Learning Haskell with Chess
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(Difference between revisions)
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<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>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> | + | <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> | </ul> | ||
<h1>Exercise 2 - Move Generator</h1> | <h1>Exercise 2 - Move Generator</h1> | ||
| - | + | <h2>Learning Targets</h2> | |
| + | <h2>Tasks</h2> | ||
<h1>Exercise 3 - Gametree Generation and Minimax Algorithm</h1> | <h1>Exercise 3 - Gametree Generation and Minimax Algorithm</h1> | ||
| + | <h2>Learning Targets</h2> | ||
| + | <ul> | ||
| + | <li>break code in modules</li> | ||
| + | <li>recursive data structures -> recursive algorithms</li> | ||
| + | </ul> | ||
<h2>Tasks</h2> | <h2>Tasks</h2> | ||
<ul> | <ul> | ||
| - | <li>Define a data type that represents a game tree</li> | + | <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>Roughly estimate the number of nodes of the gametree with depth 4.</li> |
| - | <li>Define a function play::Gametree->Int | + | <li>Define a function play::Gametree->Int, that computes the value of a given game tree using the minimax Algorithm.</li> |
| - | + | ||
</ul> | </ul> | ||
Revision as of 13:41, 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
2.1 Learning Targets
2.2 Tasks
3 Exercise 3 - Gametree Generation and Minimax Algorithm
3.1 Learning Targets
- break code in modules
- recursive data structures -> recursive algorithms
3.2 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, that computes the value of a given game tree using the minimax Algorithm.
