Difference between revisions of "Learning Haskell with Chess"
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− | <h1>Exercise 1</h1> |
+ | <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> |
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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> |
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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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+ | |||
+ | |||
+ | <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> |
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</ul> |
</ul> |
Revision as of 13:35, 18 March 2007
Exercise 1 - Data Types
Learning Targets
- recapitulate Haskell types (keywords type and data, product and sum types)
- Helium: define equality functions (pattern matching)
- pretty printing
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")
Exercise 2 - Move Generator
Exercise 3 - Gametree Generation and Minimax Algorithm
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