ai玩扫雷
很高兴又见面了!
扫雷是一款单人益智游戏,相信大部分人都在以前上微机课的时候玩过。游戏的目标是借助每个区域中相邻地雷数量的线索,清除包含隐藏的“地雷”或炸弹的单元格,但不引爆其中任何一个,全部清除后即可获胜。今天我们用 python 完成这个小程序,并且用ai来学习并实现它。
看看我们将要实现的最终样子。
运行扫雷
1.确保安装了python 3.6+。
2.安装pygame。
3.克隆这个存储库:
github地址:https://github.com/wanghao221/minesweeper
设置 minesweeper.py
扫雷游戏表示
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class minesweeper(): def __init__( self , height = 8 , width = 8 , mines = 8 ): # 设置初始宽度、高度和地雷数量 self .height = height self .width = width self .mines = set () # 初始化一个没有地雷的空字段 self .board = [] for i in range ( self .height): row = [] for j in range ( self .width): row.append(false) self .board.append(row) # 随机添加地雷 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 # 最开始,玩家没有发现地雷 self .mines_found = set () |
输出地雷所在位置的基于文本的表示
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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): |
返回给定单元格的一行和一列内的地雷数,不包括单元格本身。
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def nearby_mines( self , cell): # 保持附近地雷的数量 count = 0 # 遍历一行和一列内的所有单元格 for i in range (cell[ 0 ] - 1 , cell[ 0 ] + 2 ): for j in range (cell[ 1 ] - 1 , cell[ 1 ] + 2 ): # 忽略单元格本身 if (i, j) = = cell: continue # 如果单元格在边界内并且是地雷,则更新计数 if 0 < = i < self .height and 0 < = j < self .width: if self .board[i][j]: count + = 1 return count |
检查是否已标记所有地雷。
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def won( self ): return self .mines_found = = self .mines |
关于扫雷游戏的逻辑语句
一个句子由一组棋盘单元和这些单元格的数量组成。
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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 中已知为地雷的所有单元格的集合。
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def known_mines( self ): if len ( self .cells) = = self .count: return self .cells |
返回 self.cells 中已知安全的所有单元格的集合。
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def known_safes( self ): if self .count = = 0 : return self .cells |
鉴于已知单元格是地雷,更新内部知识表示。
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def mark_mine( self , cell): if cell in self .cells: self .cells.discard(cell) self .count - = 1 |
鉴于已知单元格是安全的,更新内部知识表示。
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def mark_safe( self , cell): if cell in self .cells: self .cells.discard(cell) |
扫雷游戏玩家
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class minesweeperai(): def __init__( self , height = 8 , width = 8 ): # 设置初始高度和宽度 self .height = height self .width = width # 跟踪点击了哪些单元格 self .moves_made = set () # 跟踪已知安全或地雷的细胞 self .mines = set () self .safes = set () # 关于已知为真游戏的句子列表 self .knowledge = [] |
将一个单元格标记为地雷,并更新所有知识以将该单元格也标记为地雷。
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def mark_mine( self , cell): self .mines.add(cell) for sentence in self .knowledge: sentence.mark_mine(cell) |
将一个单元格标记为安全,并更新所有知识以将该单元格也标记为安全。
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def mark_safe( self , cell): self .safes.add(cell) for sentence in self .knowledge: sentence.mark_safe(cell) |
用于获取所有附近的单元格
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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 |
当扫雷板告诉我们,对于给定的安全单元,有多少相邻单元中有地雷时调用。
这个功能应该:
1)将单元格标记为已进行的移动
2)将单元格标记为安全
3)根据 cell
和 count
的值在 ai 的知识库中添加一个新句子
4)如果可以根据 ai 的知识库得出结论,则将任何其他单元格标记为安全或地雷
5) 如果可以从现有知识中推断出任何新句子,则将其添加到 ai 的知识库中
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def add_knowledge( self , cell, count): self .moves_made.add(cell) # 标记单元格安全 if cell not in self .safes: self .mark_safe(cell) # 获取所有附近的单元格 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 ): |
返回一个安全的单元格以在扫雷板上选择。必须知道该移动是安全的,而不是已经做出的移动。
该函数可以使用 self.mines、self.safes 和 self.moves_made 中的知识,但不应修改任何这些值。
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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 ): |
返回在扫雷板上进行的移动。应该在以下单元格中随机选择:
1) 尚未被选中
2) 不知道是地雷
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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 |
设置 runner.py 运行程序
颜色
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black = ( 0 , 0 , 0 ) gray = ( 180 , 180 , 180 ) white = ( 255 , 255 , 255 ) |
创建游戏
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pygame.init() size = width, height = 600 , 400 screen = pygame.display.set_mode(size) |
字体
字体可以在自己电脑中c:\windows\fonts
的位置选择自己喜欢的复制到项目中 assets/fonts目录下即可,我用的是楷体
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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 ) |
计算面板尺寸
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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) |
添加图片
这里我们只用了两张图,一个是地雷,一个是用来标记地雷的旗帜
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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)) |
创建游戏和 ai 代理
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game = minesweeper(height = height, width = width, mines = mines) ai = minesweeperai(height = height, width = width) |
跟踪显示的单元格、标记的单元格以及是否被地雷击中
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revealed = set () flags = set () lost = false |
最初显示游戏说明
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instructions = true while true: # 检查游戏是否退出 for event in pygame.event.get(): if event. type = = pygame.quit: sys.exit() screen.fill(black) # 显示游戏说明 if instructions: # 标题 title = largefont.render( "海拥 | 扫雷" , true, white) titlerect = title.get_rect() titlerect.center = ((width / 2 ), 50 ) screen.blit(title, titlerect) # rules rules = [ "单击一个单元格以显示它" , "右键单击一个单元格以将其标记为地雷" , "成功标记所有地雷以获胜!" ] 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) # 开始游戏按钮 buttonrect = pygame.rect((width / 4 ), ( 3 / 4 ) * height, width / 2 , 50 ) buttontext = mediumfont.render( "开始游戏" , true, black) buttontextrect = buttontext.get_rect() buttontextrect.center = buttonrect.center pygame.draw.rect(screen, white, buttonrect) screen.blit(buttontext, buttontextrect) # 检查是否点击播放按钮 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 |
画板
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cells = [] for i in range (height): row = [] for j in range (width): # 为单元格绘制矩形 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、旗帜或数字 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 移动按钮
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aibutton = pygame.rect( ( 2 / 3 ) * width + board_padding, ( 1 / 3 ) * height - 50 , (width / 3 ) - board_padding * 2 , 50 ) buttontext = mediumfont.render( "ai 移动" , true, black) buttonrect = buttontext.get_rect() buttonrect.center = aibutton.center pygame.draw.rect(screen, white, aibutton) screen.blit(buttontext, buttonrect) |
重置按钮
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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) |
显示文字
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text = "失败" if lost else "获胜" 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() |
检查右键单击以切换标记
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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() |
如果单击 ai 按钮,则进行 ai 移动
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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 ) |
重置游戏状态
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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 |
用户自定义动作
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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) |
行动起来,更新ai知识
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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() |
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原文链接:https://blog.csdn.net/qq_44273429/article/details/119318513