Mad Props
Mad props is a simple generalized propagator framework. This means it's pretty good at expressing and solving generalized constraint satisfaction problems.
It's a pain to express CSP's to many solvers; you either need to compress your problem down to relations between boolean variables, or try to cram your problem into their particular format. Mad Props uses a Monadic DSL for expressing the variables in your problem and the relationships between them, meaning you can use normal Haskell to express your problem.
It's still unfinished and undergoing rapid iteration and experimentation, so I wouldn't base any major projects on it yet.
Example: Sudoku
We'll write a quick Sudoku solver using Propagators.
Here's a problem which Telegraph has claimed to be "the world's hardest Sudoku". Let's see if we can crack it.
hardestBoard :: [String]
hardestBoard = tail . lines $ [r|
8........
..36.....
.7..9.2..
.5...7...
....457..
...1...3.
..1....68
..85...1.
.9....4..|]
A Sudoku is a constraint satisfaction problem, the "constraints" are that each of the numbers 1-9 are represented in each row, column and 3x3 grid. Props
allows us to create PVars
a.k.a. Propagator Variables. PVars
represent a piece of information in our problem which is 'unknown' but has some relationship with other variables. To convert Sudoku into a propagator problem we can make a new PVar
for each cell, the PVar
will contain either all possible values from 1-9; or ONLY the value which is specified in the puzzle. We use a Set to indicate the possibilities, but you can really use almost any container you like inside a PVar
.
txtToBoard :: [String] -> [[S.Set Int]]
txtToBoard = (fmap . fmap) possibilities
where
possibilities :: Char -> S.Set Int
possibilities '.' = S.fromList [1..9]
possibilities a = S.fromList [read [a]]
This function takes our problem and converts it into a nested grid of variables! Each variable 'contains' all the possibilities for that square. Now we need to 'constrain' the problem!
We can then introduce the constraints of Sudoku as relations between these PVars
. The cells in each 'quadrant' (i.e. square, row, or column) are each 'related' to one other in the sense that their values must be disjoint. No two cells in each quadrant can have the same value. We'll quickly write some shoddy functions to extract the lists of "regions" we need to worry about from our board. Getting the rows and columns is easy, getting the square blocks is a bit more tricky, the implementation here really doesn't matter.
rowsOf, colsOf, blocksOf :: [[a]] -> [[a]]
rowsOf = id
colsOf = transpose
blocksOf = chunksOf 9 . concat . concat . fmap transpose . chunksOf 3 . transpose
Now we can worry about telling the system about our constraints. We'll map over each region relating every variable to every other one. This function assumes we've replaced the Set a
's in our board representation with the appropriate PVar
's, we'll actually do that soon, but for now you can look the other way.
linkBoard :: [[PVar s (S.Set Int)]] -> GraphM s ()
linkBoard xs = do
let rows = rowsOf xs
let cols = colsOf xs
let blocks = blocksOf xs
for_ (rows <> cols <> blocks) $ \region -> do
let uniquePairings = [(a, b) | a <- region, b <- region, a /= b]
for_ uniquePairings $ \(a, b) -> link a b disj
where
disj :: Ord a => a -> S.Set a -> S.Set a
disj x xs = S.delete x xs
Now every pair of PVars
in each region is linked by the disj
relation.
link
accepts two PVars and a function, the function takes a 'choice' from the first variable and uses it to constrain the 'options' from the second. In this case, if the first variable is fixed to a specific value we 'propagate' by removing all matching values from the other variable's pool, you can see the implementation of the disj
helper above. The information about the 'link' is stored inside the GraphM
monad.
Here's the real signature in case you're curious:
link :: (Typeable g, Typeable (Element f))
=> PVar s f -> PVar s g -> (Element f -> g -> g) -> GraphM s ()
Set disjunction is symmetric, propagators in general are not. However our loop will process each pair twice, once in each direction so we're still fine.
Now we can link our parts together:
setup :: [[S.Set Int]]-> GraphM s [[PVar s (S.Set Int)]]
setup board = do
vars <- (traverse . traverse) newPVar board
linkBoard vars
return vars
We accept a sudoku "board", we replace each Set Int
with a PVar s (S.Set Int)
using newPVar
which creates a propagator from a set of possible values. This is a propagator variable which has a Set
of Ints which the variable could take. The PVar
and GraphM
each take a scoping parameter s
which helps prevent PVars from escaping the monad in which they were created. (Or at least it will once I implement that.)
newPVar :: (MonoFoldable f, Typeable f, Typeable (Element f))
=> f -> GraphM s (PVar s f)
Now that we've got our problem set up we need to execute it!
solvePuzzle :: [String] -> IO ()
solvePuzzle puz = do
(vars, g) <- solveGraph (setup $ txtToBoard puz)
let results = (fmap . fmap) (readPVar g) vars
putStrLn $ boardToText results
We run solveGraph
to run the propagation solver, which returns a solved graph and the result of the GraphM
. For now we'll just return the grid of PVars
, then use the graph and readPVar
to extract the 'solved' value from them! If all went well we'll have the solution of each cell! Then we'll print it out.
Here are some types first, then we'll try it out:
readPVar :: Typeable a
=> Graph s -> PVar s f -> a
solveGraph :: GraphM s a -> IO (a, Graph s)
We can plug in our hardest sudoku and after a second or two we'll print out the answer!
>>> solvePuzzle hardestBoard
812753649
943682175
675491283
154237896
369845721
287169534
521974368
438526917
796318452
You can double check it for me, but I'm pretty sure that's a valid solution!
Example: N-Queens
Just for fun, here's the N-Queens problem
{-# LANGUAGE ScopedTypeVariables #-}
{-# LANGUAGE ViewPatterns #-}
module NQueens where
import qualified Data.Set as S
import Props
import Data.Foldable
import Data.List
type Coord = (Int, Int)
killSquares :: Coord -> S.Set Coord -> S.Set Coord
killSquares c = S.filter (killSquare c)
killSquare :: Coord -> Coord -> Bool
killSquare (x, y) (x', y')
-- Same Row
| x == x' = False
-- Same Column
| y == y' = False
-- Same Diagonal 1
| x - x' == y - y' = False
-- Same Diagonal 2
| x + y == x' + y' = False
| otherwise = True
setup :: Int -> GraphM s [PVar s (S.Set Coord)]
setup n = do
-- All possible grid locations
let locations = S.fromList [(x, y) | x <- [0..n - 1], y <- [0..n - 1]]
let queens = replicate n locations
queenVars <- traverse newPVar queens
let queenPairs = [(a, b) | a <- queenVars, b <- queenVars, a /= b]
for_ queenPairs $ \(a, b) -> link a b killSquares
return queenVars
solve :: Int -> IO ()
solve n = do
(vars, g) <- solveGraph (setup n)
let results = readPVar g <$> vars
putStrLn $ printSolution n results
Performance
This is a generalized solution, so performance suffers in relation to a tool built for the job (e.g. It's not as fast as dedicated Sudoku solvers); but it does "pretty well". I'm still working on improving performance, but try it out and see how you fare.