AI玩掃雷
很高興又見(jiàn)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(guò)。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(xiàn)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(lái)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。👇
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(kù):
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(méi)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(kāi)始,玩家沒(méi)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 += 1
return 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(yǔ)句
一個(gè)句子由一組棋盤(pán)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 = height
self.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:
continue
if 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(kù)中添加一個(gè)新句子
4)如果可以根據(jù) AI 的知識(shí)庫(kù)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(kù)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_safes
if type(tmp_new_mines) is set:
new_mines |= tmp_new_mines
for safe in new_safes:
self.mark_safe(safe)
for mine in new_mines:
self.mark_mine(mine)
prev_sentence = new_sentence
new_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.cells
inf_count = sentence.count - prev_sentence.count
new_inferences.append(Sentence(inf_cells, inf_count))
prev_sentence = sentence
self.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_made
if len(safe_moves) == 0:
return None
return 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 None
random_move = random.randrange(self.height), random.randrange(self.height)
not_safe_moves = self.moves_made | self.mines
while random_move in not_safe_moves:
random_move = random.randrange(self.height), random.randrange(self.height)
return random_move
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, 400
screen = pygame.display.set_mode(size)
字體
字體可以在自己電腦中C:\Windows\Fonts
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
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 = 20
board_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(lái)標(biāo)記地雷的旗幟
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(shuō)明
instructions = True
while 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(shuō)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)
# Rules
rules = [
"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(kāi)始游戲按鈕
buttonRect = pygame.Rect((width / 4), (3 / 4) * height, width / 2, 50)
buttonText = mediumFont.render("開(kāi)始游戲", True, BLACK)
buttonTextRect = buttonText.get_rect()
buttonTextRect.center = buttonRect.center
pygame.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 = False
time.sleep(0.3)
pygame.display.flip()
continue
畫(huà)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.center
pygame.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 = None
left, _, 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 = False
continue
用戶(hù)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 flags
and (i, j) not in revealed):
move = (i, j)
行動(dòng)起來(lái),更新AI知識(shí)
if move:
if game.is_mine(move):
lost = True
else:
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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