broken state monad
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@@ -29,7 +29,7 @@ bundle = do
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source <- createMonolithicSourceWithMode parseMode sourcePath
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credentials <- readCredentials "credentials.json"
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putStrLn source
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-- putStrLn source
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let file = "Bundled.hs"
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writeFile file $ "{-# LANGUAGE ScopedTypeVariables, LambdaCase, MultiWayIf #-}\n" ++ source
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@@ -9,6 +9,7 @@ import Control.Monad
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import System.Random
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import Data.Char (digitToInt)
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import Data.List as L
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import qualified Data.Vector as V
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import BotRunner
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import Graph
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@@ -32,15 +33,15 @@ bot readLine writeLine = do
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input_line <- getLine
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let size = read input_line :: Int
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board' <- replicateM size getLine
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board' <- V.replicateM size getLine
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let board :: Board = fmap (\br -> fmap (\se -> if
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| se == '.' -> Air
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| se == '#' -> Wall
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| se == 'T' -> Tavern
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| se == 'M' -> Mine
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| otherwise -> SpawnPoint) br) board' -- TODO: $ digitToInt se) br) board'
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| otherwise -> SpawnPoint) $ V.fromList br) board' -- TODO: $ digitToInt se) br) board'
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input_line <- getLine
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let iBoard :: IndexedBoard = Prelude.concatMap (\(i_r, br) -> fmap (\(i_c, bc) -> ((i_c, i_r), bc)) br) $ zip [0..9] $ map (zip [0..9]) board
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-- let iBoard :: IndexedBoard = Prelude.concatMap (\(i_r, br) -> fmap (\(i_c, bc) -> ((i_c, i_r), bc)) br) $ V.zip [0..9] $ fmap (V.zip [0..9]) board
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let myId = read input_line :: Int -- ID of your hero
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@@ -49,7 +50,7 @@ bot readLine writeLine = do
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input_line <- getLine
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let entitycount = read input_line :: Int -- the number of entities
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entities <- replicateM entitycount $ do
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entities <- V.replicateM entitycount $ do
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input_line <- getLine
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let input = words input_line
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let entitytype = input!!0 -- HERO or MINE
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@@ -62,24 +63,24 @@ bot readLine writeLine = do
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then EHero id (x,y) life gold
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else EMine id (x,y)
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let heroes = filter (\e -> case e of
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let heroes = V.filter (\e -> case e of
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EHero _ _ _ _ -> True
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_ -> False) entities
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let hero = head $ filter (\e -> case e of
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let hero = V.head $ V.filter (\e -> case e of
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EHero id _ _ _ -> id == myId
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_ -> False) heroes
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let mines = filter (\e -> case e of
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EMine oId _ -> oId /= myId
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_ -> False) entities
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let minEMine = L.minimumBy (\e1 e2 -> compare (dist (posFromEntity e1) (posFromEntity hero)) (dist (posFromEntity e2) (posFromEntity hero))) mines
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let minTavernPos = L.minimumBy (\p1 p2 -> compare (dist p1 (posFromEntity hero)) (dist p2 (posFromEntity hero))) $ map (\(p, be) -> p) $ filter (\(p, be) -> isTavern be) iBoard
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-- let mines = V.filter (\e -> case e of
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-- EMine oId _ -> oId /= myId
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-- _ -> False) entities
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-- let minEMine = L.minimumBy (\e1 e2 -> compare (dist (posFromEntity e1) (posFromEntity hero)) (dist (posFromEntity e2) (posFromEntity hero))) mines
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-- let minTavernPos = L.minimumBy (\p1 p2 -> compare (dist p1 (posFromEntity hero)) (dist p2 (posFromEntity hero))) $ fmap (\(p, be) -> p) $ V.filter (\(p, be) -> isTavern be) iBoard
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let myMines = filter (\e -> case e of
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let myMines = V.filter (\e -> case e of
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EMine oId _ -> oId == myId
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_ -> False) entities
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let (val, pos) = simulate board (posFromEntity hero) (gameState hero $ length myMines)
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hPrint stderr val
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let (val, pos) = simulate board (posFromEntity hero) (gameState hero $ fmap posFromEntity myMines)
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hPrint stderr (val, pos)
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putStrLn $ moveToPos pos
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-- putStrLn $ case life hero of
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@@ -106,7 +107,7 @@ posFromEntity :: Entity -> (Int, Int)
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posFromEntity (EHero _ p _ _) = p
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posFromEntity (EMine _ p) = p
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gameState :: Entity -> Int -> (Int, Int, Int)
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gameState :: Entity -> V.Vector Pos -> GameState
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gameState (EHero _ _ l g) mines = (g, l, mines)
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gameState (EMine _ _) mines = (-1, -1, mines)
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@@ -114,23 +115,23 @@ isTavern :: BoardEntity -> Bool
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isTavern Tavern = True
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isTavern _ = False
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addEdge' :: Ord v => Graph v -> [v] -> Graph v
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addEdge' g v = addEdge'' g v
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where
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addEdge'' :: Ord v => Graph v -> [v] -> Graph v
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addEdge'' g [a,b] = addEdge g a b
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graph' = foldl addNode empty sNodes
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sNodes :: [String]
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sNodes = map (\n -> show n) nodes
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nodes = do
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x <- [0..9]
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y <- [0..9]
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return [x, y]
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nodeConnections :: [Int] -> [[String]]
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nodeConnections [x, y] = [ [o, show [x-1,y]], [o, show [x+1,y]], [o, show [x,y-1]], [o, show [x,y+1]] ]
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where o = show [x, y]
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nodeConnections _ = []
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-- addEdge' :: Ord v => Graph v -> [v] -> Graph v
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-- addEdge' g v = addEdge'' g v
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-- where
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-- addEdge'' :: Ord v => Graph v -> [v] -> Graph v
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-- addEdge'' g [a,b] = addEdge g a b
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--
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-- graph' = foldl addNode empty sNodes
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--
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-- sNodes :: [String]
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-- sNodes = map (\n -> show n) nodes
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--
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-- nodes = do
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-- x <- [0..9]
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-- y <- [0..9]
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-- return [x, y]
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--
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-- nodeConnections :: [Int] -> [[String]]
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-- nodeConnections [x, y] = [ [o, show [x-1,y]], [o, show [x+1,y]], [o, show [x,y-1]], [o, show [x,y+1]] ]
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-- where o = show [x, y]
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-- nodeConnections _ = []
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@@ -9,21 +9,15 @@ import Control.Monad.State.Class
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import Data.List as L
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import Simulation.Data
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spawnPoint = fromEnum SpawnPoint
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wall = fromEnum Wall
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tavern = fromEnum Tavern
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mine = fromEnum Mine
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air = fromEnum Air
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size = 10 -- TODO: Allow for variable board sizes
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searchDepth = 6
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searchDepth = 5
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fromPlayerBoard :: Board -> BoardInternal
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fromPlayerBoard pBoardInternal = fmap (fmap $ fromEnum) asVector
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where asVector = V.fromList $ fmap V.fromList pBoardInternal
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-- fromPlayerBoard :: Board -> BoardInternal
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-- fromPlayerBoard pBoardInternal = fmap (fmap $ fromEnum) asVector
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-- where asVector = V.fromList $ fmap V.fromList pBoardInternal
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emptyBoard :: BoardInternal
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emptyBoard = V.generate 9 (\_ -> V.replicate 9 air)
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emptyBoard :: Board
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emptyBoard = V.generate 9 (\_ -> V.replicate 9 Air)
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-- All valid board positions are possible. For example the player could move
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-- back and forth between two fields infinitely
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@@ -31,9 +25,9 @@ emptyBoard = V.generate 9 (\_ -> V.replicate 9 air)
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-- TODO: Check if tailrec
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simulate :: Board -> Pos -> GameState -> (Int, Pos)
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simulate board pos = evalState sim
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where sim = simulateMove (fromPlayerBoard board) pos searchDepth (-1,-1)
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where sim = simulateMove board pos searchDepth (-1,-1)
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simulateMove :: BoardInternal -> Pos -> Int -> Pos -> State GameState (Int, Pos)
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simulateMove :: Board -> Pos -> Int -> Pos -> State GameState (Int, Pos)
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simulateMove board pos depth prevPos
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| depth == 0 = do
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evalMove board pos
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@@ -42,26 +36,39 @@ simulateMove board pos depth prevPos
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| otherwise = do
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evalMove board pos
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let bPos = boardPos board pos
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let pos' = if bPos == tavern || bPos == mine then prevPos else pos -- move back out of tavern/mine
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let pos' = if bPos == Tavern || bPos == Mine then prevPos else pos -- move back out of tavern/mine
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vals <- S.mapM (\pos'' -> simulateMove board pos'' (depth-1) pos') moves
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-- let valsWithPos = zip (fmap fst vals) moves -- return poss of current move, not of submoves
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-- pure $ L.maximumBy (\(v1, _) (v2, _) -> compare v1 v2) valsWithPos
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pure $ L.maximumBy (\(v1, _) (v2, _) -> compare v1 v2) vals
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let valsWithOldPos = if depth == searchDepth
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then vals -- return position of submove on first level
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else zip (fmap fst vals) (replicate 4 pos') -- return starting position otherwise
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pure $ L.maximumBy (\(v1, _) (v2, _) -> compare v1 v2) valsWithOldPos
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-- let maxVal = L.maximum valsWithOldPos
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-- pure (maxVal, if depth == searchDepth then else pos)
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where
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moves :: [Pos]
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moves = filter (posValid board) $ possibleMoves pos
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-- update State according to hero position on board
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-- executed every move
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evalMove :: BoardInternal -> Pos -> State GameState ()
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evalMove :: Board -> Pos -> State GameState ()
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evalMove board pos
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| entity == Air = modify (\(gold, life, mines) -> (gold+mines, life-1, mines))
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| entity == SpawnPoint = modify (\(gold, life, mines) -> (gold+mines, life-1, mines))
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| entity == Tavern = modify ( \(gold, life, mines) -> (gold+mines-2, min 100 (life+50), mines) ) -- TODO: Check if life is +19
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| entity == Mine = modify (\(gold, life, mines) -> (gold+mines, life-1, mines))
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| entity == Air = modify (\(gold, life, mines) -> (gold + length mines, life-1, mines))
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| entity == SpawnPoint = modify (\(gold, life, mines) -> (gold + length mines, life-1, mines))
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| entity == Tavern = modify ( \(gold, life, mines) -> (gold + length mines - 2, min 100 (life+50), mines) ) -- TODO: Check if life is +19
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| entity == Mine =
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modify (\(gold, life, mines) ->
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let addMine = pos `V.notElem` mines
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mines' = if addMine then V.cons pos mines else mines
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in
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( gold + 1 + length mines'
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, life - 1
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, mines'
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))
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| entity == Wall = pure () -- should never happen
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where
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entity = toEnum $ boardPos board pos
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entity = boardPos board pos
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-- retuns the evalutaion of the current move
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-- executed if maximum depth is reached
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@@ -71,11 +78,11 @@ evalGameState = do
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pure gold
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-- get BoardInternalEntity Enum of Pos on BoardInternal
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boardPos :: BoardInternal -> Pos -> BoardEntityEnum
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boardPos board (x,y) = fromEnum $ (board V.! x) V.! y
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boardPos :: Board -> Pos -> BoardEntity
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boardPos board (x,y) = (board V.! x) V.! y
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posValid :: BoardInternal -> Pos -> Bool
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posValid board pos@(x,y) = onBoardInternal && boardPos' /= wall
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posValid :: Board -> Pos -> Bool
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posValid board pos@(x,y) = onBoardInternal && boardPos' /= Wall
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where
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boardPos' = boardPos board pos
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onBoardInternal = x >= 0 && x < size && y >= 0 && y < size
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@@ -1,15 +1,14 @@
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module Simulation.Data where
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import qualified Data.Vector as V
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import qualified Data.Sequence as S
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data BoardEntity = SpawnPoint | Wall | Tavern | Mine | Air deriving (Show, Eq, Enum)
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type BoardEntityEnum = Int
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data BoardEntity = SpawnPoint | Wall | Tavern | Mine | Air deriving (Show, Eq)
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type Board = [[BoardEntity]]
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type IndexedBoard = [(Pos, BoardEntity)]
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type Board = V.Vector (V.Vector BoardEntity)
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type IndexedBoard = V.Vector (Pos, BoardEntity)
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type BoardInternal = V.Vector (V.Vector BoardEntityEnum)
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type Pos = (Int, Int)
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-- (gold, life, numMines)
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type GameState = (Int, Int, Int)
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-- (gold, life, own mines)
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type GameState = (Int, Int, V.Vector Pos)
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