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
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 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
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
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, 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
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 = 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
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
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
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.center pygame.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 = None left, _, 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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