m Trump
turnColour :: m (Maybe TurnColour) turnColour :: m (Maybe TurnColour)
showSkat :: Player p => p -> m (Maybe [Card]) showSkat :: Player p => p -> m (Maybe [Card])
@@ -21,19 +21,19 @@ class (Monad m, MonadIO m, MonadPlayer m) => MonadPlayerOpen m where
class Player p where class Player p where
team :: p -> Team team :: p -> Team
hand :: p -> Hand hand :: p -> Hand
chooseCard :: (HasCard d, HasCard c, MonadPlayer m) chooseCard :: (MonadIO m, HasCard d, HasCard c, MonadPlayer m)
=> p => p
-> [CardS Played] -> [CardS Played]
-> [CardS Played] -> [CardS Played]
-> Maybe [d] -> Maybe [d]
-> [c] -> [c]
-> m (Card, p) -> m (Card, p)
onCardPlayed :: MonadPlayer m onCardPlayed :: (MonadPlayer m, MonadIO m)
=> p => p
-> CardS Played -> CardS Played
-> m p -> m p
onCardPlayed p _ = return p onCardPlayed p _ = return p
chooseCardOpen :: MonadPlayerOpen m chooseCardOpen :: (MonadIO m, MonadPlayerOpen m)
=> p => p
-> m Card -> m Card
chooseCardOpen p = do chooseCardOpen p = do
+4
View File
@@ -95,3 +95,7 @@ safeToEnum n
| otherwise = Just $ toEnum n | otherwise = Just $ toEnum n
where maxN = fromEnum (maxBound :: a) where maxN = fromEnum (maxBound :: a)
minN = fromEnum (minBound :: a) minN = fromEnum (minBound :: a)
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