Learning Haskell with Chess
From HaskellWiki
(Difference between revisions)
| Line 1: | Line 1: | ||
| - | <h1>Exercise 1</h1> | + | <h1>Exercise 1 - Data Types</h1> |
<h2>Learning Targets</h2> | <h2>Learning Targets</h2> | ||
| Line 13: | Line 13: | ||
<li>Helium: Implement suited eq-functions.</li> | <li>Helium: Implement suited eq-functions.</li> | ||
<li>Implement a function prettyBoard, that transforms a board into a clearly arranged string representation (human readable :-)). Support this function with auxiliary functions that pretty print pieces, squares, ...</li> | <li>Implement a function prettyBoard, that transforms a board into a clearly arranged string representation (human readable :-)). Support this function with auxiliary functions that pretty print pieces, squares, ...</li> | ||
| + | <li>Define an initialBoard, test prettyBoard with initialBoard.</li> | ||
| + | <li>Implement a simple evaluation function evalBoard::Board->Int as the difference of material on board (values: Pawn->1, Knight and Bishop->3, Queen->9, Rook->6, King->"infinity")</li> | ||
| + | </ul> | ||
| + | |||
| + | <h1>Exercise 2 - Move Generator</h1> | ||
| + | |||
| + | |||
| + | <h1>Exercise 3 - Gametree Generation and Minimax Algorithm</h1> | ||
| + | <h2>Tasks</h2> | ||
| + | <ul> | ||
| + | <li>Define a data type that represents a game tree</li> | ||
| + | <li>Roughly estimate the number of nodes of the gametree with depth 4</li> | ||
| + | <li>Define a function play::Gametree->Int</li> | ||
| + | <li>pretty printing</li> | ||
</ul> | </ul> | ||
Revision as of 13:35, 18 March 2007
Contents |
1 Exercise 1 - Data Types
1.1 Learning Targets
- recapitulate Haskell types (keywords type and data, product and sum types)
- Helium: define equality functions (pattern matching)
- pretty printing
1.2 Tasks
- Define data types that represent boards, squares, positions, pieces and game states.
- Helium: Implement suited eq-functions.
- Implement a function prettyBoard, that transforms a board into a clearly arranged string representation (human readable :-)). Support this function with auxiliary functions that pretty print pieces, squares, ...
- Define an initialBoard, test prettyBoard with initialBoard.
- Implement a simple evaluation function evalBoard::Board->Int as the difference of material on board (values: Pawn->1, Knight and Bishop->3, Queen->9, Rook->6, King->"infinity")
2 Exercise 2 - Move Generator
3 Exercise 3 - Gametree Generation and Minimax Algorithm
3.1 Tasks
- Define a data type that represents a game tree
- Roughly estimate the number of nodes of the gametree with depth 4
- Define a function play::Gametree->Int
- pretty printing
