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自学教程:使用 python 实现单人AI 扫雷游戏

51自学网 2021-10-30 22:24:45
  python
这篇教程使用 python 实现单人AI 扫雷游戏写得很实用,希望能帮到您。

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。👇

在这里插入图片描述

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

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

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。

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。

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。

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。

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。

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。

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。

def mark_safe(self, cell):          if cell in self.cells:            self.cells.discard(cell)

扫雷游戏玩家

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。

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。

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

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 cellcount 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

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。

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

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

在这里插入图片描述

设置 runner.py 运行程序

颜色

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

创建游戏

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

在这里插入图片描述

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

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

在这里插入图片描述在这里插入图片描述

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

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

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

最初显示游戏说明

在这里插入图片描述

instructions = Truewhile 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

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

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.centerpygame.draw.rect(screen, WHITE, aiButton)screen.blit(buttonText, buttonRect)

重置按钮

 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

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 = Noneleft, _, right = pygame.mouse.get_pressed()

检查右键单击以切换标记

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

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

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

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

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内容

这里放了项目的完整源码:http://xiazai.jb51.net/202108/yuanma/haiyong_minesweeper_jb51.rar

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