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Learning Haskell with Chess

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<h1>Exercise 1</h1>
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<h1>Exercise 1 - Data Types</h1>
   
 
<h2>Learning Targets</h2>
 
<h2>Learning Targets</h2>
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<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>
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<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>
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</ul>
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<h1>Exercise 2 - Move Generator</h1>
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  +
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<h1>Exercise 3 - Gametree Generation and Minimax Algorithm</h1>
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<h2>Tasks</h2>
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<ul>
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<li>Define a data type that represents a game tree</li>
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<li>Roughly estimate the number of nodes of the gametree with depth 4</li>
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<li>Define a function play::Gametree->Int</li>
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<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