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    使用 python 实现单人AI 扫雷游戏

    作者:海拥✘ 时间:2021-09-19 18:30

    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, 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

    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 = 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

    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 = 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

    jsjbwy
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