python寫一個AI對戰五子棋遊戲
- 前言
- 一、遊戲思路子產品
-
- 1.子產品一
- 2.繪制棋盤
- 3.七種有效棋形
- 4.AI人工智能
- 5.控制菜單
- 二、源代碼
-
- 1.引入庫
- 總結
前言
五子棋作為經典的棋盤遊戲之一,也是挺受歡迎的,今天就來制作一個五子棋遊戲,效果如圖
![](https://img.laitimes.com/img/_0nNw4CM6IyYiwiM6ICdiwiIyVGduV2YfNWawNiZpdmL0EGZwATNxITNjlTO2ImZhNTYlRDN5UTYlVDZ4ImMzMzLc52YucWbp5GZzNmLn9Gbi1yZtl2Lc9CX6MHc0RHaiojIsJye.gif)
一、遊戲思路子產品
1.子產品一
設定參數{1.單元格大小 2.棋盤大小 3.按鈕大小}
2.繪制棋盤
1.繪制表格 2.繪制棋子 3.更新棋子 4.回合切換
3.七種有效棋形
連五,活四,沖四,活三,眠三,活二,眠二
4.AI人工智能
黑棋和白棋分組,周遊棋形,分别評分,得到最優解
5.控制菜單
1.選擇白棋 2.選擇黑棋 3.投降
二、源代碼
1.引入庫
代碼如下(示例):
import copy
import time
from enum import IntEnum
import pygame
from pygame.locals import *
time = time.strftime("%Y-%m-%d %H:%M:%S")
version = str(time)
# 基礎參數設定
square_size = 40 # 單格的寬度(不是格數!是為了友善繪制棋盤用的變量
chess_size = square_size // 2 - 2 # 棋子大小
web_broad = 15 # 棋盤格數+1(nxn)
map_w = web_broad * square_size # 棋盤長度
map_h = web_broad * square_size # 棋盤高度
info_w = 60 # 按鈕界面寬度
button_w = 120 # 按鈕長寬
button_h = 45
screen_w = map_w # 總視窗長寬
screen_h = map_h + info_w
# 地圖繪制子產品
class MAP_ENUM(IntEnum): # 用數字表示目前格的情況
be_empty = 0, # 無人下
player1 = 1, # 玩家一,執白
player2 = 2, # 玩家二,執黑
out_of_range = 3, # 出界
class Map: # 地圖類
def __init__(self, width, height): # 構造函數
self.width = width
self.height = height
self.map = [[0 for x in range(self.width)] for y in range(self.height)] # 存儲棋盤的二維數組
self.steps = [] # 記錄步驟先後
def get_init(self): # 重置棋盤
for y in range(self.height):
for x in range(self.width):
self.map[y][x] = 0
self.steps = []
def intoNextTurn(self, turn): # 進入下一回合,交換下棋人
if turn == MAP_ENUM.player1:
return MAP_ENUM.player2
else:
return MAP_ENUM.player1
def getLocate(self, x, y): # 輸入下标,傳回具體位置
map_x = x * square_size
map_y = y * square_size
return (map_x, map_y, square_size, square_size) # 傳回位置資訊
def getIndex(self, map_x, map_y): # 輸入具體位置,傳回下标
x = map_x // square_size
y = map_y // square_size
return (x, y)
def isInside(self, map_x, map_y): # 是否在有效範圍内
if (map_x <= 0 or map_x >= map_w or
map_y <= 0 or map_y >= map_h):
return False
return True
def isEmpty(self, x, y): # 目前格子是否已經有棋子
return (self.map[y][x] == 0)
def click(self, x, y, type): # 點選的下棋動作
self.map[y][x] = type.value # 下棋
self.steps.append((x, y)) # 記錄步驟資訊
def printChessPiece(self, screen): # 繪制棋子
player_one = (255, 245, 238) # 象牙白
player_two = (41, 36, 33) # 煙灰
player_color = [player_one, player_two]
for i in range(len(self.steps)):
x, y = self.steps[i]
map_x, map_y, width, height = self.getLocate(x, y)
pos, radius = (map_x + width // 2, map_y + height // 2), chess_size
turn = self.map[y][x]
pygame.draw.circle(screen, player_color[turn - 1], pos, radius) # 畫
def drawBoard(self, screen): # 畫棋盤
color = (0, 0, 0) # 線色
for y in range(self.height):
# 畫橫着的棋盤線
start_pos, end_pos = (square_size // 2, square_size // 2 + square_size * y), (
map_w - square_size // 2, square_size // 2 + square_size * y)
pygame.draw.line(screen, color, start_pos, end_pos, 1)
for x in range(self.width):
# 畫豎着的棋盤線
start_pos, end_pos = (square_size // 2 + square_size * x, square_size // 2), (
square_size // 2 + square_size * x, map_h - square_size // 2)
pygame.draw.line(screen, color, start_pos, end_pos, 1)
# 進階AI子產品
class SITUATION(IntEnum): # 棋型
NONE = 0, # 無
SLEEP_TWO = 1, # 眠二
LIVE_TWO = 2, # 活二
SLEEP_THREE = 3, # 眠三
LIVE_THREE = 4, # 活三
CHONG_FOUR = 5, # 沖四
LIVE_FOUR = 6, # 活四
LIVE_FIVE = 7, # 活五
SITUATION_NUM = 8 # 長度
# 友善後續調用枚舉内容
FIVE = SITUATION.LIVE_FIVE.value
L4, L3, L2 = SITUATION.LIVE_FOUR.value, SITUATION.LIVE_THREE.value, SITUATION.LIVE_TWO.value
S4, S3, S2 = SITUATION.CHONG_FOUR.value, SITUATION.SLEEP_THREE.value, SITUATION.SLEEP_TWO.value
class MyChessAI():
def __init__(self, chess_len): # 構造函數
self.len = chess_len # 目前棋盤大小
# 二維數組,每一格存的是:橫評分,縱評分,左斜評分,右斜評分
self.record = [[[0, 0, 0, 0] for i in range(chess_len)] for j in range(chess_len)]
# 存儲目前格具體棋型數量
self.count = [[0 for i in range(SITUATION_NUM)] for j in range(2)]
# 位置分(同條件下越靠近棋盤中央越高)
self.position_isgreat = [
[(web_broad - max(abs(i - web_broad / 2 + 1), abs(j - web_broad / 2 + 1))) for i in range(chess_len)]
for j in range(chess_len)]
def get_init(self): # 初始化
for i in range(self.len):
for j in range(self.len):
for k in range(4):
self.record[i][j][k] = 0
for i in range(len(self.count)):
for j in range(len(self.count[0])):
self.count[i][j] = 0
self.save_count = 0
def isWin(self, board, turn): # 目前人勝利
return self.evaluate(board, turn, True)
# 傳回所有未下棋坐标(位置從好到壞)
def genmove(self, board, turn):
moves = []
for y in range(self.len):
for x in range(self.len):
if board[y][x] == 0:
score = self.position_isgreat[y][x]
moves.append((score, x, y))
moves.sort(reverse=True)
return moves
# 傳回目前最優解下标
def search(self, board, turn):
moves = self.genmove(board, turn)
bestmove = None
max_score = -99999 # 無窮小
for score, x, y in moves:
board[y][x] = turn.value
score = self.evaluate(board, turn)
board[y][x] = 0
if score > max_score:
max_score = score
bestmove = (max_score, x, y)
return bestmove
# 主要用于測試的函數,現在已經沒什麼用
def findBestChess(self, board, turn):
# time1 = time.time()
score, x, y = self.search(board, turn)
# time2 = time.time()
# print('time:%f (%d, %d)' % ((time2 - time1), x, y))
return (x, y)
# 得出一點的評分
# 直接列舉所有棋型
def getScore(self, mychess, yourchess):
mscore, oscore = 0, 0
if mychess[FIVE] > 0:
return (10000, 0)
if yourchess[FIVE] > 0:
return (0, 10000)
if mychess[S4] >= 2:
mychess[L4] += 1
if yourchess[L4] > 0:
return (0, 9050)
if yourchess[S4] > 0:
return (0, 9040)
if mychess[L4] > 0:
return (9030, 0)
if mychess[S4] > 0 and mychess[L3] > 0:
return (9020, 0)
if yourchess[L3] > 0 and mychess[S4] == 0:
return (0, 9010)
if (mychess[L3] > 1 and yourchess[L3] == 0 and yourchess[S3] == 0):
return (9000, 0)
if mychess[S4] > 0:
mscore += 2000
if mychess[L3] > 1:
mscore += 500
elif mychess[L3] > 0:
mscore += 100
if yourchess[L3] > 1:
oscore += 2000
elif yourchess[L3] > 0:
oscore += 400
if mychess[S3] > 0:
mscore += mychess[S3] * 10
if yourchess[S3] > 0:
oscore += yourchess[S3] * 10
if mychess[L2] > 0:
mscore += mychess[L2] * 4
if yourchess[L2] > 0:
oscore += yourchess[L2] * 4
if mychess[S2] > 0:
mscore += mychess[S2] * 4
if yourchess[S2] > 0:
oscore += yourchess[S2] * 4
return (mscore, oscore) # 自我輔助效果,counter對面效果
# 對上述得分進行進一步處理
def evaluate(self, board, turn, checkWin=False):
self.get_init()
if turn == MAP_ENUM.player1:
me = 1
you = 2
else:
me = 2
you = 1
for y in range(self.len):
for x in range(self.len):
if board[y][x] == me:
self.evaluatePoint(board, x, y, me, you)
elif board[y][x] == you:
self.evaluatePoint(board, x, y, you, me)
mychess = self.count[me - 1]
yourchess = self.count[you - 1]
if checkWin:
return mychess[FIVE] > 0 # 檢查是否已經勝利
else:
mscore, oscore = self.getScore(mychess, yourchess)
return (mscore - oscore) # 自我輔助效果,counter對面效果
def evaluatePoint(self, board, x, y, me, you):
direction = [(1, 0), (0, 1), (1, 1), (1, -1)] # 四個方向
for i in range(4):
if self.record[y][x][i] == 0:
# 檢查目前方向棋型
self.getBasicSituation(board, x, y, i, direction[i], me, you, self.count[me - 1])
else:
self.save_count += 1
# 把目前方向棋型存儲下來,友善後續使用
def getLine(self, board, x, y, direction, me, you):
line = [0 for i in range(9)]
# “光标”移到最左端
tmp_x = x + (-5 * direction[0])
tmp_y = y + (-5 * direction[1])
for i in range(9):
tmp_x += direction[0]
tmp_y += direction[1]
if (tmp_x < 0 or tmp_x >= self.len or tmp_y < 0 or tmp_y >= self.len):
line[i] = you # 出界
else:
line[i] = board[tmp_y][tmp_x]
return line
# 把目前方向的棋型識别成具體情況(如把MMMMX識别成沖四)
def getBasicSituation(self, board, x, y, dir_index, dir, me, you, count):
# record指派
def setRecord(self, x, y, left, right, dir_index, direction):
tmp_x = x + (-5 + left) * direction[0]
tmp_y = y + (-5 + left) * direction[1]
for i in range(left, right):
tmp_x += direction[0]
tmp_y += direction[1]
self.record[tmp_y][tmp_x][dir_index] = 1
empty = MAP_ENUM.be_empty.value
left_index, right_index = 4, 4
line = self.getLine(board, x, y, dir, me, you)
while right_index < 8:
if line[right_index + 1] != me:
break
right_index += 1
while left_index > 0:
if line[left_index - 1] != me:
break
left_index -= 1
left_range, right_range = left_index, right_index
while right_range < 8:
if line[right_range + 1] == you:
break
right_range += 1
while left_range > 0:
if line[left_range - 1] == you:
break
left_range -= 1
chess_range = right_range - left_range + 1
if chess_range < 5:
setRecord(self, x, y, left_range, right_range, dir_index, dir)
return SITUATION.NONE
setRecord(self, x, y, left_index, right_index, dir_index, dir)
m_range = right_index - left_index + 1
if m_range == 5:
count[FIVE] += 1
# 活四沖四
if m_range == 4:
left_empty = right_empty = False
if line[left_index - 1] == empty:
left_empty = True
if line[right_index + 1] == empty:
right_empty = True
if left_empty and right_empty:
count[L4] += 1
elif left_empty or right_empty:
count[S4] += 1
# 活三眠三
if m_range == 3:
left_empty = right_empty = False
left_four = right_four = False
if line[left_index - 1] == empty:
if line[left_index - 2] == me: # MXMMM
setRecord(self, x, y, left_index - 2, left_index - 1, dir_index, dir)
count[S4] += 1
left_four = True
left_empty = True
if line[right_index + 1] == empty:
if line[right_index + 2] == me: # MMMXM
setRecord(self, x, y, right_index + 1, right_index + 2, dir_index, dir)
count[S4] += 1
right_four = True
right_empty = True
if left_four or right_four:
pass
elif left_empty and right_empty:
if chess_range > 5: # XMMMXX, XXMMMX
count[L3] += 1
else: # PXMMMXP
count[S3] += 1
elif left_empty or right_empty: # PMMMX, XMMMP
count[S3] += 1
# 活二眠二
if m_range == 2:
left_empty = right_empty = False
left_three = right_three = False
if line[left_index - 1] == empty:
if line[left_index - 2] == me:
setRecord(self, x, y, left_index - 2, left_index - 1, dir_index, dir)
if line[left_index - 3] == empty:
if line[right_index + 1] == empty: # XMXMMX
count[L3] += 1
else: # XMXMMP
count[S3] += 1
left_three = True
elif line[left_index - 3] == you: # PMXMMX
if line[right_index + 1] == empty:
count[S3] += 1
left_three = True
left_empty = True
if line[right_index + 1] == empty:
if line[right_index + 2] == me:
if line[right_index + 3] == me: # MMXMM
setRecord(self, x, y, right_index + 1, right_index + 2, dir_index, dir)
count[S4] += 1
right_three = True
elif line[right_index + 3] == empty:
# setRecord(self, x, y, right_index+1, right_index+2, dir_index, dir)
if left_empty: # XMMXMX
count[L3] += 1
else: # PMMXMX
count[S3] += 1
right_three = True
elif left_empty: # XMMXMP
count[S3] += 1
right_three = True
right_empty = True
if left_three or right_three:
pass
elif left_empty and right_empty: # XMMX
count[L2] += 1
elif left_empty or right_empty: # PMMX, XMMP
count[S2] += 1
# 特殊活二眠二(有空格
if m_range == 1:
left_empty = right_empty = False
if line[left_index - 1] == empty:
if line[left_index - 2] == me:
if line[left_index - 3] == empty:
if line[right_index + 1] == you: # XMXMP
count[S2] += 1
left_empty = True
if line[right_index + 1] == empty:
if line[right_index + 2] == me:
if line[right_index + 3] == empty:
if left_empty: # XMXMX
count[L2] += 1
else: # PMXMX
count[S2] += 1
elif line[right_index + 2] == empty:
if line[right_index + 3] == me and line[right_index + 4] == empty: # XMXXMX
count[L2] += 1
# 以上都不是則為none棋型
return SITUATION.NONE
# 主程式實作部分
# 控制程序按鈕類(父類)
class Button:
def __init__(self, screen, text, x, y, color, enable): # 構造函數
self.screen = screen
self.width = button_w
self.height = button_h
self.button_color = color
self.text_color = (255, 255, 255) # 純白
self.enable = enable
self.font = pygame.font.SysFont(None, button_h * 2 // 3)
self.rect = pygame.Rect(0, 0, self.width, self.height)
self.rect.topleft = (x, y)
self.text = text
self.init_msg()
# 重寫pygame内置函數,初始化我們的按鈕
def init_msg(self):
if self.enable:
self.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[0])
else:
self.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[1])
self.msg_image_rect = self.msg_image.get_rect()
self.msg_image_rect.center = self.rect.center
# 根據按鈕enable狀态填色,具體顔色在後續子類控制
def draw(self):
if self.enable:
self.screen.fill(self.button_color[0], self.rect)
else:
self.screen.fill(self.button_color[1], self.rect)
self.screen.blit(self.msg_image, self.msg_image_rect)
class WhiteStartButton(Button): # 開始按鈕(選白棋)
def __init__(self, screen, text, x, y): # 構造函數
super().__init__(screen, text, x, y, [(26, 173, 25), (158, 217, 157)], True)
def click(self, game): # 點選,pygame内置方法
if self.enable: # 啟動遊戲并初始化,變換按鈕顔色
game.start()
game.winner = None
game.multiple = False
self.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[1])
self.enable = False
return True
return False
def unclick(self): # 取消點選
if not self.enable:
self.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[0])
self.enable = True
class BlackStartButton(Button): # 開始按鈕(選黑棋)
def __init__(self, screen, text, x, y): # 構造函數
super().__init__(screen, text, x, y, [(26, 173, 25), (158, 217, 157)], True)
def click(self, game): # 點選,pygame内置方法
if self.enable: # 啟動遊戲并初始化,變換按鈕顔色,安排AI先手
game.start()
game.winner = None
game.multiple = False
game.useAI = True
self.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[1])
self.enable = False
return True
return False
def unclick(self): # 取消點選
if not self.enable:
self.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[0])
self.enable = True
class GiveupButton(Button): # 投降按鈕(任何模式都能用
def __init__(self, screen, text, x, y):
super().__init__(screen, text, x, y, [(230, 67, 64), (236, 139, 137)], False)
def click(self, game): # 結束遊戲,判斷赢家
if self.enable:
game.is_play = False
if game.winner is None:
game.winner = game.map.intoNextTurn(game.player)
self.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[1])
self.enable = False
return True
return False
def unclick(self): # 保持不變,填充顔色
if not self.enable:
self.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[0])
self.enable = True
class MultiStartButton(Button): # 開始按鈕(多人遊戲)
def __init__(self, screen, text, x, y): # 構造函數
super().__init__(screen, text, x, y, [(153, 51, 250), (221, 160, 221)], True) # 紫色
def click(self, game): # 點選,pygame内置方法
if self.enable: # 啟動遊戲并初始化,變換按鈕顔色
game.start()
game.winner = None
game.multiple=True
self.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[1])
self.enable = False
return True
return False
def unclick(self): # 取消點選
if not self.enable:
self.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[0])
self.enable = True
class Game: # pygame類,以下所有功能都是根據需要重寫
def __init__(self, caption):
pygame.init()
self.screen = pygame.display.set_mode([screen_w, screen_h])
pygame.display.set_caption(caption)
self.clock = pygame.time.Clock()
self.buttons = []
self.buttons.append(WhiteStartButton(self.screen, 'choose white', 20, map_h))
self.buttons.append(BlackStartButton(self.screen, 'choose black', 190, map_h))
self.buttons.append(GiveupButton(self.screen, 'surrdender', 360, map_h))
self.buttons.append(MultiStartButton(self.screen, 'Multiple', 530, map_h))
self.is_play = False
self.map = Map(web_broad, web_broad)
self.player = MAP_ENUM.player1
self.action = None
self.AI = MyChessAI(web_broad)
self.useAI = False
self.winner = None
self.multiple = False
def start(self):
self.is_play = True
self.player = MAP_ENUM.player1 # 白棋先手
self.map.get_init()
def play(self):
# 畫底闆
self.clock.tick(60)
wood_color = (210, 180, 140)
pygame.draw.rect(self.screen, wood_color, pygame.Rect(0, 0, map_w, screen_h))
pygame.draw.rect(self.screen, (255, 255, 255), pygame.Rect(map_w, 0, info_w, screen_h))
# 畫按鈕
for button in self.buttons:
button.draw()
if self.is_play and not self.isOver():
if self.useAI and not self.multiple:
x, y = self.AI.findBestChess(self.map.map, self.player)
self.checkClick(x, y, True)
self.useAI = False
if self.action is not None:
self.checkClick(self.action[0], self.action[1])
self.action = None
if not self.isOver():
self.changeMouseShow()
if self.isOver():
self.showWinner()
# self.buttons[0].enable = True
# self.buttons[1].enable = True
# self.buttons[2].enable = False
self.map.drawBoard(self.screen)
self.map.printChessPiece(self.screen)
def changeMouseShow(self): # 開始遊戲的時候把滑鼠預覽切換成預覽棋子的樣子
map_x, map_y = pygame.mouse.get_pos()
x, y = self.map.getIndex(map_x, map_y)
if self.map.isInside(map_x, map_y) and self.map.isEmpty(x, y): # 在棋盤内且目前無棋子
pygame.mouse.set_visible(False)
smoke_blue = (176, 224, 230)
pos, radius = (map_x, map_y), chess_size
pygame.draw.circle(self.screen, smoke_blue, pos, radius)
else:
pygame.mouse.set_visible(True)
def checkClick(self, x, y, isAI=False): # 後續處理
self.map.click(x, y, self.player)
if self.AI.isWin(self.map.map, self.player):
self.winner = self.player
self.click_button(self.buttons[2])
else:
self.player = self.map.intoNextTurn(self.player)
if not isAI:
self.useAI = True
def mouseClick(self, map_x, map_y): # 處理下棋動作
if self.is_play and self.map.isInside(map_x, map_y) and not self.isOver():
x, y = self.map.getIndex(map_x, map_y)
if self.map.isEmpty(x, y):
self.action = (x, y)
def isOver(self): # 中斷條件
return self.winner is not None
def showWinner(self): # 輸出勝者
def showFont(screen, text, location_x, locaiton_y, height):
font = pygame.font.SysFont(None, height)
font_image = font.render(text, True, (255, 215, 0), (255, 255, 255)) # 金黃色
font_image_rect = font_image.get_rect()
font_image_rect.x = location_x
font_image_rect.y = locaiton_y
screen.blit(font_image, font_image_rect)
if self.winner == MAP_ENUM.player1:
str = 'White Wins!'
else:
str = 'Black Wins!'
showFont(self.screen, str, map_w / 5, screen_h / 8, 100) # 居上中,字号100
pygame.mouse.set_visible(True)
def click_button(self, button):
if button.click(self):
for tmp in self.buttons:
if tmp != button:
tmp.unclick()
def check_buttons(self, mouse_x, mouse_y):
for button in self.buttons:
if button.rect.collidepoint(mouse_x, mouse_y):
self.click_button(button)
break
# 以下為pygame1.9幫助文檔的示例代碼
if __name__ == '__main__':
game = Game(version)
while True:
game.play()
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_x, mouse_y = pygame.mouse.get_pos()
game.mouseClick(mouse_x, mouse_y)
game.check_buttons(mouse_x, mouse_y)
總結
以上就是五子棋的源碼了,需要的自己CV,想要一起探讨學習python的 點選這裡,我們一起加油學。