Currently the way I find out the optimal progression of moves is with a command like this:
snd $ head $ reverse $ sortByMostInStore $ pickAllPaths $ generatePotList 4
snd is there to just get the list of moves from the
([Pot], [Int]) pair and the
reverse is there because the sorting is ascending. My main problem is that
pickAllPaths is really taking every possible path. This results in manageable execution time for
generatePotList 5 with 17352 paths, but bring it up to 6 marbles in each pot and that results in 7657399 paths, which takes a significantly longer time to compute.
-- The [Int] is the list of starting positions you picked up marbles from. pickAllPaths :: [Pot] -> [([Pot], [Int])] pickAllPaths startingListOfPots = resultingPotsAndPaths where resultingPotsAndPaths = branchLoop startingListOfPots  branchLoop :: [Pot] -> [Int] -> [([Pot], [Int])] branchLoop listOfPots pathTaken | null validStartingPositions = [(listOfPots, pathTaken)] | otherwise = loopHelper validStartingPositions listOfPots pathTaken  where validStartingPositions = map position $ filter (not . isPotEmpty) potsOwnedByPlayer potsOwnedByPlayer = take 6 listOfPots loopHelper :: [Int] -> [Pot] -> [Int] -> [([Pot], [Int])] -> [([Pot], [Int])] loopHelper  _ _ returnList = returnList loopHelper (x:xs) listOfPots pathTaken returnList | not $ landsInStore = loopHelper xs listOfPots pathTaken combinedList | otherwise = branchLoop resultingPots (pathTaken ++ [x]) ++ loopHelper xs listOfPots pathTaken returnList where (resultingPots, landsInStore) = makeStartingMove listOfPots x combinedList = ((resultingPots, (pathTaken ++ [x])) : returnList)
Since I'll generally only be interested in the three best (and maybe worst) paths, which is less than 1% of all the calculated paths, I'm sure there must be a better way of doing this.
Is there a way to avoid unnecessary recursion?