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📄 chess.pl

📁 超多的prolog源代码 具体内容见压缩包里面的programs.txt
💻 PL
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% File chess.pl: Figures 22.6, 22.7, 22.10 combined with
% small practical additions.

% To play a king and rook vs king edngame, this file can be loaded
% into Prolog (togethr with frequent.pl) 
% and a game started with a query like:
%
%   ?-  pos6( Position),    % Position of Fig. 22.8
%       play( Position).
%
% There are other start positions defined at the end of this file


% Figure 22.6  A miniture implementation of Advice Language 0.


% A miniature implementation of Advice Language 0
%
% This program plays a game from a given starting position using knowledge
% represented in Advice Language 0

:-  op( 200, xfy, [:, ::]).
:-  op( 220, xfy, ..).
:-  op( 185, fx, if).
:-  op( 190, xfx, then).
:-  op( 180, xfy, or).
:-  op( 160, xfy, and).
:-  op( 140, fx, not).

% The following directive forces that calls to undefined predicates just fail
% and not generate errors

:- unknown( _, fail).

playgame( Pos)  :-                    % Play a game starting in Pos
  playgame( Pos, nil).               % Start with empty forcing-tree 

playgame( Pos, ForcingTree)  :-
  show( Pos),
  ( end_of_game( Pos),               % End of game?
  write( 'End of game'), nl, !
  ;
  playmove( Pos, ForcingTree, Pos1, ForcingTree1), !,
  playgame( Pos1, ForcingTree1) 
  ).

% Play `us' move according to forcing-tree

playmove( Pos, Move .. FTree1, Pos1, FTree1)  :-
   side( Pos, w),% White = `us'
   legalmove( Pos, Move, Pos1),
   nl, write( 'My move: '), 
   showmove( Move).

% Read `them' move

playmove( Pos, FTree, Pos1, FTree1)  :-
   side( Pos, b),
   write( 'Your move: '),
   read( Move),
   ( legalmove( Pos, Move, Pos1),
     subtree( FTree, Move, FTree1), !         % Move down forcing-tree
     ;
     write( 'Illegal move'), nl,
     playmove( Pos, FTree, Pos1, FTree1)
   ).


% If current forcing-tree is empty generate a new one

playmove( Pos, nil, Pos1, FTree1)  :-
   side( Pos, w),
   resetdepth( Pos, Pos0),% Pos0 = Pos with depth 0
   strategy( Pos0, FTree), !,% Generate new forcing-tree
   playmove( Pos0, FTree, Pos1, FTree1).

% Select a forcing-subtree corresponding to Move

subtree( FTrees, Move, FTree)  :-
   member( Move .. FTree, FTrees), !.

subtree( _, _, nil).

strategy( Pos, ForcingTree)  :-           % Find forcing-tree for Pos
   Rule :: if Condition then AdviceList,  % Consult advice-table
   holds( Condition, Pos, _), !,          % Match Pos against precondition
   member( AdviceName, AdviceList),       % Try pieces-of-advice in turn
   nl, write( 'Trying '), write( AdviceName),
   satisfiable( AdviceName, Pos, ForcingTree), !.  % Satisfy AdviceName in Pos 

satisfiable( AdviceName, Pos, FTree)  :-
   advice( AdviceName, Advice),           % Retrieve piece-of-advice
   sat( Advice, Pos, Pos, FTree).         % `sat' needs two positions
                                          % for comparison predicates 

sat( Advice, Pos, RootPos, FTree)  :-
   holdinggoal( Advice, HG),
   holds( HG, Pos, RootPos),              % Holding-goal satisfied
   sat1( Advice, Pos, RootPos, FTree).

sat1( Advice, Pos, RootPos, nil)  :-
   bettergoal( Advice, BG),
   holds( BG, Pos, RootPos), !.           % Better-goal satisfied
 
sat1( Advice, Pos, RootPos, Move .. FTrees)  :-
   side( Pos, w), !,% White = `us'
   usmoveconstr( Advice, UMC),
   move( UMC, Pos, Move, Pos1),           % A move satisfying move-constr.
   sat( Advice, Pos1, RootPos, FTrees).

sat1( Advice, Pos, RootPos, FTrees)  :-
   side( Pos, b), !,                      % Black = `them'
   themmoveconstr( Advice, TMC),
   bagof( Move .. Pos1, move( TMC, Pos, Move, Pos1), MPlist),
   satall( Advice, MPlist, RootPos, FTrees).    % Satisfiable in all successors 

satall( _, [], _, [] ).

satall( Advice, [Move .. Pos | MPlist], RootPos, [Move .. FT | MFTs] )  :-
  sat( Advice, Pos, RootPos, FT),
  satall( Advice, MPlist, RootPos, MFTs).

% Interpreting holding and better-goals:
% A goal is an AND/OR/NOT combination of predicate names

holds( Goal1 and Goal2, Pos, RootPos)  :-  !,
  holds( Goal1, Pos, RootPos),
  holds( Goal2, Pos, RootPos).

holds( Goal1 or Goal2, Pos, RootPos)  :-  !,
  ( holds( Goal1, Pos, RootPos)
    ;
    holds( Goal2, Pos, RootPos)
   ).

holds( not Goal, Pos, RootPos)  :-  !,
  not holds( Goal, Pos, RootPos).

holds( Pred, Pos, RootPos)  :-
  ( Cond =.. [ Pred, Pos]  % Most predicates do not depend on RootPos
    ;
    Cond =.. [ Pred, Pos, RootPos] ),
   call( Cond).

% Interpreting move-constraints

move( MC1 and MC2, Pos, Move, Pos1)  :-  !,
  move( MC1, Pos, Move, Pos1),
  move( MC2, Pos, Move, Pos1).

move( MC1 then MC2, Pos, Move, Pos1)  :-  !,
   ( move( MC1, Pos, Move, Pos1)
     ;
     move( MC2, Pos, Move, Pos1)
   ).

% Selectors for components of piece-of-advice

bettergoal( BG : _, BG).

holdinggoal( BG : HG : _, HG).

usmoveconstr( BG : HG : UMC : _, UMC).

themmoveconstr( BG : HG : UMC : TMC, TMC).


member( X, [X | L] ).

member( X, [Y | L] )  :-
   member( X, L).



% Figure 22.7  An AL0 advice-table for king and rook vs king.
% The table consists of two rules and six pieces of advice.


% King and rook vs. king in Advice Language 0
% Rules

edge_rule ::
if
   their_king_edge and kings_close
then
   [ mate_in_2, squeeze, approach, keeproom,


divide_in_2, divide_in_3 ]. 


else_rule ::
if
   true
then
   [ squeeze, approach, keeproom, divide_in_2, divide_in_3 ].


% Pieces-of-advice

advice( mate_in_2,
  mate :
  not rooklost and their_king_edge :
  (depth = 0) and legal then (depth = 2) and checkmove :
  (depth = 1) and legal).

advice( squeeze,
  newroomsmaller and not rookexposed and
  rookdivides and not stalemate :
  not rooklost :
  (depth = 0) and rookmove :
  nomove).

advice( approach,
  okapproachedcsquare and not rookexposed and not stalemate and
  (rookdivides or lpatt) and (roomgt2 or not our_king_edge) :
  not rooklost :
  (depth = 0) and kingdiagfirst :
  nomove).

advice( keeproom,
  themtomove and not rookexposed and rookdivides and okorndle and
  (roomgt2 or not okedge) :
  not rooklost :
  (depth = 0) and kingdiagfirst :
  nomove).

advice( divide_in_2,
  themtomove and rookdivides and not rookexposed :
  not rooklost :
  (depth < 3) and legal :
  (depth < 2) and legal).

advice( divide_in_3,
  themtomove and rookdivides and not rookexposed :
  not rooklost :
  (depth < 5) and legal :
  (depth < 4) and legal).


% Figure 22.10  Predicate library for king an rook vs king.
% Predicate library for king and rook vs. king
% Position is represented by: Side..Wx : Wy..Rx : Ry..Bx : By..Depth
% Side is side to move (`w' or `b')
% Wx, Wy are X and Y-coordinates of White king
% Rx, Ry are X and Y-coordinates of White rook
% Bx, By are coordinates of Black king
% Depth is depth of position in search tree
% Selector relations

side( Side.._, Side).               % Side to move in position
wk( _..WK.._, WK).                  % White king coordinates
wr( _.._..WR.._, WR).               % White rook coordinates
bk( _.._.._..BK.._, BK).            % Black king coordinates
depth( _.._.._.._..Depth, Depth).     % Depth of position in search tree

resetdepth( S..W..R..B..D, S..W..R..B..0).% Copy of position with depth 0

% Some relations between squares

n( N, N1)  :-                       % Neighbour integers `within board'   
  ( N1 is N + 1
    ;
    N1 is N - 1
  ),
  in( N1).

in( N)  :-
   N > 0, N < 9.

diagngb( X : Y, X1 : Y1)  :-        % Diagonal neighbour squares   
  n( X, X1), n( Y, Y1).

verngb( X : Y, X : Y1)  :-          % Vertical neighbour squares 
  n( Y, Y1).

horngb( X : Y, X1 : Y)  :-          % Horizontal neighbour squares 
  n( X, X1).

ngb( S, S1)  :-                     % Neighbour squares, first diagonal
  diagngb( S, S1);
  horngb( S, S1);
  verngb( S, S1).

end_of_game( Pos)  :-
  mate( Pos).


% Move-constraints predicates
% These are specialized move generators:
% move( MoveConstr, Pos, Move, NewPos)

move( depth < Max, Pos, Move, Pos1)  :-
  depth( Pos, D),
  D < Max, !.

move( depth = D, Pos, Move, Pos1)  :-
  depth( Pos, D), !.

move( kingdiagfirst, w..W..R..B..D, W-W1, b..W1..R..B..D1)  :-
  D1 is D + 1,
  ngb( W, W1),             % `ngb' generates diagonal moves first   
  not ngb( W1, B),         % Must not move into check 
  W1 \== R.               % Must not collide with rook 

move( rookmove, w..W..Rx : Ry..B..D, Rx : Ry-R, b..W..R..B..D1)  :-
  D1 is D + 1,
  coord( I),                     % Integer between 1 and 8 
  ( R = Rx : I; R = I : Ry),     % Move vertically or horizontally 
  R \== Rx : Ry,                 % Must have moved 
  not inway( Rx : Ry, W, R).     % White king not in way 

move( checkmove, Pos, R-Rx : Ry, Pos1)  :-
  wr( Pos, R),
  bk( Pos, Bx : By),
  (Rx = Bx; Ry = By),            % Rook and Black king in line 
  move( rookmove, Pos, R-Rx : Ry, Pos1).

move( legal, w..P, M, P1)  :-
  ( MC = kingdiagfirst; MC = rookmove),
  move( MC, w..P, M, P1).

move( legal, b..W..R..B..D, B-B1, w..W..R..B1..D1)  :-
  D1 is D + 1,
  ngb( B, B1),
  not check( w..W..R..B1..D1).

legalmove( Pos, Move, Pos1)  :-
  move( legal, Pos, Move, Pos1).

check( _..W..Rx : Ry..Bx : By.._ )  :-
  ngb( W, Bx : By)                % King's too close  
  ;
  ( Rx = Bx; Ry = By),
  Rx : Ry \== Bx : By,            % Not rook captured 
  not inway( Rx : Ry, W, Bx : By).

inway( S, S1, S1)  :-  !.

inway( X1 : Y, X2 : Y, X3 : Y)  :-
  ordered( X1, X2, X3), !.

inway( X : Y1, X : Y2, X : Y3)  :-
  ordered( Y1, Y2, Y3).

ordered( N1, N2, N3)  :-
  N1 < N2, N2 < N3;
  N3 < N2, N2 < N1.

coord(1). coord(2). coord(3). coord(4).
coord(5). coord(6). coord(7). coord(8).

% Goal predicates

true( Pos).

themtomove( b.._ ).           % Black = `them' to move 

mate( Pos)  :-
  side( Pos, b),
  check( Pos),
  not legalmove( Pos, _, _ ).

stalemate( Pos)  :-
  side( Pos, b),
  not check( Pos),
  not legalmove( Pos, _, _ ).

newroomsmaller( Pos, RootPos)  :-
  room( Pos, Room),
  room( RootPos, RootRoom),
  Room < RootRoom.

rookexposed( Side..W..R..B.._ )  :-
  dist( W, R, D1),
  dist( B, R, D2),
  ( Side = w, !, D1 > D2 + 1
    ;
    Side = b, !, D1 > D2
  ).

okapproachedcsquare( Pos, RootPos)  :-
  okcsquaremdist( Pos, D1),
  okcsquaremdist( RootPos, D2),
  D1 < D2.

okcsquaremdist( Pos, Mdist)  :-  
                       % Manhattan distance between WK and critical square
  wk( Pos, WK),
  cs( Pos, CS),        % Critical square 
  manhdist( WK, CS, Mdist).

rookdivides( _..Wx : Wy..Rx : Ry..Bx : By.._ )  :-
  ordered( Wx, Rx, Bx), !;
  ordered( Wy, Ry, By).

lpatt( _..W..R..B.._ )  :-          % L-pattern 
  manhdist( W, B, 2),
  manhdist( R, B, 3).

okorndle( _..W..R.._, _..W1..R1.._ )  :-
  dist( W, R, D),
  dist( W1, R1, D1),
  D =< D1.

roomgt2( Pos)  :-
  room( Pos, Room),
  Room > 2.

our_king_edge( _..X : Y.._ )  :-               % White king on edge 
  ( X = 1, !; X = 8, !; Y = 1, !; Y = 8).

their_king_edge( _..W..R..X : Y.._ )  :-       % Black king on edge 
  ( X = 1, !; X = 8, !; Y = 1, !; Y = 8).

kings_close( Pos)  :-             % Distance between kings < 4  
  wk( Pos, WK), bk( Pos, BK),
  dist( WK, BK, D),
  D < 4.

rooklost( _..W..B..B.._ ).        % Rook has been captured 

rooklost( b..W..R..B.._ )  :-
  ngb( B, R),                     % Black king attacks rook 
  not ngb( W, R).                 % White king does not defend 

dist( X : Y, X1 : Y1, D)  :-      % Distance in king moves 
  absdiff( X, X1, Dx),
  absdiff( Y, Y1, Dy),
  max( Dx, Dy, D).

absdiff( A, B, D)  :-
  A > B, !, D is A-B;
  D is B-A.

max( A, B, M)  :-
  A >= B, !, M = A;
  M = B.

manhdist( X : Y, X1 : Y1, D)  :-    % Manhattan distance  
  absdiff( X, X1, Dx),
  absdiff( Y, Y1, Dy),
  D is Dx + Dy.

room( Pos, Room)  :-                % Area to which B. king is confined 
  wr( Pos, Rx : Ry),
  bk( Pos, Bx : By),
  ( Bx < Rx, SideX is Rx - 1; Bx > Rx, SideX is 8 - Rx),
  ( By < Ry, SideY is Ry - 1; By > Ry, SideY is 8 - Ry),
  Room is SideX * SideY, !
  ;
  Room is 64.                       % Rook in line with Black king 

cs( _..W..Rx : Ry..Bx : By.._, Cx : Cy)  :-    % `Critical square' 
  ( Bx < Rx, !, Cx is Rx - 1; Cx is Rx + 1),
  ( By < Ry, !, Cy is Ry - 1; Cy is Ry + 1).

% Display procedures

show( Pos)  :-
  nl,
  coord( Y), nl,
  coord( X),
  writepiece( X : Y, Pos),
  fail.

show( Pos)  :-
  side( Pos, S), depth( Pos, D),
  nl, write( 'Side= '), write( S),
  write( '  Depth= '), write( D), nl.

writepiece( Square, Pos)  :-
  wk( Pos, Square), !, write( 'W');
  wr( Pos, Square), !, write( 'R');
  bk( Pos, Square), !, write( 'B');
  write( '.').

showmove( Move)  :-
  write( Move).


% Some positions

pos1( w..3:3..8:8..4:1..0).

pos2( w..5:6..4:4..2:2..0).

pos3( w..2:2..1:1..8:8..0).

pos4( b..2:2..5:5..4:4..1).

pos5( w..1:1..4:4..3:3..0). 

pos6( w..4:4..5:6..3:2..0).    % Example from Prolog for AI book

pos7( w..4:4..2:1..3:2..0).
 
play( Pos)  :-  playgame(Pos).

% Query to play a game, for example: ?- pos1(P), playgame(P).

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