russel-norvig-ai-problems/chapter2/vacuum.hs

144 lines
4.4 KiB
Haskell

{-# LANGUAGE FlexibleContexts, TemplateHaskell #-}
module AI.Vacuum where
import qualified Data.Map as M
import Control.Monad.State
import Prelude hiding (id, (.))
import Control.Category
import Data.Maybe (isJust, isNothing, fromJust)
import Data.Lens.Common
import Data.Lens.Template
import System.IO.Unsafe (unsafePerformIO)
import Debug.Trace (putTraceMsg)
trace :: String -> a -> a
trace string expr = unsafePerformIO $ do
putTraceMsg string
return expr
data Direction = North | East | South | West deriving (Eq, Show, Enum, Bounded)
data Percept = TouchSensor | PhotoSensor | InfraredSensor deriving (Eq, Ord, Show)
type Percepts = [Percept]
type PerceptsHistory = [Percepts]
data Action = GoForward | TurnRight | TurnLeft | SuckDirt | TurnOff deriving (Eq, Show)
data CellType = Empty | Furniture | Dirt | Home deriving (Eq, Show)
type Point = (Int, Int)
data Cell = Cell { _point :: Point, _cellType :: CellType } deriving (Eq, Show)
type Grid = M.Map Point Cell
data CleanerState = On | Off deriving (Eq, Show)
type Score = Int
data Cleaner =
Cleaner {
_state :: CleanerState,
_cell :: Cell,
_direction :: Direction,
_path :: [Point],
_perceptsHist :: PerceptsHistory,
_actionHist :: [Action],
_score :: Score
} deriving (Show)
makeLenses [''Cell, ''Cleaner]
class (Enum a, Eq a, Bounded a) => WrappedBoundedEnum a where
next :: a -> a
prev :: a -> a
next x = if (maxBound == x) then minBound else succ x
prev x = if (minBound == x) then maxBound else pred x
instance WrappedBoundedEnum Direction
right :: Direction -> Direction
right = next
left :: Direction -> Direction
left = prev
forwardPoint :: Point -> Direction -> Point
forwardPoint (x, y) North = (x, y - 1)
forwardPoint (x, y) East = (x + 1, y)
forwardPoint (x, y) South = (x, y + 1)
forwardPoint (x, y) West = (x - 1, y)
rightPoint :: Point -> Direction -> Point
rightPoint (x, y) North = (x + 1, y)
rightPoint (x, y) East = (x, y + 1)
rightPoint (x, y) South = (x - 1, y)
rightPoint (x, y) West = (x, y - 1)
leftPoint :: Point -> Direction -> Point
leftPoint (x, y) North = (x -1, y)
leftPoint (x, y) East = (x, y - 1)
leftPoint (x, y) South = (x + 1, y)
leftPoint (x, y) West = (x, y + 1)
lookupCell :: Point -> Grid -> Maybe Cell
lookupCell = M.lookup
forwardCell :: Cell -> Direction -> Grid -> Maybe Cell
forwardCell (Cell point _) = lookupCell . (forwardPoint point)
rightCell :: Cell -> Direction -> Grid -> Maybe Cell
rightCell (Cell point _) = lookupCell . (rightPoint point)
leftCell :: Cell -> Direction -> Grid -> Maybe Cell
leftCell (Cell point _) = lookupCell . (leftPoint point)
gridFromCellList :: [Cell] -> Grid
gridFromCellList = foldl (\m cell@(Cell p _) -> M.insert p cell m) M.empty
createCleaner :: Cell -> Direction -> Cleaner
createCleaner cell dir = Cleaner On cell dir [cell^.point] [] [] 0
setPercepts percepts = perceptsHist ^%= (percepts :)
turnRight :: (MonadState Grid m) => Cleaner -> m Cleaner
turnRight = return . (direction ^%= right) . (setPercepts [])
turnLeft :: (MonadState Grid m) => Cleaner -> m Cleaner
turnLeft = return . (direction ^%= left) . (setPercepts [])
moveForward :: (MonadState Grid m) => Cleaner -> m Cleaner
moveForward cleaner = do
grid <- get
return .
case forwardCell (cleaner^.cell) (cleaner^.direction) grid of
Nothing -> setPercepts [TouchSensor]
Just nextCell@(Cell nextPoint nextCellType) ->
let setNextCellPoint = (cell ^= nextCell) . (path ^%= (nextPoint :)) in
case nextCellType of
Empty -> setNextCellPoint . (setPercepts [])
Furniture -> setPercepts [TouchSensor]
Dirt -> setNextCellPoint . (setPercepts [PhotoSensor])
Home -> setNextCellPoint . (setPercepts [InfraredSensor])
$ cleaner
suckDirt :: (MonadState Grid m) => Cleaner -> m Cleaner
suckDirt cleaner = do
let point' = (cleaner^.cell)^.point
grid <- get
put $ M.insert point' (Cell point' Empty) grid
return cleaner
doAction :: (MonadState Grid m) => Action -> Cleaner -> m Cleaner
doAction action cleaner = do
case action of
GoForward -> moveForward
TurnRight -> turnRight
TurnLeft -> turnLeft
SuckDirt ->
(if cellType' == Dirt then suckDirt . (score ^%= (+ 100)) else return)
. (setPercepts [])
TurnOff ->
return . (state ^= Off) . (setPercepts [])
. (if cellType' == Home then id else score ^%= (subtract 1000))
. (score ^%= subtract 1)
. (actionHist ^%= (action :))
$ cleaner
where
cellType' = (cleaner^.cell)^.cellType