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@Agnishom
Created November 7, 2021 14:21
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Haskell Tic Tac Toe with CLI and Gloss GUI
module Board where
import Data.Map (Map, (!))
import qualified Data.Map as Map
import Data.List (intercalate)
data Player = X | O
deriving (Eq, Ord, Show)
newtype Board = Board (Map (Int, Int) (Maybe Player))
deriving (Eq, Ord)
initBoard :: Board
initBoard = Board $ Map.fromList [((x, y), Nothing) | x <- [0..2], y <- [0..2]]
getMark :: Board -> (Int, Int) -> Maybe Player
getMark (Board board) (x, y)
| x < 0 || x > 2 || y < 0 || y > 2 = error "Invalid coordinates"
| otherwise = board ! (x, y)
putMark :: Board -> Player -> (Int, Int) -> Maybe Board
putMark (Board board) player (x, y)
| x < 0 || x > 2 || y < 0 || y > 2 = error $ "Invalid coordinates" ++ show (x, y)
| board ! (x, y) /= Nothing = Nothing
| otherwise = Just $ Board $ Map.insert (x, y) (Just player) board
emptySquares :: Board -> [(Int, Int)]
emptySquares (Board board) = [(x, y) | x <- [0..2], y <- [0..2], board ! (x, y) == Nothing]
instance Show Board where
show (Board board) =
intercalate "\n- - - \n"
[ ( intercalate "|" [prettyShow $ board ! (x, y) | y <- [0..2]] )
| x <- [0..2]]
where
prettyShow Nothing = " "
prettyShow (Just X) = "X"
prettyShow (Just O) = "O"
allX :: Board
allX = Board $ Map.fromList [((x, y), Just X) | x <- [0..2], y <- [0..2]]
allO :: Board
allO = Board $ Map.fromList [((x, y), Just O) | x <- [0..2], y <- [0..2]]
module GameCLI where
import Control.Monad.State
import Control.Concurrent
import qualified Data.Map as Map
import Board
import Position
getCoordinates :: IO (Int, Int)
getCoordinates = do
putStrLn "Enter coordinates (row, column):"
row <- getLine
column <- getLine
pure (read row, read column)
getPlayerMove :: Position -> IO Position
getPlayerMove pos@(Position board player) = do
move <- getCoordinates
case putMark board player move of
Nothing -> do
putStrLn "Please Try Again"
getPlayerMove pos
Just newBoard -> pure (Position newBoard (nextPlayer player))
gameLoop :: Position -> KnowledgeBase -> IO ()
gameLoop pos@(Position board player) kb = do
case (boardWinner board) of
Just X -> putStrLn "X Wins!"
Just O -> putStrLn "O Wins!"
Nothing -> do
nextPos <- getPlayerMove pos
threadDelay 1000000
let (nextPos', newKB) = runState (bestResponse nextPos) kb
putStrLn "Computer's move:"
print $ curBoard nextPos'
gameLoop nextPos' newKB
main :: IO ()
main = do
putStrLn "Welcome to the game of Tic Tac Toe!"
putStrLn "Enter your name: "
name <- getLine
putStrLn $ "Hello " ++ name ++ ", let's play!"
print initBoard
gameLoop (Position initBoard X) Map.empty
module GlossUI where
import Data.Map (Map)
import qualified Data.Map as Map
import Control.Monad
import Control.Monad.State
import Control.Applicative
import Graphics.Gloss
import Graphics.Gloss.Interface.Pure.Game
import Debug.Trace
import Board
import Position
-- copying some code from https://gist.github.com/gallais/0d61677fe97aa01a12d5
data GameState = GameState {
pos :: Position
, kb :: KnowledgeBase
, playersTurn :: Bool
, needToEval :: Bool
}
deriving Show
type Size = Float
resize :: Size -> Path -> Path
resize k = fmap (\ (x, y) -> (x * k, y * k))
drawO :: Size -> (Int, Int) -> Picture
drawO k (i, j) =
let x' = k * (fromIntegral j - 1)
y' = k * (1 - fromIntegral i)
in color (greyN 0.8) $ translate x' y' $ thickCircle (0.1 * k) (0.3 * k)
drawX :: Size -> (Int, Int) -> Picture
drawX k (i, j) =
let x' = k * (fromIntegral j - 1)
y' = k * (1 - fromIntegral i)
in color black $ translate x' y' $ Pictures
$ fmap (polygon . resize k)
[ [ (-0.35, -0.25), (-0.25, -0.35), (0.35,0.25), (0.25, 0.35) ]
, [ (0.35, -0.25), (0.25, -0.35), (-0.35,0.25), (-0.25, 0.35) ]
]
drawBoard :: Size -> Board -> Picture
drawBoard k b = Pictures $ grid : markPics where
markPics = [drawAt (i, j) (getMark b (i, j)) | i <- [0..2], j <- [0..2]]
drawAt :: (Int, Int) -> (Maybe Player) -> Picture
drawAt (_, _) Nothing = Blank
drawAt (i, j) (Just X) = drawX k (i, j)
drawAt (i, j) (Just O) = drawO k (i, j)
grid :: Picture
grid = color black $ Pictures $ fmap (line . resize k)
[ [(-1.5, -0.5), (1.5 , -0.5)]
, [(-1.5, 0.5) , (1.5 , 0.5)]
, [(-0.5, -1.5), (-0.5, 1.5)]
, [(0.5 , -1.5), (0.5 , 1.5)]
]
checkCoordinateY :: Size -> Float -> Maybe Int
checkCoordinateY k f' =
let f = f' / k
in 2 <$ guard (-1.5 < f && f < -0.5)
<|> 1 <$ guard (-0.5 < f && f < 0.5)
<|> 0 <$ guard (0.5 < f && f < 1.5)
checkCoordinateX :: Size -> Float -> Maybe Int
checkCoordinateX k f' =
let f = f' / k
in 0 <$ guard (-1.5 < f && f < -0.5)
<|> 1 <$ guard (-0.5 < f && f < 0.5)
<|> 2 <$ guard (0.5 < f && f < 1.5)
getCoordinates :: Size -> (Float, Float) -> Maybe (Int, Int)
getCoordinates k (x, y) =
(,) <$> checkCoordinateY k y <*> checkCoordinateX k x
gameUpdate' :: Size -> Event -> GameState -> GameState
gameUpdate' _ e gs
| playersTurn gs == False || needToEval gs = gs
gameUpdate' k (EventKey (MouseButton LeftButton) Down _ (x', y')) gs =
let newBoard = do
(i, j) <- getCoordinates k (x', y')
putMark (curBoard $ pos gs) (curPlayer $ pos gs) (i, j)
in case newBoard of
Nothing -> gs
Just b' -> gs { pos = Position {
curBoard = b'
, curPlayer = nextPlayer (curPlayer $ pos gs)
}
, playersTurn = False
, needToEval = True
}
gameUpdate' _ _ gs = gs
gameTime :: Float -> GameState -> GameState
-- let the player move
gameTime _ gs
| playersTurn gs && not (needToEval gs) = gs
-- check if player has won
gameTime t gs
| (needToEval gs) =
case (boardWinner $ curBoard $ pos gs) of
Just X -> gs { pos = (pos gs) { curBoard = allX } }
Just O -> gs { pos = (pos gs) { curBoard = allO } }
Nothing -> gs { needToEval = False }
-- make computers move
gameTime _ gs =
let (pos', kb') = runState (bestResponse $ pos gs) (kb gs)
in GameState {pos = pos', kb = kb', playersTurn = True, needToEval = True}
initGameState :: GameState
initGameState =
GameState {
pos = Position {
curBoard = initBoard
, curPlayer = X
}
, kb = Map.empty
, playersTurn = True
, needToEval = False
}
main :: IO ()
main =
let window = InWindow "Tic Tac Toe" (300, 300) (10, 10)
size = 100.0
in play
window
white
1
initGameState
(\ gs -> drawBoard size $ curBoard $ pos gs)
(gameUpdate' size)
gameTime
module Position where
import Control.Applicative
import Control.Monad.State
import Data.Maybe
import Data.Map (Map)
import Data.List (minimumBy)
import qualified Data.Map as Map
import Board
data Position = Position { curBoard :: Board, curPlayer :: Player }
deriving (Eq, Ord, Show)
type Line = [(Int, Int)]
winningLines :: [Line]
winningLines = [ [(x, y) | x <- [0..2]] | y <- [0..2]] ++ -- vertical lines
[ [(x, y) | y <- [0..2]] | x <- [0..2]] ++ -- horizontal lines
[[(0, 0), (1, 1), (2, 2)], -- main diagonal
[(0, 2), (1, 1), (2, 0)]] -- off diagonal
lineWinner :: Board -> Line -> Maybe Player
lineWinner b l
| all (== Just X) marks = Just X
| all (== Just O) marks = Just O
| otherwise = Nothing
where
marks = map (getMark b) l
boardWinner :: Board -> Maybe Player
boardWinner b = foldr (<|>) Nothing $ map (lineWinner b) winningLines
nextPlayer :: Player -> Player
nextPlayer X = O
nextPlayer O = X
succPositions :: Position -> [Position]
succPositions (Position b p) = newPosition . fromJust . markSquare <$> (emptySquares b)
where
newPosition b' = Position { curBoard = b', curPlayer = nextPlayer p }
markSquare = putMark b p
isDraw :: Board -> Bool
isDraw b = null (emptySquares b) && isNothing (boardWinner b)
data Label = Win | Lose | Draw
deriving (Show, Eq)
data Score = Score { label :: Label, height :: Int }
deriving (Show, Eq)
instance Ord Score where
(Score Win i) <= (Score Win j) = i >= j
(Score Win _) <= _ = False
(Score Lose i) <= (Score Lose j) = i <= j
(Score Lose _) <= _ = True
(Score Draw i) <= (Score Draw j) = i >= j
(Score Draw _) <= (Score Win _) = True
(Score Draw _) <= (Score Lose _) = False
type KnowledgeBase = Map Position Score
scorePosition :: Position -> State KnowledgeBase Score
scorePosition pos@(Position b p)
| isDraw b = pure $ Score { label = Draw, height = 0 }
| (boardWinner b) == Just p = pure $ Score { label = Win, height = 0 }
| Just _ <- (boardWinner b) = pure $ Score { label = Lose, height = 0 }
scorePosition pos@(Position b p) =
do
knowledge <- gets (Map.lookup pos)
case knowledge of
Just s -> return s
Nothing -> do
let nextPositions = succPositions pos
nextScores <- mapM scorePosition nextPositions
let bestSuccScore = minimum nextScores
let score = curScore bestSuccScore
modify (Map.insert pos score)
return score
bestResponse :: Position -> State KnowledgeBase Position
bestResponse pos@(Position b p) =
do
let nextPositions = succPositions pos
nextScores <- mapM scorePosition nextPositions
let bestSucc = snd $ minimumBy (\(s1, p1) (s2, p2) -> compare s1 s2) $ zip nextScores nextPositions
return bestSucc
-- given the minimum score among the successors,
-- compute the current score
curScore :: Score -> Score
curScore (Score Win i) = Score Lose (i + 1)
curScore (Score Lose i) = Score Win (i + 1)
curScore (Score Draw i) = Score Draw (i + 1)
@andrepadez
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have you ever beaten "the machine"?

@Agnishom
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Agnishom commented Nov 9, 2021

Happy to help.

No, you cannot beat the machine. The machine calculates the winning move and always either forces a draw or a win. You can read the bestResponse function in the code above to see how it does it.

@Agnishom
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Agnishom commented Dec 3, 2021

@andrepadez if you are still interested, I invite you to check out lectures 6 and 7 in here

@andrepadez
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@Agnishom thank you so much. I think i'll follow the course

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