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(Othello, reversi)
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--Othello (Reversi). Manuel Hernández, April 2011.
 
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--Happy to be here!
 
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import Random
 
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import List
 
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data Element = O | X | E | L deriving (Eq,Show)
 
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data ArbolG = T Board [ArbolG] deriving Show
 
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type Board = [Element]
 
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data ArbolG1 = T1 (Element,Integer,Board,Int,Int) [ArbolG1] deriving Show
 
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--Bug? Hugs does not accept "vectors" from size > 5 to show
 
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data ArbolG3 = T3 (Element, -- Player
 
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Integer, -- Mov
 
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Board, -- Position
 
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(Int,Int,Int) -- (num Xs, num Os, num Movs)
 
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) [ArbolG3] deriving Show
 
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data ArbolG4 = T4 (Element, -- Player
 
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[Integer], -- Mov
 
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(Int,Int,Int) -- (num Xs, num Os, num Movs)
 
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) [ArbolG4] deriving Show
 
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data MvVal = MvVal {mov::Integer, xs :: Int, os :: Int} deriving Show
 
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lcoords = concat [[(x+1)..(x+8)]| x<-[10,20..80]]
 
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coords pos = zipWith (\x y -> (x,y)) lcoords pos
 
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expandx pos ((ini,X),(cand, O)) =
 
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let (delta,av) = (cand-ini,cand+delta)
 
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es = findCoords av (coords pos)
 
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in if null es then [] else
 
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let h = snd (head es) in
 
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case h of
 
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X -> []
 
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E -> [(cand,O),(av,E)]
 
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O -> let rest = expandoX pos delta (av, O) in
 
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if null rest then [] else (cand, O):rest
 
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expandoX pos delta (av, O) =
 
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let av1 = av + delta
 
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es = findCoords av1 (coords pos)
 
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in if null es then [] else
 
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let h = snd (head es) in
 
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case h of
 
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X -> []
 
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E -> [(av, O),(av1, E)]
 
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O -> let rest= expandoX pos delta (av1, O) in
 
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if null rest then [] else (av, O):rest
 
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expando pos ((ini,O),(cand, X)) =
 
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let
 
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(delta,av) = (cand-ini,cand+delta)
 
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es = findCoords av (coords pos)
 
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in
 
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if null es then [] else
 
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let h = snd (head es) in
 
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case h of
 
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O -> []
 
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E -> [(cand, X),(av, E)]
 
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X -> let rest = expandxO pos delta (av, X) in
 
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if null rest then [] else (cand, X):rest
 
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expandxO pos delta (av, X) = let
 
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av1 = av + delta
 
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es = findCoords av1 (coords pos) in
 
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if null es then [] else
 
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let h = snd (head es) in
 
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case h of
 
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O -> []
 
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E -> [(av, X),(av1, E)]
 
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X -> let rest= expandxO pos delta (av1, X) in
 
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if null rest then [] else (av, X):rest
 
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allNum player pos = (nub . sort)
 
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(map (fst) (validMoves player pos))
 
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validMoves player pos = map last (allMoves player pos)
 
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allMoves player pos = filter (/=[]) (movs player pos)
 
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movs player pos = if player==X then
 
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map (expandx pos) (concat (onlyNBos X pos))
 
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else
 
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map (expando pos) (concat (onlyNBos O pos))
 
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candidates (init, ls) = zip (repeat init) ls
 
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findF e coors = (filter (\x -> (snd x)==e) coors)
 
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findCoords m coors = (filter (\x -> (fst x) == m) coors)
 
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neighbs e1 pos (n, e) = ((n, e),(only e1
 
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(concat
 
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[findCoords x (coords pos)| x<-dirs n])))
 
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-- Para hallar los vecinos a una ficha X
 
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onlyNBos player pos = map (candidates . (neighbs (change player) pos))
 
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(findF player (coords pos))
 
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only e ls = filter (\x -> (snd x)==e) ls
 
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dirs n | elem n ([22..27]++[32..37]++[42..47]++[52..57]++[62..67]++[72..77])
 
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= map (+n) [-11,-10,-9,-1,1,9,10,11]
 
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| elem n [12..17] = map (+n) [-1,1,9,10,11]
 
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| elem n [82..87] = map (+n) [-1,1,-9,-10,-11]
 
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| elem n [21,31..71] = map (+n) [-10,-9,1,10,11]
 
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| elem n [28,38..78] = map (+n) [-11,-10,-1,9,10]
 
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| elem n [11] = [12,22,21]
 
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| elem n [88] = [87,77,78]
 
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| elem n [81] = [71,72,82]
 
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| elem n [18] = [17,27,28]
 
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numTTT::Int
 
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numTTT= 64
 
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part8 [] = []
 
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part8 (a:bs) = (take 8 (a:bs)):(part8 (drop 8 (a:bs)))
 
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posIni::[Element]
 
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posIni = (take 24 (repeat E))++[E,E,E,X,O,E,E,E,
 
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E,E,E,O,X,E,E,E]++(take 24 (repeat E))
 
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to a = snd (head (filter (\x -> a==fst x) (zip lcoords [1..64])))
 
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maxV (MvVal n1 a1 b1) (MvVal n2 a2 b2) | a1<=a2 = MvVal n2 a2 b2
 
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| otherwise = MvVal n1 a1 b1
 
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findMaxV ls = foldr (maxV) (MvVal 0 (-1000) 0) ls
 
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showB [] = ""
 
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showB (a:bs) = (show a)++"\n"++(showB bs)
 
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showBoard pos = putStr (" _ _ _ _ _ _ _ _ \n"
 
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++[xchange x|x<-(showB (part8 pos))])
 
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xchange x | x==',' = '|'
 
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| x=='E' = '_'
 
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| otherwise = x
 
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count player pos = length (filter (==player) pos)
 
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validCoord player pos = nub (strip (validMoves player pos))
 
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strip [] = []
 
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strip ((n, x):ls) = fst (n, x):strip ls
 
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------------------------------begin wrt X---------------------
 
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allVBasic player g pos =
 
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T1 (player,g,pos,count X pos,count O pos) ls
 
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where
 
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ls = [T1 (mMoveVirtual player k pos) [] | k <- (allNum player pos)]
 
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barrer player (T1 (p,m,pos,n1,n2) []) = allVBasic player m pos
 
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barrer player (T1 (p,m,pos,n1,n2) (c:cs)) =
 
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T1 (player,m,pos,count X pos,count O pos)
 
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(map (barrer (change player)) (c:cs))
 
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genTree player pos n = take n (iterate (barrer player) (T1 (X,0,pos,2,2) []))
 
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--Realmente sólo se utilizan jugador=X y posición=pos
 
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mMoveVirtual player n pos =
 
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let newpos = (applyMove
 
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(apply player (nub (concat
 
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(filter (\x->fst (head x)==n)
 
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(map reverse
 
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(allMoves player pos)))))) pos)
 
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in (player, n, newpos, count X newpos, count O newpos)
 
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--Dato: (jugador,movimiento,posición,cuantosX,cuantosO)
 
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sortby [] = []
 
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sortby ((a1,b1):bs) = sortby [x | x<- bs, snd x < b1]++[(a1,b1)]++
 
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sortby [x | x<- bs, snd x >= b1]
 
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newPos player n pos =
 
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applyMove
 
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(apply player (nub (concat
 
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(filter (\x->fst (head x)==n)
 
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(map reverse
 
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(allMoves player pos)))))) pos
 
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mMvVirtual player n pos =
 
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let newpos = (applyMove
 
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(apply player (nub (concat
 
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(filter (\x->fst (head x)==n)
 
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(map reverse
 
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(allMoves player pos)))))) pos)
 
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in MvVal n (count X newpos) (count O newpos)
 
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transTree (T1 (n,mov,pos,xs,os) []) = T4 (n,[mov],(xs-os,os,nm)) []
 
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where
 
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nm = length (allNum n pos)
 
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transTree (T1 (n,mov,pos,xs,os) (a:bs)) = T4 (n,[mov],(xs,os,nm)) ls
 
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where
 
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ls = (map transTree (a:bs))
 
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nm = length (allNum n pos)
 
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minimax (T4 (n,[mov],(numberOfxs,numberOfos,nm)) [])
 
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|nm==0 = ([mov],-70) -- -70 o 70?
 
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minimax (T4 (n,[mov],(numberOfxs,numberOfos,nm)) [])
 
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|nm>0 = ([mov],-numberOfxs)
 
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minimax (T4 (n,[mov],(numberOfxs,numberOfos,nm)) (a:bs)) = (ms,n)
 
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where
 
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ls = (negP (minList' (map minimax (a:bs))))
 
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(mvT,val) = ls
 
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ms = (mov:mvT) -- ++[mov]
 
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n = val
 
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app ls (ms,t) = (ls++ms,t)
 
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negP (a,b) = (a,-b)
 
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bestMv player pos n =
 
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minimax (transTree (last (genTree player pos n)))
 
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minList ls = foldr (min) (1000) ls
 
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minP (a1,b1) (a2,b2) = if b1<b2 then (a1,b1) else (a2,b2)
 
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minList' ls = foldr (minP) ([],1000) ls
 
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mMove player n pos = showBoard (applyMove
 
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(apply player (nub (concat
 
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(filter (\x->fst (head x)==n)
 
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(map reverse
 
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(allMoves player pos)))))) pos)
 
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---------------------------end wrt X-----------------------------
 
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apply player [] = []
 
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apply player ((n,e):ls) = (n,player):apply player ls
 
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applyMove [] pos = pos
 
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applyMove ((n,player):ls) pos = applyMove ls (sustn player (to n) pos)
 
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sustn :: (Num a, Ord a) => b -> a -> [b] -> [b]
 
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sustn a 1 (c:cs) = (a:cs)
 
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sustn a n (c:cs) | n>1 = c:(sustn a (n-1) cs)
 
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change X = O
 
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change O = X
 
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------Ahora ya juega muy bien :) (xs - os)
 
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calcMov :: Board -> IO()
 
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calcMov pos = do
 
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--Report winner..., missing
 
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let
 
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bm = head (tail (fst (bestMv X pos 3)))
 
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newpos1 = newPos X bm pos
 
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mMove X bm pos
 
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putStr $ show bm
 
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putStr $ "\n"
 
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putStrLn $ "Fichas negras: " ++ (show (count X newpos1))
 
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putStrLn $ "Fichas blancas: " ++ (show (count O newpos1))
 
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putStrLn $ (show (allNum O newpos1))++"\n"
 
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putStr "Tu movimiento: "
 
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input <- getLine
 
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let square = (read input) :: Integer
 
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-- putStr (show square)
 
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let
 
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newpos2 = newPos O square newpos1
 
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mMove O square newpos1
 
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putStrLn $ "Fichas negras: "++ (show (count X newpos2))
 
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putStrLn $ "Fichas blancas: "++ (show (count O newpos2))
 
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calcMov (newPos O square newpos2)
 
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main = calcMov posIni
 
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--Variants:
 
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--a) Three players (or more)
 
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--b) Scattering pieces over the board
 
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--c) Boards with obstacles (squares, or diamonds, for example)
 
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--d) Boards with distinct geometrical forms.
 
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--e) Boards with distinct square geometry.
 
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--f) Random static token
 
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--g) Factor number betrayed
 
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--h) ¿Dimensions?
 
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--i) Special turns (like to put a token over an arbitrary square)
 

Revision as of 23:40, 4 April 2011