Safe Haskell | None |
---|---|
Language | Haskell2010 |
Data.Grid.Examples.Conway
Description
This module walks through implementing
Conway's Game of Live
using grids
. Read this module from top to bottom
Documentation
step :: IsGrid dims => Grid dims Bool -> Grid dims Bool Source #
Conway's game of life is a form of Cellular Automata;
This means that it's a system of cells where a simulation is described in terms
of the neighbourhood of a cell.
We'll implement the standard set of rules for Conway's Game of Life
using convolution with grids
(which you can read about on wikipedia)!
grids
provides the convolute
and autoConvolute
helpers to allow performing
neighbourhood-aware computations without too much trouble.
autoConvolute
allows you to provide a window-size via a Type Application, a function
for adapting the coordinates of the neighbours, which is useful for providing
behaviour for cases where coordinates are out of bounds. Lastly we provide
a function which can reduce the provided neighbourhood of a cell back down to
a single cell which will be slotted into the final structure.
With these things in mind, we write our step
function which performs a single
simulation step on a Grid
using a window-reduction rule that we'll write next!
step :: (IsGrid dims) => Grid dims Bool -> Grid dims Bool step = autoConvolute @[3, 3] wrapBounds rule
We use the wrapBounds
strategy for handling out-of-bounds indices which will
occur when trying to get the neighbourhood of cells along the edge of the grid.
wrapBounds
means we'll grab the next cell from the opposite side of the grid,
wrapping around Pacman style.
rule :: Grid [3, 3] Bool -> Bool Source #
Next up we'll write the reduction rule itself. We've already decided to use a [3, 3] neighbourhood in the previous step by using a Type Application, GHC could infer it in thi case if we didn't provide it; but I find it helpful to be as clear as possible.
So the goal is to go from a [3, 3] neighbourhood of a cell down to a single cell
again; the liveness of each cell is a Bool
which is True
if the cell is
alive, False
otherwise.
Take a look at how we do it:
rule :: Grid [3, 3] Bool -> Bool rule window' = (currentCellAlive && livingNeighbours == 2) || livingNeighbours == 3 where (currentCellAlive, neighbours) = partitionFocus window' livingNeighbours = length . filter id . toList . Compose $ neighbours
We'll start with the where
clauses.
Firstly we use the nifty partitionFocus
combinator which separates out the
center of a window from the surrounding neighbours as a tuple. Intuitively, We name
these parts currentCellAlive
and neighbours
. Next we count how many neighbours
are actually alive by leaning on the Foldable
typeclass. partitionFocus
returns
the neighbours as a Grid [3, 3] (Maybe Bool)
in this case; so by wrapping it with
Compose
we can fold over only the Just
values, e.g. the neighbours! We then
filter out the False
ones with filter id
and we know how many neighbours are
alive!
Back to the main definition, all that's left is to write the actual logic of the rule; there are many ways to write in the rule; but I hope you trust I've picked a good one :D
That's it! By combining our rule with the powers of auto-convolution we've written the core of Conway's game of life in just a dozen lines of code. Clever us!
Keep reading and we'll add some helpers so we can actually try running it.
start :: Grid '[10, 10] Bool Source #
If we're going to simulate a game we need to have a starting position!
Let's start off with a glider hanging out in the top left corner.
Since we'll be using a 2 dimensional grid
we can draw out our grid as a list of lists (i.e. [String]
) and use
fromNestedLists'
to build it into a Grid
for us! Note that the trailing '
denotes the unsafe version of fromNestedLists
which will error if we give
it input that mismatches our expected dimensions, use the safe version unless
you're confident about your input sources!
start :: Grid '[10, 10] Bool start = (== '#') <$> fromNestedLists' [ ".#........" , "..#......." , "###......." , ".........." , ".........." , ".........." , ".........." , ".........." , ".........." , ".........." ]
simulate :: Int -> Grid '[10, 10] Bool Source #
Now that we've got a good starting point we can run a few steps of our simulation and see where we end up!
step
is an Endomorphisn, i.e. a function from a type to the same type, so
we can use iterate
to generate an infinite list of steps where each subsequent
step is equal to applying the step
function on the previous iteration.
By using !!
we can index into the infinite list and see what things look like
after a set number of iterations.
simulate :: Int -> Grid '[10, 10] Bool simulate i = iterate step start !! i
showGrid :: IsGrid '[x, y] => Grid '[x, y] Bool -> String Source #
The built-in show instance for Grid
isn't perfect, so let's write a nice
one for our simulation. We can extract our grid as a list of lists of Bool
, i.e. [[Bool]]
;
and collapse it into a string so we can print it to the console.
showGrid :: (IsGrid '[x, y]) => Grid '[x, y] Bool -> String showGrid = intercalate "\n" . toNestedLists . fmap showBool where showBool :: Bool -> Char showBool True = '#' showBool False = '.'
Let's how far our glider can make it to after 10 iterations
λ> putStrLn . showGrid $ simulate 10 .......... .......... .......... ....#..... ..#.#..... ...##..... .......... .......... .......... ..........
That's it for this guide! Thanks!