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 ()
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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):
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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
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检查是否已标记所有地雷。
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def won( self ):
return self .mines_found = = self .mines
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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 ):
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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
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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
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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
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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)
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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 = []
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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)
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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)
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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
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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 ):
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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 ):
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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
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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 )
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创建游戏
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pygame.init()
size = width, height = 600 , 400
screen = pygame.display.set_mode(size)
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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 )
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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)
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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))
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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)
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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
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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
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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)
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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)
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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)
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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()
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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()
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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 )
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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
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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)
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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