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06-compound-data.scm
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06-compound-data.scm
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(import (rnrs (6))
(srfi srfi-27))
(define evenly-divisble-by?
(lambda (x y)
(= (remainder x y)
0)))
(define random
(lambda (n)
(random-integer n)))
(define square
(lambda (x)
(* x x)))
;;; Exercise 6.1
;; The advantage of having three operations, of which one is
;; remove-coins-from-pile with a limit is that it is easier to change the limit
;; of coins that can be taken from a pile. The disadvantage is that we have to
;; clearly express when the limit is being exceeded and we may have to take
;; care to handle that situation if it comes up.
;; The advantage to having five operations, of which three happen to be the
;; remove-one, remove-two, and remove-three operations is that it is no longer
;; possible for an illegal action to occur. The downside is that we need to add
;; additional operations if we want to increase the limit or delete them to
;; decrease the limit. There may also be a disadvantage of having duplicate
;; code which would need to be updated if we change other aspects of the game.
;;; Exercise 6.2
;; Our gamekeeper would just say "oh, there aren't that many coins on the
;; pile," and remove the remainder of the pile. I would add an "is-valid?"
;; parameter to prompt so it can recurse if the player gives an invalid
;; request. This way we can also make sure the player doesn't ask to remove
;; coins from a non-existant or empty pile. That's why I think it's better to
;; do the error checking in prompt. And the is-valid? parameter would of course
;; be a procedure that we pass the answer to and which returns #t or #f.
;;; Exercise 6.3
;; To change who wins we can simply change which player we check for in
;; announce-winner.
;;; Exercise 6.4
(define make-game-state
;; assumes no more than 99 coins per pile
(lambda (n m)
(+ (* n 100)
m)))
(define size-of-pile
(lambda (game-state pile-number)
(if (= pile-number 1)
(quotient game-state 100)
(remainder game-state 100))))
;;; Exercise 6.5
(define remove-coins-from-pile
(lambda (game-state num-coins pile-number)
(let ((pile-size (size-of-pile game-state pile-number)))
(if (= pile-number 1)
(make-game-state (- pile-size
(min num-coins pile-size))
(size-of-pile game-state 2))
(make-game-state (size-of-pile game-state 1)
(- pile-size
(min num-coins pile-size)))))))
;;; Exercise 6.6
;; Besides querying for a parameter that doesn't cause an error or falling back
;; to an assumed logical default, if an error were to occur we could also end
;; the game, skip the current turn, or we could in theory ignore the error and
;; just keep going with an illegal state. That last option is thoroughly
;; undesirable though.
;;; Exercise 6.7
(define exponent-of-in
(lambda (n m)
(define divide-while-divisible
(lambda (numerator divisions)
(if (evenly-divisble-by? numerator n)
(divide-while-divisible (/ numerator n)
(+ divisions 1))
divisions)))
(divide-while-divisible m 0)))
;;; Exercise 6.8
;; (size-of-pile (make-game-state n m) 1)
;; = ((lambda (x) (if (odd? x) n m)) 1)
;; = (if (odd? 1) n m)
;; = n
;; (size-of-pile (make-game-state n m) 2)
;; = ((lambda (x) (if (odd? x) n m)) 2)
;; = (if (odd? 2) n m)
;; = m
;;; Exercise 6.9
;; Writing numbers after each other:
;; abc = 100 * a + 10 * b + c
;; or in RPN: 100 a * 10 b * + c +
;; Consing together:
;; (car (cons a (cons b c))) = a
;; (cdr (cons a (cons b c))) = (cons b c)
;; (car (cdr (cons a (cons b c)))) = b
;; (cdr (cdr (cons a (cons b c)))) = c
;;; Exercise 6.10
;; (size-of-pile (make-game-state n m k) 1)
;; = (car (cdr (cons k (cons n m))))
;; = (car (cons n m))
;; = n
;; (size-of-pile (make-game-state n m k) 2)
;; = (cdr (cdr (cons k (cons n m))))
;; = (cdr (cons n m))
;; = m
;; (size-of-pile (make-game-state n m k) 3)
;; = (car (cons k (cons n m)))
;; = k
;;; Exercise 6.11
(define make-game-state
(lambda (n m k)
(cons k (cons n m))))
(define size-of-pile
(lambda (game-state pile-number)
(cond ((= pile-number 3)
(car game-state))
((= pile-number 1)
(car (cdr game-state)))
(else
(cdr (cdr game-state))))))
(define remove-coins-from-pile
(lambda (game-state num-coins pile-number)
(let ((size-1 (size-of-pile game-state 1))
(size-2 (size-of-pile game-state 2))
(size-3 (size-of-pile game-state 3)))
(cond ((= pile-number 1)
(make-game-state (- size-1
(min size-1 num-coins))
size-2
size-3))
((= pile-number 2)
(make-game-state size-1
(- size-2
(min size-2 num-coins))
size-3))
(else
(make-game-state size-1
size-2
(- size-3
(min size-3 num-coins))))))))
(define total-size
(lambda (game-state)
(+ (size-of-pile game-state 1)
(size-of-pile game-state 2)
(size-of-pile game-state 3))))
(define display-game-state
(lambda (game-state)
(newline)
(newline)
(display " Pile 1: ")
(display (size-of-pile game-state 1))
(newline)
(display " Pile 2: ")
(display (size-of-pile game-state 2))
(newline)
(display " Pile 3: ")
(display (size-of-pile game-state 3))
(newline)
(newline)))
;;; Exercise 6.12
;; When pile 1 has 0 coins left the computer will keep reducing pile 2, going
;; into the negatives if it reaches 0 coins before pile 3 reaches 0.
(define computer-move
(lambda (game-state)
(let ((pile (cond ((> (size-of-pile game-state 1)
0)
1)
((> (size-of-pile game-state 2)
0)
2)
(else
3))))
(display "I take 1 coin from pile ")
(display pile)
(newline)
(remove-coins-from-pile game-state 1 pile))))
;;; Exercise 6.13
;; A: (make-move-instruction num-coins pile-number) will return a move
;; instruction inst. Then we can access num-coins and pile-number with the
;; procedures (move-instruction-num-coins inst) and
;; (move-instruction-pile-number).
;; (move-instruction-num-coins (make-move-instruction n m)) = n.
;; (move-instruction-pile-number (make-move-instruction n m)) = m.
;; B:
(define make-move-instruction
(lambda (num-coins pile-number)
(cons num-coins pile-number)))
(define move-instruction-num-coins
(lambda (inst)
(car inst)))
(define move-instruction-pile-number
(lambda (inst)
(cdr inst)))
;; C:
(define make-game-state
(lambda (n m)
(cons n m)))
(define size-of-pile
(lambda (game-state pile-number)
(if (= pile-number 1)
(car game-state)
(cdr game-state))))
(define next-game-state
(lambda (game-state inst)
(let ((pile-number (move-instruction-pile-number inst))
(pile-1 (size-of-pile game-state 1))
(pile-2 (size-of-pile game-state 2)))
(if (= pile-number 1)
(make-game-state (- pile-1
(min (move-instruction-num-coins inst)
pile-1))
pile-2)
(make-game-state pile-1
(- pile-2
(min (move-instruction-num-coins inst)
pile-2)))))))
(define display-game-state
(lambda (game-state)
(newline)
(newline)
(display " Pile 1: ")
(display (size-of-pile game-state 1))
(newline)
(display " Pile 2: ")
(display (size-of-pile game-state 2))
(newline)
(newline)))
(define total-size
(lambda (game-state)
(+ (size-of-pile game-state 1)
(size-of-pile game-state 2))))
(define over?
(lambda (game-state)
(= (total-size game-state)
0)))
(define announce-winner
(lambda (player)
(if (equal? player 'human)
(display "You lose. Better luck next time!")
(display "You win. Conglaturations!"))
(newline)))
(define prompt
(lambda (prompt-string legal?)
(newline)
(display prompt-string)
(newline)
(let ((response (read)))
(if (legal? response)
response
(prompt prompt-string legal?)))))
(define human-move
(lambda (game-state)
(let ((pile-number
(prompt "Which pile would you like to take coins from? (1 or 2)"
(lambda (n)
(or (= n 1)
(= n 2))))))
(let ((num-coins
(prompt (string-append
"How many coins would you like to take? (Max "
(number->string (size-of-pile game-state pile-number))
")")
(lambda (n)
(and (>= n 0)
(<= n
(size-of-pile game-state pile-number)))))))
(next-game-state game-state
(make-move-instruction num-coins pile-number))))))
(define computer-move
(lambda (game-state)
(let ((pile-number (if (= (size-of-pile game-state 1)
0)
2
1)))
(display "I'll take 1 coin from pile ")
(display pile-number)
(display ".")
(newline)
(next-game-state game-state
(make-move-instruction 1 pile-number)))))
(define play-with-turns
(lambda (game-state player)
(display-game-state game-state)
(cond ((over? game-state)
(announce-winner player))
((equal? player 'human)
(play-with-turns (human-move game-state)
'computer))
((equal? player 'computer)
(play-with-turns (computer-move game-state)
'human))
(else
(error 'play-with-turns
"Player was neither human nor computer"
player)))))
;;; Exercise 6.14
(define computer-move
(lambda (game-state strategy)
(let ((move (strategy game-state)))
(display "I'll take ")
(display (move-instruction-num-coins move))
(display " from pile ")
(display (move-instruction-pile-number move))
(display ".")
(newline)
(next-game-state game-state move))))
(define play-with-turns
(lambda (game-state player strategy)
(define play
(lambda (game-state player)
(display-game-state game-state)
(cond ((over? game-state)
(announce-winner player))
((equal? player 'human)
(play (human-move game-state)
'computer))
((equal? player 'computer)
(play (computer-move game-state strategy)
'human))
(else
(error 'play-with-turns
"Player was neither human nor computer"
player)))))
(play game-state player)))
;;; Exercise 6.15
(define take-all-of-first-nonempty
(lambda (game-state)
(let ((size-1 (size-of-pile game-state 1)))
(if (= size-1 0)
(make-move-instruction (size-of-pile game-state 2)
2)
(make-move-instruction size-1 1)))))
;;; Exercise 6.16
(define take-one-from-random-pile
(lambda (game-state)
(let ((pile-number (+ (random 2)
1)))
(if (= (size-of-pile game-state pile-number)
0)
(make-move-instruction 1
(- 3 pile-number))
(make-move-instruction 1
pile-number)))))
;;; Exercise 6.17
(define take-random-from-random-pile
(lambda (game-state)
(let ((size-1 (size-of-pile game-state 1))
(size-2 (size-of-pile game-state 2))
(random-pile (+ (random 2)
1)))
(cond ((= size-1 0)
(make-move-instruction 2
(+ (random size-2)
1)))
((= size-2 0)
(make-move-instruction 1
(+ (random size-1)
1)))
(else
(make-move-instruction random-pile
(+ (random (if (= random-pile 1)
size-1
size-2))
1)))))))
;;; Exercise 6.18
(define simple-strategy
(lambda (game-state)
(make-move-instruction 1
(if (= (size-of-pile game-state 1)
0)
2
1))))
(define chocolate-square-strategy
(lambda (game-state)
(let ((size-1 (size-of-pile game-state 1))
(size-2 (size-of-pile game-state 2)))
(cond ((> size-1 size-2)
(make-move-instruction (- size-1 size-2)
1))
((> size-2 size-1)
(make-move-instruction (- size-2 size-1)
2))
(else
;; Technically we should resign, but that isn't implemented.
(simple-strategy game-state))))))
;;; Exercise 6.19
(define random-mix-of
(lambda (strategy-a strategy-b)
(lambda (game-state)
((if (= (random 2)
0)
strategy-a
strategy-b)
game-state))))
;;; Exercise 6.20
(define computer-play-with-turns
(lambda (game-state strategy-a strategy-b)
(define announce-winner
(lambda (victor)
(display "Player ")
(display victor)
(display " wins.")
(newline)))
(define play
(lambda (game-state player opponent)
(display-game-state game-state)
(if (over? game-state)
(announce-winner opponent)
(play (computer-move game-state
(if (equal? player 'a)
strategy-a
strategy-b))
opponent
player))))
(play game-state 'a 'b)))
;;; Exercise 6.21
;; (computer-play-with-turns gs ask-the-human simple-strategy) would be
;; equivalent to our original implementation.
;; (computer-play-with-turns gs sa ask-the-human) would be a regular game where
;; the computer plays first.
;; (computer-play-with-turns gs ask-the-human ask-the-human) would be a
;; hot-seat two-player game.
;;; Exercise 6.22
;; A:
;; (define mid-point
;; (lambda (interval)
;; (/ (+ (upper-endpoint interval)
;; (lower-endpoint interval))
;; 2)))
;; B:
;; (define right-half
;; (lambda (interval)
;; (make-interval (mid-point interval)
;; (upper-endpoint interval))))
;;; Exercise 6.23
;; A:
(define sum-3d-vectors
(lambda (a b)
(make-3d-vector (+ (x-coord a)
(x-coord b))
(+ (y-coord a)
(y-coord b))
(+ (z-coord a)
(z-coord b)))))
(define 3d-vector-dot-product
(lambda (a b)
(+ (* (x-coord a)
(x-coord b))
(* (y-coord a)
(y-coord b))
(* (z-coord a)
(z-coord b)))))
(define scale-3d-vector
(lambda (vec scale)
(make-3d-vector (* (x-coord vec)
scale)
(* (y-coord vec)
scale)
(* (z-coord vec)
scale))))
;; B:
(define make-3d-vector
(lambda (x y z)
(cons x (cons y z))))
(define x-coord
(lambda (vec)
(car vec)))
(define y-coord
(lambda (vec)
(car (cdr vec))))
(define z-coord
(lambda (vec)
(cdr (cdr vec))))
;;; Exercise 6.24
(define make-schedule-item
(lambda (room course time)
(lambda (x)
(cond ((equal? x 'room)
room)
((equal? x 'course)
course)
((equal? x time)
'time)
(else
(error 'make-schedule-item
"Selector is room, course, nor time."
x))))))
(define room
(lambda (schedule-item)
(schedule-item 'room)))
(define course
(lambda (schedule-item)
(schedule-item 'course)))
(define time
(lambda (schedule-item)
(schedule-item 'time)))
;;; Exercise 6.25
(define make-game-state-comparator
(lambda (cmp?)
(lambda (gs-a gs-b)
(cmp? (total-size gs-a)
(total-size gs-b)))))
(define game-state-<
(make-game-state-comparator <))
(game-state-< (make-game-state 3 7)
(make-game-state 1 12))
;; #t
(define game-state->
(make-game-state-comparator >))
(game-state-> (make-game-state 3 7)
(make-game-state 1 12))
;; #f
(game-state-> (make-game-state 13 7)
(make-game-state 1 12))
;; #t
;;; Exercise 6.26
;; A:
(define make-point
(lambda (x y)
(cons x y)))
(define x-coord
(lambda (point)
(car point)))
(define y-coord
(lambda (point)
(cdr point)))
;; B:
(define distance
(lambda (p-a p-b)
(sqrt (+ (square (abs (- (x-coord p-a)
(x-coord p-b))))
(square (abs (- (y-coord p-a)
(y-coord p-b))))))))
(define pt-1
(make-point -1 -1))
(define pt-2
(make-point -1 1))
(distance pt-1 pt-2) ;; 2