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
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 | 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
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 | 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。
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 | 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。
1 2 | 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。
1 2 3 4 5 6 7 8 9 10 11 12 | 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。
1 2 3 | 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。
1 2 3 | 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。
1 2 3 4 | 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。
1 2 3 | def mark_safe( self , cell): if cell in self .cells: self .cells.discard(cell) |
扫雷游戏玩家
1 2 3 4 5 6 7 8 9 10 11 12 | 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。
1 2 3 4 5 | 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。
1 2 3 4 | 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
1 2 3 4 5 6 7 8 9 10 11 12 13 | 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
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 | 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。
1 2 3 4 5 6 7 | 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
1 2 3 4 5 6 7 8 9 10 11 12 | 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
1 2 3 | BLACK = ( 0 , 0 , 0 ) GRAY = ( 180 , 180 , 180 ) WHITE = ( 255 , 255 , 255 ) |
创建游戏
1 2 3 | 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
1 2 3 4 | 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
1 2 3 4 5 | 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
1 2 3 4 | 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
1 2 | 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
1 2 3 | revealed = set() flags = set() lost = False |
最初显示游戏说明
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 | 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
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 | 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
1 2 3 4 5 6 7 8 9 | 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
1 2 3 4 5 6 7 8 9 | 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
1 2 3 4 5 6 7 8 9 | 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
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 | 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
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 | 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
1 2 3 4 5 6 7 8 | 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
1 2 3 4 5 6 7 8 9 10 | 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
1 2 3 4 5 6 7 8 9 10 11 12 | 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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