Added solution to rubyquiz 9

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Abhinav Sarkar 2012-08-06 01:06:22 +05:30
parent 6e2bdf2f37
commit 307aa45188

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TicTacToe.hs Normal file
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{-# LANGUAGE BangPatterns #-}
module TicTacToe where
import Data.List (sort, nub, maximumBy)
import Data.List.Split (chunk)
import Data.Ord (comparing)
import System.Random (Random, StdGen, randomR, newStdGen, split)
import System.IO (hSetBuffering, stdin, stdout, BufferMode(..))
import Control.Monad.State (State, get, put, runState)
import qualified Data.Map as M
-- import Debug.Trace (trace)
-- import System.Environment (getArgs)
-- Randomness setup
type RandomState = State StdGen
getRandomR :: Random a => (a, a) -> RandomState a
getRandomR limits = do
gen <- get
let (val, gen') = randomR limits gen
put gen'
return val
randomChoose :: [a] -> RandomState a
randomChoose list = do
i <- getRandomR (0, length list - 1)
return $ list !! i
-- Board setup
data Move = Nought | Cross deriving (Eq, Ord)
data CellState = Filled Move | Empty deriving (Eq, Ord)
data Cell = Cell {cellPos :: Int, cellState :: CellState} deriving (Eq, Ord)
type Board = [Cell]
type Run = [Board]
data Result = Win | Loss | Draw | Unfinished deriving (Eq, Show)
instance Show Move where
show Nought = "O"
show Cross = "X"
instance Show CellState where
show (Filled move) = show move
show Empty = "~"
instance Show Cell where
show c = show $ cellState c
otherMove :: Move -> Move
otherMove Nought = Cross
otherMove Cross = Nought
otherResult :: Result -> Result
otherResult Draw = Draw
otherResult Loss = Win
otherResult Win = Loss
emptyBoard :: Board
emptyBoard = map (flip Cell Empty) [0..8]
printBoard :: Board -> IO ()
printBoard board = putStrLn "" >> (mapM_ print . chunk 3 $ board)
makeMove :: Int -> Move -> Board -> Board
makeMove pos move board =
let (l, r) = splitAt pos board
in l ++ [Cell pos (Filled move)] ++ tail r
diags :: Board -> [[Cell]]
diags board =
[[board !! 0, board !! 4, board !! 8],
[board !! 2, board !! 4, board !! 6]]
nextBoards :: Move -> Board -> [Board]
nextBoards move board =
map ((\p -> makeMove p move board) . cellPos)
$ filter (\c -> cellState c == Empty) board
isWin :: Move -> Board -> Bool
isWin move board =
or [any isStrike $ chunk 3 $ map cellState board,
any isStrike $ chunk 3 $ map cellState $ rotateBoard board,
any isStrike $ map (map cellState) $ diags board]
where
isStrike = (== replicate 3 (Filled move))
result :: Move -> Board -> Result
result move board
| isWin move board = Win
| isWin (otherMove move) board = Loss
| Empty `elem` map cellState board = Unfinished
| otherwise = Draw
translateBoard :: [Int] -> Board -> Board
translateBoard idxs board =
map (\(i, ri) -> Cell i $ cellState $ board !! ri) $ zip [0..8] idxs
rotateBoard, xMirrorBoard, yMirrorBoard :: Board -> Board
rotateBoard = translateBoard [6,3,0,7,4,1,8,5,2]
xMirrorBoard = translateBoard [2,1,0,5,4,3,8,7,6]
yMirrorBoard = translateBoard [6,7,8,3,4,5,0,1,2]
rotateBoardN :: Board -> Int -> Board
rotateBoardN board n = foldl (\b _ -> rotateBoard b) board [1..n]
-- Player setup
class Player a where
playerMove :: a -> Move
play :: a -> Board -> (a, Board)
improvePlayer :: a -> Result -> Run -> a
playMatch :: (Player p1, Player p2) => p1 -> p2 -> (Result, Run, p1, p2)
playMatch player1 player2 = playMatch_ player1 player2 emptyBoard
playMatch_ :: (Player p1, Player p2) => p1 -> p2 -> Board -> (Result, Run, p1, p2)
playMatch_ player1 player2 board =
case result (playerMove player1) board of
Unfinished -> let
(player1', board') = play player1 board
in case result (playerMove player1) board' of
Unfinished -> let
(res', run, player2', player1'') = playMatch_ player2 player1' board'
in (otherResult res', board' : run, player1'', player2')
res -> (res, [], player1', player2)
res -> (res, [], player1, player2)
playMatches :: (Player p1, Player p2) => Int -> p1 -> p2 -> ([(Result, Run)],p1, p2)
playMatches times player1 player2 =
foldl (\(matches, p1, p2) _ ->
let
(res, run, p1', p2') = playMatch p1 p2
p1'' = improvePlayer p1' res run
p2'' = improvePlayer p2' (otherResult res) run
in ((res, run) : matches, p1'', p2''))
([], player1, player2) [1..times]
-- RandomPlayer setup
randomPlay :: Move -> Board -> RandomState Board
randomPlay move board = randomChoose (nextBoards move board)
data RandomPlayer = RandomPlayer Move StdGen deriving (Show)
instance Player RandomPlayer where
playerMove (RandomPlayer move _) = move
play (RandomPlayer move gen) board =
let
(board', gen') = runState (randomPlay move board) gen
in (RandomPlayer move gen', board')
improvePlayer player _ _ = player
-- LearningPlayer setup
type Memory = M.Map Board (Int, Int, Int)
eqvBoards :: Board -> [Board]
eqvBoards board = nub . sort $
board : map (rotateBoardN board) [1..3] ++ [xMirrorBoard board, yMirrorBoard board]
data LearningPlayer = LearningPlayer Move Memory StdGen deriving (Show)
learningPlay :: LearningPlayer -> Board -> (LearningPlayer, Board)
learningPlay (LearningPlayer move mem gen) board =
let
scores = map (\b -> (b, boardScore b mem)) $ nextBoards move board
(board', (w, _, d)) = maximumBy (comparing (rankScore . snd)) scores
in -- trace (show move ++ " Max: " ++ show (w, d) ++ " " ++ show board') $
if w /= 0
then -- trace (show move ++ " M: " ++ show board') $
(LearningPlayer move mem gen, board')
else let
((rBoard, _), gen') = runState (randomChoose scores) gen
in -- trace (show move ++ " R: " ++ show rBoard) $
(LearningPlayer move mem gen', rBoard)
where
boardScore board' mem =
foldl (\score b' -> sumScores score $ M.findWithDefault (0, 0, 0) b' mem)
(0, 0, 0) (eqvBoards board')
sumScores (w, l, d) (w', l', d') = (w + w', l + l', d + d')
rankScore :: (Int, Int, Int) -> Double
rankScore (w, l, d) = fromIntegral w + fromIntegral d * 0.5 - fromIntegral l
learn :: Result -> Run -> Memory -> Memory
learn res run mem = let
score = incrementScore res (0, 0, 0)
mem' = foldl (\m b -> M.insertWith (\_ -> incrementScore res) b score m)
mem run
in mem'
where
incrementScore res (w, l, d) =
case res of
Win -> (w + 1, l, d)
Loss -> (w, l + 1, d)
Draw -> (w, l, d + 1)
instance Player LearningPlayer where
playerMove (LearningPlayer move _ _) = move
play = learningPlay
improvePlayer (LearningPlayer move mem gen) res run =
LearningPlayer move (learn res run mem) gen
learnedPlayer :: Move -> StdGen -> LearningPlayer
learnedPlayer move gen = let
(gen1, gen2) = split gen
p1 = LearningPlayer move M.empty gen1
p2 = LearningPlayer (otherMove move) M.empty gen2
(_, p1', p2') = playMatches 1000 p1 p2
-- mapM_ (putStrLn . show) $ reverse matches
in p1'
-- Play against human
playHuman :: Player t => t -> Board -> IO ()
playHuman player board = do
printBoard board
case result (playerMove player) board of
Unfinished -> do
putStr "Move? "
pos <- fmap read getLine
if pos < 0 || pos > 8
then do
putStrLn "Invalid Move"
playHuman player board
else
case cellState (board !! pos) of
Filled _ -> do
putStrLn "Invalid Move"
playHuman player board
Empty -> let
board' = makeMove pos Nought board
in case result (playerMove player) board' of
Unfinished -> let
(player', board'') = play player board'
in playHuman player' board''
res -> do
printBoard board'
putStrLn ("Your " ++ show (otherResult res))
res -> putStrLn ("Your " ++ show (otherResult res))
main :: IO ()
main = do
hSetBuffering stdin LineBuffering
hSetBuffering stdout NoBuffering
gen <- newStdGen
putStrLn "Learning ..."
let !player = learnedPlayer Cross gen
putStrLn "Learned"
playHuman player emptyBoard