Monads, transformers, applicatives

Here is a list of exercises related to monads, monad transformers, applicatives, foldables, and traversables.

Some instances and utilities

Given the standard type classes for functors, applicative functors and monads:

class Functor f where
  fmap :: (a -> b) -> f a -> f b

class Functor f => Applicative f where
  pure :: a -> f a
  (<*>) :: f (a -> b) -> f a -> f b
  
class Applicative f => Monad f where
  return :: a -> f a
  (>>=) :: f a -> (a -> f b) -> f b

Give instances for all three classes for the following data types:

data Tree a = Leaf a | Node (Tree a) (Tree a)

data RoseTree a = RoseNode a [RoseTree a] | RoseLeaf

Foldable and traversable

Also give instances for the Foldable and Traversable classes, whenever possible:

class Foldable t where
  foldMap :: Monoid m => (a -> m) -> t a -> m 
  
class Traversable t where
  traverse :: Applicative f => (a -> f b) -> t a -> f (t b) 

Maps and keys

Using only methods from the above type classes and lookup, show how to define the following function:

lookupAll :: Ord k => [k] -> Data.Map k v -> Maybe [v]

This should return Just vs if all the argument keys occur in the map, and Nothing otherwise.

Also define the following variant:

lookupSome :: Ord k => [k] -> Data.Map k v -> [v]

that returns the list of values for which a key exists. You may want to use functions from Data.Maybe to complete this definition.

Filter

Use foldMap to define a generic filter function:

gfilter :: Foldable f => (a -> Bool) -> f a -> [a]

Monads for a gambling game

Here’s a game I like to play: I toss a coin six times and count the number of heads I see, then I roll a dice; if the number of eyes on the dice is greater than or equal to the number of heads I counted then I win, else I lose. As I’m somewhat of a sore loser, I’d like to know my chances of winning beforehand, though. There are three ways to compute this probability:

  1. Use a pen, paper (or, if you prefer, chalk and a blackboard) and some basic discrete probability theory to calculate the probability directly.
  2. Draw or compute the complete decision tree of the game and count the number of wins and losses.
  3. Write a computer program that simulates the game to approximate the probability.

We’ll leave the first option to the mathematicians and focus on the second and third possibilities. In fact, using monads, we’ll see how both can be done at the same time.

The Gambling Monad

Modeling a coin and a dice in Haskell shouldn’t pose much difficulty for you:

data Coin    = H | T
data Dice    = D1 | D2 | D3 | D4 | D5 | D6
data Outcome = Win | Lose

The tossing of a Coin and rolling of a Dice is given by the monadic interface MonadGamble:

class Monad m => MonadGamble m where
  toss :: m Coin
  roll :: m Dice

Exercise 1: Write a function game :: MonadGamble m => m Outcome that implements the game above. Read the description of the game very carefully: it is easy to make an off-by-one error; furthermore, as tossing and rolling are side-effects the order in which you perform them matters.

Simulation

Simulating probabilistic events requires a (pseudo)random number generator. Haskell has one available in the System.Random library. Random number generators need to have access to a piece of state called the seed, as such the random number generator runs in a monad, the IO monad to be exact.

Exercise 2: Give Random instances for Coin and Dice. (The Random class has been largely superseded by other classes in the random package with a different design, but Random is more low-tech and sufficient for our purposes.)

Exercise 3: Give a MonadGamble instance for the IO monad.

Exercise 4: Write a function

simulate :: IO Outcome -> Integer -> IO Rational

that runs a game of chance (given as the first parameter, not necessarily the game implemented in Exercise 1) $n$ times($n > 0$, the second parameter) and returns the fraction of games won. You can now approximate to probability of winning using simulate game 10000. Would you care to take a guess what the exact probability of winning is?

Decision trees

One drawback of simulation is that the answer is only approximate. We can obtain an exact answer using decision trees. Decision trees of probabilistic games can be modeled as:

data DecisionTree a = Result a | Decision [DecisionTree a]

In the leaves we store the result and in each branch we can take one of several possibilities. As we don’t store the probabilities of each decision, we’ll have to assume they are uniformly distributed (i.e., each possibility has an equally great possibility of being taken). Fortunately for us, both fair coins and fair dice produce a uniform distribution.

Exercise 5: Give a Monad instance for DecisionTree. (Hint: use the types of (>>=) and return for guidance: it’s the most straightforward, type-correct definition that isn’t an infinite loop.

Exercise 6: Give a MonadGamble instance for DecisionTree.

Exercise 7: Write a function

probabilityOfWinning :: DecisionTree Outcome -> Rational

that, given a decision tree, computes the probability of winning. You can find the exact probability of winning using probabilityOfWinning game. Was your earlier guess correct? If you know a bit of probability theory, you can double check the correctness by doing the pen-and-paper calculation suggested above. Note that we used the same implementation of game to obtain both an approximate and an exact answer.

Instrumented State monad

A state monad is monad with additional monadic operations get and put:

class Monad m => MonadState m s | m -> s where
  get    ::             m s
  put    :: s        -> m ()
  modify :: (s -> s) -> m s

Apart from the usual three monad laws, state monads should also satisfy:

put s1 >> put s2               == put s2
put s  >> get                  == put s >> return s
get    >>= put                 == return ()
get    >>= (\s -> get >>= k s) == get >>= (\s -> k s s)

Check to see if you understand what these four laws say and if they make sense.

Exercise 1: Give default implementations of get and put in terms of modify, and a default implementation of modify in terms of get and put.

Instrumentation

We are now going to define our own, slightly modified state monad that, besides keeping track of a piece of state, has also been instrumented to count the number of (>>=), return, get and put operations that have been performed during a monadic computation. The counts are given by the type:

data Counts = Counts { binds   :: Int
                     , returns :: Int
                     , gets    :: Int
                     , puts    :: Int
                     }

Exercise 2: As a convenience, give a Monoid instance for Count that sums the counts pairwise. Define constants

oneBind, oneReturn, oneGet, onePut :: Counts

that represent a count of one (>>=), return, get and put operation, respectively.

Our state transformer is now given by:

newtype State' s a = State' { runState' :: (s, Counts) -> (a, s, Counts) }

In addition to the usual state s, we keep track of the Counts as an internal piece of state that is not exposed through the get and put interface.

Exercise 3: Give Monad and MonadState instances for State' that count the number of (>>=), return, get and put operations.

Tree labeling

Here is a data type for binary trees that store values on the internal nodes only.

data Tree a = Branch (Tree a) a (Tree a) | Leaf

Exercise 4: Write a function

label :: MonadState m Int => Tree a -> m (Tree (Int, a))

that labels a tree with integers increasingly, using a depth-first in-order traversal.

Exercise 5: Write a function

run :: State' s a -> s -> (a, Counts)

that runs a state monadic computation in the instrumented state monad, given some initial state of type s, and returns the computed value and the number of operations counted. For example, the expression

let tree = Branch (Branch Leaf "B" Leaf) "A" Leaf
in  run (label tree) 42

should evaluate to

( Branch (Branch Leaf (42, "B") Leaf) (43, "A") Leaf
, Counts { binds = 10, returns = 5, gets = 4, puts = 2 } )

Parsing with error messages

Instead of backtracking parsers covered in the lectures, we can also define the following parser type:

newtype ErrorMsg = ErrorMsg String
newtype Parser a = Parser (String -> Either ErrorMsg (a,String))

A parser consists of a function that reads from a String to produce either an error message or a result of type a and the remaining String that has not been parsed. This parser type does not allow backtracking and is less expressive than the list-based parsers.

Exercise 1: Write the Functor, Applicative, Monad, and Alternative instances for the parser type above.

Exercise 2: Describe the Parser type as a series of monad transformers.

Teletype IO

Consider the following data type:

data Teletype a = End a
                | Get (Char -> Teletype a)
                | Put Char (Teletype a)

A value of type Teletype can be used to describe programs that read and write characters and return a final result of type a. Such a program can end immediately (End). If it reads a character, the rest of the program is described as a function depending on this character (Get). If the program writes a character (Put), the value to show and the rest of the program are recorded.

For example, the following expression describes a program that continuously echo characters:

echo = Get (\c -> Put c echo)

Exercise 1. Write a Teletype-program getLine which reads characters until it finds a newline character, and returns the complete string.

A map function for Teletype can be defined as follows:

instance Functor Teletype where
  fmap f (End x)   = End (f x)
  fmap f (Get g)   = Get (fmap f . g)
  fmap f (Put c x) = Put c (fmap f x)

Exercise 2. Define sensible Applicative and Monad instances for Teletype.

The definition of Teletype is not directly compatible with do notation. Usually, you have getChar and putChar primitives which allow you to write instead:

echo = do c <- getChar
          putChar c
          echo

Exercise 3. Define those functions getChar :: Teletype Char and putChar :: Char -> Teletype ().

Exercise 4. Define a MonadState instance for Teletype. How is the behavior of this instance different from the usual State type?

Exercise 5. A Teletype-program can be thought as a description of an interaction with the console. Write a function runConsole :: Teletype a -> IO a which runs a Teletype-program in the IO monad. A Get should read a character from the console and Put should write a character to the console.

One of the advantages of separating the description of Teletype-programs from their executions is that we can interpret them in different ways. For example, the communication might take place throught a network instead of console. Or we could mock user input and output for testing purposes.

Exercise 6. Write an interpretation of a Teletype-program into the monad RWS [Char] () [Char] (documentation). In other words, write a function,

type TeletypeRW = RWS [Char] () [Char]
runRWS :: Teletype a -> TeletypeRW a

Using it, write a function mockConsole :: Teletype a -> [Char] -> (a, [Char]).