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使用 python 實(shí)現(xiàn)單人AI 掃雷游戲

瀏覽:5日期:2022-07-28 14:28:16
AI玩掃雷

很高興又見面了!😊

掃雷是一款單人益智游戲,相信大部分人都在以前上微機(jī)課的時(shí)候玩過。游戲的目標(biāo)是借助每個(gè)區(qū)域中相鄰地雷數(shù)量的線索,清除包含隱藏的“地雷”或炸彈的單元格,但不引爆其中任何一個(gè),全部清除后即可獲勝。今天我們用 Python 完成這個(gè)小程序,并且用AI來學(xué)習(xí)并實(shí)現(xiàn)它。

看看我們將要實(shí)現(xiàn)的最終樣子。👇

使用 python 實(shí)現(xiàn)單人AI 掃雷游戲

運(yùn)行掃雷

1.確保安裝了Python 3.6+。2.安裝Pygame。3.克隆這個(gè)存儲(chǔ)庫:

GitHub地址:https://github.com/wanghao221/minesweeper

設(shè)置 minesweeper.py ⚓

掃雷游戲表示

class Minesweeper():def __init__(self, height=8, width=8, mines=8):# 設(shè)置初始寬度、高度和地雷數(shù)量self.height = height self.width = width self.mines = set() # 初始化一個(gè)沒有地雷的空字段self.board = []for i in range(self.height):row = []for j in range(self.width): row.append(False)self.board.append(row) # 隨機(jī)添加地雷while len(self.mines) != mines:i = random.randrange(height)j = random.randrange(width)if not self.board[i][j]: self.mines.add((i, j)) self.board[i][j] = True # 最開始,玩家沒有發(fā)現(xiàn)地雷self.mines_found = set()

輸出地雷所在位置的基于文本的表示

def print(self):for i in range(self.height):print('--' * self.width + '-')for j in range(self.width):if self.board[i][j]:print('|X', end='')else:print('| ', end='')print('|')print('--' * self.width + '-')def is_mine(self, cell): i, j = cell return self.board[i][j]def nearby_mines(self, cell):

返回給定單元格的一行和一列內(nèi)的地雷數(shù),不包括單元格本身。

def nearby_mines(self, cell):# 保持附近地雷的數(shù)量count = 0# 遍歷一行和一列內(nèi)的所有單元格for i in range(cell[0] - 1, cell[0] + 2): for j in range(cell[1] - 1, cell[1] + 2):# 忽略單元格本身if (i, j) == cell: continue# 如果單元格在邊界內(nèi)并且是地雷,則更新計(jì)數(shù)if 0 <= i < self.height and 0 <= j < self.width: if self.board[i][j]:count += 1return count

檢查是否已標(biāo)記所有地雷。

def won(self):return self.mines_found == self.mines

關(guān)于掃雷游戲的邏輯語句一個(gè)句子由一組棋盤單元和這些單元格的數(shù)量組成。

class Sentence(): def __init__(self, cells, count):self.cells = set(cells)self.count = count def __eq__(self, other):return self.cells == other.cells and self.count == other.count def __str__(self):return f'{self.cells} = {self.count}' def known_mines(self):

返回 self.cells 中已知為地雷的所有單元格的集合。

def known_mines(self):if len(self.cells) == self.count:return self.cells

返回 self.cells 中已知安全的所有單元格的集合。

def known_safes(self): if self.count == 0:return self.cells

鑒于已知單元格是地雷,更新內(nèi)部知識(shí)表示。

def mark_mine(self, cell): if cell in self.cells:self.cells.discard(cell)self.count -= 1

鑒于已知單元格是安全的,更新內(nèi)部知識(shí)表示。

def mark_safe(self, cell): if cell in self.cells: self.cells.discard(cell)掃雷游戲玩家

class MinesweeperAI(): def __init__(self, height=8, width=8):# 設(shè)置初始高度和寬度self.height = heightself.width = width# 跟蹤點(diǎn)擊了哪些單元格self.moves_made = set()# 跟蹤已知安全或地雷的細(xì)胞self.mines = set()self.safes = set()# 關(guān)于已知為真游戲的句子列表self.knowledge = []

將一個(gè)單元格標(biāo)記為地雷,并更新所有知識(shí)以將該單元格也標(biāo)記為地雷。

def mark_mine(self, cell): self.mines.add(cell) for sentence in self.knowledge: sentence.mark_mine(cell)

將一個(gè)單元格標(biāo)記為安全,并更新所有知識(shí)以將該單元格也標(biāo)記為安全。

def mark_safe(self, cell): self.safes.add(cell)for sentence in self.knowledge: sentence.mark_safe(cell)

用于獲取所有附近的單元格

def nearby_cells(self, cell):cells = set()for i in range(cell[0] - 1, cell[0] + 2): for j in range(cell[1] - 1, cell[1] + 2):if (i, j) == cell: continueif 0 <= i < self.height and 0 <= j < self.width: cells.add((i, j))return cells

當(dāng)掃雷板告訴我們,對(duì)于給定的安全單元,有多少相鄰單元中有地雷時(shí)調(diào)用。這個(gè)功能應(yīng)該:1)將單元格標(biāo)記為已進(jìn)行的移動(dòng)2)將單元格標(biāo)記為安全3)根據(jù) cell 和 count 的值在 AI 的知識(shí)庫中添加一個(gè)新句子4)如果可以根據(jù) AI 的知識(shí)庫得出結(jié)論,則將任何其他單元格標(biāo)記為安全或地雷5) 如果可以從現(xiàn)有知識(shí)中推斷出任何新句子,則將其添加到 AI 的知識(shí)庫中

def add_knowledge(self, cell, count): self.moves_made.add(cell)# 標(biāo)記單元格安全if cell not in self.safes:self.mark_safe(cell) # 獲取所有附近的單元格nearby = self.nearby_cells(cell) nearby -= self.safes | self.moves_made new_sentence = Sentence(nearby, count)self.knowledge.append(new_sentence)new_safes = set()new_mines = set()for sentence in self.knowledge:if len(sentence.cells) == 0:self.knowledge.remove(sentence) else:tmp_new_safes = sentence.known_safes()tmp_new_mines = sentence.known_mines()if type(tmp_new_safes) is set: new_safes |= tmp_new_safesif type(tmp_new_mines) is set: new_mines |= tmp_new_minesfor safe in new_safes: self.mark_safe(safe)for mine in new_mines: self.mark_mine(mine)prev_sentence = new_sentencenew_inferences = []for sentence in self.knowledge: if len(sentence.cells) == 0:self.knowledge.remove(sentence) elif prev_sentence == sentence:break elif prev_sentence.cells <= sentence.cells:inf_cells = sentence.cells - prev_sentence.cellsinf_count = sentence.count - prev_sentence.countnew_inferences.append(Sentence(inf_cells, inf_count)) prev_sentence = sentenceself.knowledge += new_inferences def make_safe_move(self):

返回一個(gè)安全的單元格以在掃雷板上選擇。必須知道該移動(dòng)是安全的,而不是已經(jīng)做出的移動(dòng)。該函數(shù)可以使用 self.mines、self.safes 和 self.moves_made 中的知識(shí),但不應(yīng)修改任何這些值。

def make_safe_move(self): safe_moves = self.safes.copy()safe_moves -= self.moves_madeif len(safe_moves) == 0:return Nonereturn safe_moves.pop()def make_random_move(self):

返回在掃雷板上進(jìn)行的移動(dòng)。應(yīng)該在以下單元格中隨機(jī)選擇:1) 尚未被選中2) 不知道是地雷

def make_random_move(self):if len(self.moves_made) == 56: return Nonerandom_move = random.randrange(self.height), random.randrange(self.height)not_safe_moves = self.moves_made | self.mineswhile random_move in not_safe_moves: random_move = random.randrange(self.height), random.randrange(self.height)return random_move

使用 python 實(shí)現(xiàn)單人AI 掃雷游戲

設(shè)置 runner.py 運(yùn)行程序

顏色

BLACK = (0, 0, 0)GRAY = (180, 180, 180)WHITE = (255, 255, 255)

創(chuàng)建游戲

pygame.init()size = width, height = 600, 400screen = pygame.display.set_mode(size)

字體

字體可以在自己電腦中C:WindowsFonts的位置選擇自己喜歡的復(fù)制到項(xiàng)目中 assets/fonts目錄下即可,我用的是楷體

使用 python 實(shí)現(xiàn)單人AI 掃雷游戲

OPEN_SANS = 'assets/fonts/simkai.ttf'smallFont = pygame.font.Font(OPEN_SANS, 20)mediumFont = pygame.font.Font(OPEN_SANS, 28)largeFont = pygame.font.Font(OPEN_SANS, 40)

計(jì)算面板尺寸

BOARD_PADDING = 20board_width = ((2 / 3) * width) - (BOARD_PADDING * 2)board_height = height - (BOARD_PADDING * 2)cell_size = int(min(board_width / WIDTH, board_height / HEIGHT))board_origin = (BOARD_PADDING, BOARD_PADDING)

添加圖片這里我們只用了兩張圖,一個(gè)是地雷,一個(gè)是用來標(biāo)記地雷的旗幟

使用 python 實(shí)現(xiàn)單人AI 掃雷游戲使用 python 實(shí)現(xiàn)單人AI 掃雷游戲

flag = pygame.image.load('assets/images/flag.png')flag = pygame.transform.scale(flag, (cell_size, cell_size))mine = pygame.image.load('assets/images/mine.png')mine = pygame.transform.scale(mine, (cell_size, cell_size))

創(chuàng)建游戲和 AI 代理

game = Minesweeper(height=HEIGHT, width=WIDTH, mines=MINES)ai = MinesweeperAI(height=HEIGHT, width=WIDTH)

跟蹤顯示的單元格、標(biāo)記的單元格以及是否被地雷擊中

revealed = set()flags = set()lost = False

最初顯示游戲說明

使用 python 實(shí)現(xiàn)單人AI 掃雷游戲

instructions = Truewhile True: # 檢查游戲是否退出 for event in pygame.event.get():if event.type == pygame.QUIT: sys.exit() screen.fill(BLACK) # 顯示游戲說明 if instructions:# 標(biāo)題title = largeFont.render('海擁 | 掃雷', True, WHITE)titleRect = title.get_rect()titleRect.center = ((width / 2), 50)screen.blit(title, titleRect)# Rulesrules = [ '單擊一個(gè)單元格以顯示它', '右鍵單擊一個(gè)單元格以將其標(biāo)記為地雷', '成功標(biāo)記所有地雷以獲勝!']for i, rule in enumerate(rules): line = smallFont.render(rule, True, WHITE) lineRect = line.get_rect() lineRect.center = ((width / 2), 150 + 30 * i) screen.blit(line, lineRect)# 開始游戲按鈕buttonRect = pygame.Rect((width / 4), (3 / 4) * height, width / 2, 50)buttonText = mediumFont.render('開始游戲', True, BLACK)buttonTextRect = buttonText.get_rect()buttonTextRect.center = buttonRect.centerpygame.draw.rect(screen, WHITE, buttonRect)screen.blit(buttonText, buttonTextRect)# 檢查是否點(diǎn)擊播放按鈕click, _, _ = pygame.mouse.get_pressed()if click == 1: mouse = pygame.mouse.get_pos() if buttonRect.collidepoint(mouse):instructions = Falsetime.sleep(0.3)pygame.display.flip()continue

畫板

cells = []for i in range(HEIGHT): row = [] for j in range(WIDTH):# 為單元格繪制矩形rect = pygame.Rect( board_origin[0] + j * cell_size, board_origin[1] + i * cell_size, cell_size, cell_size)pygame.draw.rect(screen, GRAY, rect)pygame.draw.rect(screen, WHITE, rect, 3)# 如果需要,添加地雷、旗幟或數(shù)字if game.is_mine((i, j)) and lost: screen.blit(mine, rect)elif (i, j) in flags: screen.blit(flag, rect)elif (i, j) in revealed: neighbors = smallFont.render(str(game.nearby_mines((i, j))),True, BLACK ) neighborsTextRect = neighbors.get_rect() neighborsTextRect.center = rect.center screen.blit(neighbors, neighborsTextRect)row.append(rect) cells.append(row)

AI 移動(dòng)按鈕

aiButton = pygame.Rect( (2 / 3) * width + BOARD_PADDING, (1 / 3) * height - 50, (width / 3) - BOARD_PADDING * 2, 50)buttonText = mediumFont.render('AI 移動(dòng)', True, BLACK)buttonRect = buttonText.get_rect()buttonRect.center = aiButton.centerpygame.draw.rect(screen, WHITE, aiButton)screen.blit(buttonText, buttonRect)

重置按鈕

resetButton = pygame.Rect((2 / 3) * width + BOARD_PADDING, (1 / 3) * height + 20,(width / 3) - BOARD_PADDING * 2, 50 ) buttonText = mediumFont.render('重置', True, BLACK) buttonRect = buttonText.get_rect() buttonRect.center = resetButton.center pygame.draw.rect(screen, WHITE, resetButton) screen.blit(buttonText, buttonRect)

顯示文字

text = '失敗' if lost else '獲勝' if game.mines == flags else ''text = mediumFont.render(text, True, WHITE)textRect = text.get_rect()textRect.center = ((5 / 6) * width, (2 / 3) * height)screen.blit(text, textRect)move = Noneleft, _, right = pygame.mouse.get_pressed()

檢查右鍵單擊以切換標(biāo)記

if right == 1 and not lost: mouse = pygame.mouse.get_pos()for i in range(HEIGHT):for j in range(WIDTH):if cells[i][j].collidepoint(mouse) and (i, j) not in revealed:if (i, j) in flags: flags.remove((i, j))else: flags.add((i, j))time.sleep(0.2)elif left == 1: mouse = pygame.mouse.get_pos()

如果單擊 AI 按鈕,則進(jìn)行 AI 移動(dòng)

if aiButton.collidepoint(mouse) and not lost:move = ai.make_safe_move()if move is None: move = ai.make_random_move()if move is None:flags = ai.mines.copy()print('No moves left to make.')else:print('No known safe moves, AI making random move.')else: print('AI making safe move.')time.sleep(0.2)

重置游戲狀態(tài)

elif resetButton.collidepoint(mouse):game = Minesweeper(height=HEIGHT, width=WIDTH, mines=MINES)ai = MinesweeperAI(height=HEIGHT, width=WIDTH)revealed = set()flags = set()lost = Falsecontinue

用戶自定義動(dòng)作

elif not lost:for i in range(HEIGHT):for j in range(WIDTH):if (cells[i][j].collidepoint(mouse)and (i, j) not in flagsand (i, j) not in revealed): move = (i, j)

行動(dòng)起來,更新AI知識(shí)

if move:if game.is_mine(move):lost = Trueelse:nearby = game.nearby_mines(move)revealed.add(move)ai.add_knowledge(move, nearby)pygame.display.flip()

以上就是本篇文章的全部?jī)?nèi)容

這里放了項(xiàng)目的完整源碼:http://xiazai.jb51.net/202108/yuanma/haiyong_minesweeper_jb51.rar

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