使用 python 實現單人AI 掃雷游戲
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課的時候玩過。游戲的目標是借助每個區域中相鄰地雷數量的線索,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,全部清除后即可獲勝。今天我們用 Python 完成這個小程序,并且用AI來學習并實現它。
看看我們將要實現的最終樣子。👇
1.確保安裝了Python 3.6+。2.安裝Pygame。3.克隆這個存儲庫:
GitHub地址:https://github.com/wanghao221/minesweeper
設置 minesweeper.py ⚓
掃雷游戲表示
class Minesweeper():def __init__(self, height=8, width=8, mines=8):# 設置初始寬度、高度和地雷數量self.height = height self.width = width self.mines = set() # 初始化一個沒有地雷的空字段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,玩家沒有發現地雷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的地雷數,不包括單元格本身。
def nearby_mines(self, cell):# 保持附近地雷的數量count = 0# 遍歷一行和一列內的所有單元格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并且是地雷,則更新計數if 0 <= i < self.height and 0 <= j < self.width: if self.board[i][j]:count += 1return count
檢查是否已標記所有地雷。
def won(self):return self.mines_found == self.mines
關于掃雷游戲的邏輯語句一個句子由一組棋盤單元和這些單元格的數量組成。
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,更新內部知識表示。
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,更新內部知識表示。
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):# 設置初始高度和寬度self.height = heightself.width = width# 跟蹤點擊了哪些單元格self.moves_made = set()# 跟蹤已知安全或地雷的細胞self.mines = set()self.safes = set()# 關于已知為真游戲的句子列表self.knowledge = []
將一個單元格標記為地雷,并更新所有知識以將該單元格也標記為地雷。
def mark_mine(self, cell): self.mines.add(cell) for sentence in self.knowledge: sentence.mark_mine(cell)
將一個單元格標記為安全,并更新所有知識以將該單元格也標記為安全。
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
當掃雷板告訴我們,對于給定的安全單元,有多少相鄰單元中有地雷時調用。這個功能應該:1)將單元格標記為已進行的移動2)將單元格標記為安全3)根據 cell 和 count 的值在 AI 的知識庫中添加一個新句子4)如果可以根據 AI 的知識庫得出結論,則將任何其他單元格標記為安全或地雷5) 如果可以從現有知識中推斷出任何新句子,則將其添加到 AI 的知識庫中
def add_knowledge(self, cell, count): self.moves_made.add(cell)# 標記單元格安全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):
返回一個安全的單元格以在掃雷板上選擇。必須知道該移動是安全的,而不是已經做出的移動。該函數可以使用 self.mines、self.safes 和 self.moves_made 中的知識,但不應修改任何這些值。
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):
返回在掃雷板上進行的移動。應該在以下單元格中隨機選擇: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
設置 runner.py 運行程序
顏色
BLACK = (0, 0, 0)GRAY = (180, 180, 180)WHITE = (255, 255, 255)
創建游戲
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制到項目中 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,一個是地雷,一個是用來標記地雷的旗幟
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
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 = [ '單擊一個單元格以顯示它', '右鍵單擊一個單元格以將其標記為地雷', '成功標記所有地雷以獲勝!']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', 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,則進行 AI 移動
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
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)
行動起來,更新AI知識
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內容
這里放了項目的完整源碼:http://xiazai.jb51.net/202108/yuanma/haiyong_minesweeper_jb51.rar
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