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techtree2.pl
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techtree2.pl
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/* This example solves questions about
* "tech trees" using Constraint Handling Rules
*
* Tech Trees are a common game mechanic where the player,
* or AI opponent, must build a specific building or unit
* before they can build another.
* Seeing a unit, the opposing player can then infer that
* their opponent possesses all the units needed to
* So, for example, if building tanks requires the tank factory,
* and the tank factory requires the foundry, then if we see a tank
* we can infer they have the foundry.
*
* Our logic doesn't take into account later destruction of units.
*
* Usage is slightly complicated by the fact that returning to the
* top level clears the constraint store. Hence provision of the i_saw
* convenience predicate.
*
* CHR syntax, since I can never remember it:
* name @ retained \ discarded <=> guard | head,body. Simpagation
* name @ discarded <=> guard | head, body. Simplification
* name @ retained ==> guard | head, body. Propagation
*
* Usage:
* ?- init, i_saw(boat).
* ?- init, i_saw([boat, knight]).
*
* stepping in the chr_debugger is useful
*
* ?- chr_trace,init,i_saw(boat).
*
* useful references
* https://dtai.cs.kuleuven.be/CHR/files/tutorial_iclp2008.pdf
* https://dtai.cs.kuleuven.be/CHR/
* https://dtai.cs.kuleuven.be/CHR/webchr.shtml
* https://www.swi-prolog.org/pldoc/man?section=chr
*
* Copyright (c) 2019 Anne Ogborn
* released under the accompanying MIT license
*/
:- use_module(library(chr)).
% CHR constraints must be defined using this directive
:- chr_constraint
saw/1, % I saw a unit of this type
has/1, % I can infer enemy has a unit of this type
can_build/1, % I can infer enemy can build a unit of this type
can_build_if/2, % enemy can build a unit of this type if arg2 list all exist
needs/2, % game rule, to build arg1, all of list arg2 must exist
reset/0. % reset the game world
% reset the game elements
reset \ saw(_) <=> true.
reset \ has(_) <=> true.
reset \ can_build(_) <=> true.
reset \ needs(_, _) <=>true.
reset \ can_build_if(_, _) <=> true.
reset <=> true.
%
% set the initial state of the constraint store,
% with the game dependencies and two initial peasants
%
% to make barracks must have peasant, etc.
init :-
needs(barracks, [peasant]),
needs(stable, [peasant, barracks]),
needs(dock, [peasant, barracks]),
needs(swordsman, [barracks]),
needs(knight, [stable]),
needs(boat, [dock, peasant]),
saw(peasant), % we 'saw' the peasant
saw(peasant). % because game starts with 2 peasants
% enforce set semantics for various things
% once we know they have a boat, we don't want to add
% that again
saw(X), saw(X) <=> saw(X).
has(X), has(X) <=> has(X).
can_build(X), can_build(X) <=> can_build(X).
can_build_if(X, Y), can_build_if(X, Y) <=> can_build_if(X, Y).
% common sense
saw(X) ==> has(X). % I saw it, they have it
has(X) ==> can_build(X). % they have it, they can make it
% this only exists briefly
:- chr_constraint must_have/1.
% expresses the idea 'they have tanks, they must have a tank factory'
% because needs has a list, we recursively fire the must_have rule
% to add everything
has(X), needs(X, List) ==> must_have(List).
must_have([]) <=> true.
must_have([X|Y]) <=> has(X), must_have(Y).
% add can_build for everything whose needs exist
% having dock and peasant adds can_build(boat).
% we wait until the first element of list exists,
% then go on to second element and wait, and so on
needs(X, Z) ==> can_build_if(X, Z).
can_build_if(X, []) <=> can_build(X).
has(Y), can_build_if(X, [Y | Z]) <=> can_build_if(X, Z), has(Y).
% convenience prolog predicate for testing.
% pass list of units seen
i_saw(X) :-
atomic(X),
call(saw(X)),
print_store.
i_saw(X) :-
is_list(X),
maplist(callsaw , X),
print_store.
callsaw(X) :- call(saw(X)).
%
% print out results of computation, showing
% what the enemy has built, and what they can build
%
print_store :-
writeln('==============='),
find_chr_constraint(has(Y)),
format('Your enemy has built ~w~n', [Y]),
fail.
print_store :-
nl,
find_chr_constraint(can_build(Y)),
format('Your enemy can build ~w~n', [Y]),
fail.
print_store.
/*******************************
* helpful utilities *
*******************************/
% print out the constraint store
ps :-
find_chr_constraint(Y),
format('constraint store contains ~w~n', [Y]),
fail.
ps.
% print out constraint store when you return to top level
ss :- set_prolog_flag(chr_toplevel_show_store, true).
% or don't
noss :- set_prolog_flag(chr_toplevel_show_store, false).