人工智能大作业——五子棋

本文详细介绍了一款基于Pygame的五子棋游戏开发过程,包括游戏界面设计、人机对战与人人对战功能实现,以及AI算法设计。通过参考现有资源,作者增加了游戏界面、重新开始和回到主界面等功能。

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前言:
我这个五子棋作业是参考:
https://blog.csdn.net/wudingan/article/details/106812722
(实现了完整的人机对战,通俗易懂。)

我只是在此基础上做修改增加加入进入游戏界面,人人对战,回到主界面,重新开始游戏的一些小功能

使用pygame
主界面效果图
这个主界面是ps上去的,主要是为了好看,我们需要实现,点击,人机对战和人人对战两个按钮进入相应的界面,这个就需要在代码中添加这两个按钮对应的x,y范围。
在这里插入图片描述

1.导入必要库以及定义一些全局变量

导入必要库以及定义一些全局变量

import pygame
from pygame.locals import *
import pygame.gfxdraw
import traceback
import sys
import random
from collections import namedtuple
# 画棋盘
SIZE = 30  # 棋盘每个点时间的间隔
Line_Points = 19  # 棋盘每行/每列点数
Outer_Width = 20  # 棋盘外宽度
Border_Width = 4  # 边框宽度
Inside_Width = 4  # 边框跟实际的棋盘之间的间隔
Border_Length = SIZE * (Line_Points - 1) + Inside_Width * 2 + Border_Width  # 边框线的长度
Start_X = Start_Y = Outer_Width + int(Border_Width / 2) + Inside_Width  # 网格线起点(左上角)坐标
SCREEN_HEIGHT = SIZE * (Line_Points - 1) + Outer_Width * 2 + Border_Width + Inside_Width * 2  # 游戏屏幕的高
SCREEN_WIDTH = SCREEN_HEIGHT + 200  # 游戏屏幕的宽
Stone_Radius = SIZE // 2 - 3  # 棋子半径
Stone_Radius2 = SIZE // 2 + 3
Checkerboard_Color = (234, 215, 176)  # 棋盘颜色,RGB值
BLACK_COLOR = (0, 0, 0)   #黑棋颜色
WHITE_COLOR = (255, 255, 255)   #白棋颜色
RED_COLOR = (200, 30, 30)
BLUE_COLOR = (30, 30, 200)
RIGHT_INFO_POS_X = SCREEN_HEIGHT + Stone_Radius2 * 2 + 10

Chessman = namedtuple('Chessman', 'Name Value Color')
Point = namedtuple('Point', 'X Y')
BLACK_CHESSMAN = Chessman('黑子', 1, (45, 45, 45))
WHITE_CHESSMAN = Chessman('白子', 2, (219, 219, 219))
offset = [(1, 0), (0, 1), (1, 1), (1, -1)]
pygame.init()
#背景音乐
pygame.mixer.init()
pygame.mixer_music.load('望江南.mp3')
pygame.mixer_music.play()

2.定义一些需要的函数

#画棋盘
def _draw_checkerboard(screen):
    screen.fill(Checkerboard_Color) # 填充棋盘背景色
    # 画棋盘网格线外的边框
    pygame.draw.rect(screen, BLACK_COLOR , (Outer_Width, Outer_Width, Border_Length, Border_Length), Border_Width)
    for i in range(19): # 画网格线
        pygame.draw.line(screen, BLACK_COLOR,(26, 26 + 30 * i),(26 + 30 * 18, 26 + 30 * i),1)
    for j in range(19):
        pygame.draw.line(screen, BLACK_COLOR, (26 + 30 * j, 26),(26 + 30 * j, 26 + 30 * 18),1)
    for i in (3, 9, 15): # 画星位和天元
        for j in (3, 9, 15):
            if i == j == 9:
                radius = 5
            else:
                radius = 3
            pygame.gfxdraw.aacircle(screen, 26 + 30 * i, 26 + 30 * j, radius, BLACK_COLOR)
            pygame.gfxdraw.filled_circle(screen, 26 + 30 * i, 26 + 30 * j, radius, BLACK_COLOR)
#画棋子
def _draw_chessman_pos(screen, pos, stone_color):
    pygame.gfxdraw.aacircle(screen, pos[0], pos[1], Stone_Radius2, stone_color)
    pygame.gfxdraw.filled_circle(screen, pos[0], pos[1], Stone_Radius2, stone_color)
# 画棋盘上已有的棋子
def _draw_chessman(screen, point, stone_color):
    # pygame.draw.circle(screen, stone_color, (Start_X + SIZE * point.X, Start_Y + SIZE * point.Y), Stone_Radius)
    pygame.gfxdraw.aacircle(screen, 26 + 30 * point.X, 26 + 30 * point.Y, Stone_Radius, stone_color)
    pygame.gfxdraw.filled_circle(screen, 26 + 30 * point.X, 26 + 30 * point.Y, Stone_Radius, stone_color)
#文本信息提示
def print_text(screen, font, x, y, text, fcolor=(255, 255, 255)):
    imgText = font.render(text, True, fcolor)
    screen.blit(imgText, (x, y))
def _draw_left_info_begin(screen, font):    #右侧信息提示
    print_text(screen, font, 324, 170, '五子棋', BLUE_COLOR)
    print_text(screen, font, 310, 270, '人人对战', BLUE_COLOR)
    print_text(screen, font, 310, 370, '人机对战', BLUE_COLOR)
def _draw_left_info_every(screen, font): #人人对战
    print_text(screen, font, 610, 50, '当前状态', BLUE_COLOR)
    #print_text(screen, font, 630, 270, '悔棋', BLUE_COLOR)
    print_text(screen, font, 610, 333, '重新开始', BLUE_COLOR)
    print_text(screen, font, 600, 400, '回到主界面', BLUE_COLOR)
def _draw_left_info_computer(screen,font): #人机对战
    _draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, Start_X + Stone_Radius2), WHITE_CHESSMAN.Color)
    _draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, Start_X + Stone_Radius2 * 4), BLACK_CHESSMAN.Color)
    print_text(screen, font, 638, 29, '玩家', BLUE_COLOR)
    print_text(screen, font, 638, 83, '电脑', BLUE_COLOR)
    print_text(screen, font, 610, 333, '重新开始', BLUE_COLOR)
    print_text(screen, font, 600, 400, '回到主界面', BLUE_COLOR)
font1 = pygame.font.SysFont('SimHei', 32)  # 字体:黑体,32号
font2 = pygame.font.SysFont('SimHei', 72)  # 字体:黑体,72号
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))  # 游戏屏幕的高,宽
# 根据鼠标点击位置,返回游戏区坐标
def _get_clickpoint(click_pos):
    pos_x = click_pos[0] - Start_X
    pos_y = click_pos[1] - Start_Y
    if pos_x < -Inside_Width or pos_y < -Inside_Width:
        return None
    x = pos_x // SIZE
    y = pos_y // SIZE
    if pos_x % SIZE > Stone_Radius:
        x += 1
    if pos_y % SIZE > Stone_Radius:
        y += 1
    if x >= Line_Points or y >= Line_Points:
        return None
    return Point(x, y)
#提示当前是谁下棋 ,人人对战时需要
def remind_chess(cur_runner):
    if cur_runner == BLACK_CHESSMAN:
        pygame.draw.rect(screen, Checkerboard_Color, [630, 100, 150, 50])  # 先把上一次的类容用一个矩形覆盖
        print_text(screen, font1, 630, 100, '黑子', BLUE_COLOR)
    else:
        pygame.draw.rect(screen, Checkerboard_Color, [630, 100, 150, 50])
        print_text(screen, font1, 630, 100, '白子', BLUE_COLOR)

#黑白棋轮流下
def _get_next(cur_runner):
    if cur_runner == BLACK_CHESSMAN:
        return WHITE_CHESSMAN
    else:
        return BLACK_CHESSMAN
class Checkerboard:
    def __init__(self, line_points):
        self._line_points = line_points
        self._checkerboard = [[0] * line_points for _ in range(line_points)]
    def _get_checkerboard(self):
        return self._checkerboard
    checkerboard = property(_get_checkerboard)
    def can_drop(self, point):# 判断是否可落子
        return self._checkerboard[point.Y][point.X] == 0
    def drop(self, chessman, point): #落子
        print(f'{chessman.Name} ({point.X}, {point.Y})') # 把黑棋/白棋落子的坐标打印出来
        self._checkerboard[point.Y][point.X] = chessman.Value   #point:落子位置
        # 打印获胜方出来
        if self._win(point):
            print(f'{chessman.Name}获胜')
            return chessman #return:若该子落下之后即可获胜,则返回获胜方,否则返回 None
    # 判断是否赢了
    def _win(self, point):
        cur_value = self._checkerboard[point.Y][point.X]
        for os in offset:
            if self._get_count_on_direction(point, cur_value, os[0], os[1]):
                return True
    # 数步数
    def _get_count_on_direction(self, point, value, x_offset, y_offset):   #数步数
        count = 1
        for step in range(1, 5):
            x = point.X + step * x_offset
            y = point.Y + step * y_offset
            if 0 <= x < self._line_points and 0 <= y < self._line_points and self._checkerboard[y][x] == value:
                count += 1
            else:
                break
        for step in range(1, 5):
            x = point.X - step * x_offset
            y = point.Y - step * y_offset
            if 0 <= x < self._line_points and 0 <= y < self._line_points and self._checkerboard[y][x] == value:
                count += 1
            else:
                break
        return count >= 5

3.主界面实现

主界面实现

#初始状态,进入游戏界面
def enter_the_game():
    screen.fill(Checkerboard_Color)
    #_draw_left_info_begin(screen, font1)  #初始界面
    Background = pygame.image.load("new_backgroud_begin.jpg").convert_alpha()  #图片填充
    screen.blit(Background, (0, 0))
    pygame.display.flip()
    clock = pygame.time.Clock()
    while True:
        for event in pygame.event.get():
            # 点击x则关闭窗口
            if event.type == pygame.QUIT:
                pygame.quit()
                exit()

            # 点击窗口里面类容则完成相应指令
            elif event.type == MOUSEBUTTONDOWN:
                if event.button == 1:
                    x, y = event.pos[0], event.pos[1]
                    _draw_checkerboard(screen)  #画棋盘
                    pygame.display.flip()  # 刷新屏幕显示出来
                    # 如果点击‘人人对战’
                    if 210 < x < 500 and 270 < y < 360:
                        # 取消阻止
                        running = True
                        # 播放音效
                        # button_sound.play(0)
                        # 重新开始
                        person_computer()
                        person_person()
                        print("人机对战")

                    # 点击‘人机对战’
                    elif 210 < x < 500 and 370 < y < 460:
                        person_person()
                        print("人人对战")

        clock.tick(60)

4.人人对战

人人对战
在这里插入图片描述
在这里插入图片描述

def person_person(): #人人对战
    fwidth, fheight = font2.size('黑子获胜')
    checkerboard = Checkerboard(Line_Points)
    cur_runner = WHITE_CHESSMAN    #玩家一
    #remind_chess(cur_runner)
    winner = None
    # 设置黑白双方初始连子为0
    black_win_count = 0
    white_win_count = 0
    while True:
        for event in pygame.event.get():
            if event.type == QUIT:
                sys.exit()
            elif event.type == MOUSEBUTTONDOWN:  # 检测鼠标落下
                if winner is None:  # 检测是否有一方胜出
                    pressed_array = pygame.mouse.get_pressed()
                    if pressed_array[0]:
                        mouse_pos = pygame.mouse.get_pos()
                        click_point = _get_clickpoint(mouse_pos)
                        if click_point is not None:  # 检测鼠标是否在棋盘内点击 #玩家1
                            if checkerboard.can_drop(click_point):
                                winner = checkerboard.drop(cur_runner, click_point)
                                if winner is None:  # 再次判断是否有胜出
                                    # 每下一次检测一次
                                    cur_runner = _get_next(cur_runner)  #换成玩家2下棋
                                    if click_point is not None:  # 检测鼠标是否在棋盘内点击
                                        if checkerboard.can_drop(click_point):#落子
                                            winner = checkerboard.drop(cur_runner, click_point)
                                            if winner is not None:  #再次检测是否有胜出
                                                white_win_count += 1
                                            cur_runner = _get_next(cur_runner)
                                else:
                                    black_win_count += 1
                x, y = event.pos[0], event.pos[1]
                if 610 < x < 800 and 333 < y < 360:  # 点击重新开始
                    person_person()
                elif 600 < x < 800 and 400 < y < 500:  # 点击‘回到主界面’
                    main()
                #elif 630 < x < 800 and 270 < y < 500:  # 点击‘悔棋’
                    #main()
        _draw_checkerboard(screen)  # 画棋盘
        for i, row in enumerate(checkerboard.checkerboard):  # 画棋盘上已有的棋子
            for j, cell in enumerate(row):
                if cell == BLACK_CHESSMAN.Value:
                    _draw_chessman(screen, Point(j, i), BLACK_CHESSMAN.Color)
                elif cell == WHITE_CHESSMAN.Value:
                    _draw_chessman(screen, Point(j, i), WHITE_CHESSMAN.Color)
        remind_chess(cur_runner)
        _draw_left_info_every(screen, font1)
        if winner:
            print_text(screen, font2, (SCREEN_WIDTH - fwidth) // 2, (SCREEN_HEIGHT - fheight) // 2, winner.Name + '获胜',
                       RED_COLOR)
        pygame.display.flip()

5.人机对战

人机对战
在这里插入图片描述

class AI:       #实现计算机下棋
    def __init__(self, line_points, chessman):
        self._line_points = line_points
        self._my = chessman
        self._opponent = BLACK_CHESSMAN if chessman == WHITE_CHESSMAN else WHITE_CHESSMAN
        self._checkerboard = [[0] * line_points for _ in range(line_points)]
    def get_opponent_drop(self, point):
        self._checkerboard[point.Y][point.X] = self._opponent.Value
    def AI_drop(self):
        point = None
        score = 0
        for i in range(self._line_points):
            for j in range(self._line_points):
                if self._checkerboard[j][i] == 0:
                    _score = self._get_point_score(Point(i, j))
                    if _score > score:
                        score = _score
                        point = Point(i, j)
                    elif _score == score and _score > 0:
                        r = random.randint(0, 100)
                        if r % 2 == 0:
                            point = Point(i, j)
        self._checkerboard[point.Y][point.X] = self._my.Value
        return point
    def _get_point_score(self, point):
        score = 0
        for os in offset:
            score += self._get_direction_score(point, os[0], os[1])
        return score
    def _get_direction_score(self, point, x_offset, y_offset):
        count = 0  # 落子处我方连续子数
        _count = 0  # 落子处对方连续子数
        space = None  # 我方连续子中有无空格
        _space = None  # 对方连续子中有无空格
        both = 0  # 我方连续子两端有无阻挡
        _both = 0  # 对方连续子两端有无阻挡
        # 如果是 1 表示是边上是我方子,2 表示敌方子
        flag = self._get_stone_color(point, x_offset, y_offset, True)
        if flag != 0:
            for step in range(1, 6):
                x = point.X + step * x_offset
                y = point.Y + step * y_offset
                if 0 <= x < self._line_points and 0 <= y < self._line_points:
                    if flag == 1:
                        if self._checkerboard[y][x] == self._my.Value:
                            count += 1
                            if space is False:
                                space = True
                        elif self._checkerboard[y][x] == self._opponent.Value:
                            _both += 1
                            break
                        else:
                            if space is None:
                                space = False
                            else:
                                break  # 遇到第二个空格退出
                    elif flag == 2:
                        if self._checkerboard[y][x] == self._my.Value:
                            _both += 1
                            break
                        elif self._checkerboard[y][x] == self._opponent.Value:
                            _count += 1
                            if _space is False:
                                _space = True
                        else:
                            if _space is None:
                                _space = False
                            else:
                                break
                else:
                    # 遇到边也就是阻挡
                    if flag == 1:
                        both += 1
                    elif flag == 2:
                        _both += 1
        if space is False:
            space = None
        if _space is False:
            _space = None
        _flag = self._get_stone_color(point, -x_offset, -y_offset, True)
        if _flag != 0:
            for step in range(1, 6):
                x = point.X - step * x_offset
                y = point.Y - step * y_offset
                if 0 <= x < self._line_points and 0 <= y < self._line_points:
                    if _flag == 1:
                        if self._checkerboard[y][x] == self._my.Value:
                            count += 1
                            if space is False:
                                space = True
                        elif self._checkerboard[y][x] == self._opponent.Value:
                            _both += 1
                            break
                        else:
                            if space is None:
                                space = False
                            else:
                                break  # 遇到第二个空格退出
                    elif _flag == 2:
                        if self._checkerboard[y][x] == self._my.Value:
                            _both += 1
                            break
                        elif self._checkerboard[y][x] == self._opponent.Value:
                            _count += 1
                            if _space is False:
                                _space = True
                        else:
                            if _space is None:
                                _space = False
                            else:
                                break
                else:
                    # 遇到边也就是阻挡
                    if _flag == 1:
                        both += 1
                    elif _flag == 2:
                        _both += 1
        # 下面这一串score(分数)的含义:评估棋格获胜分数。
        # 使计算机计算获胜分值越高的棋格,就能确定能让自己的棋子最有可能达成联机的位置,也就是最佳进攻位置,
        # 而一旦计算机能确定自己的最高分值的位置,计算机就具备了进攻能力。
        # 同理,计算机能计算出玩家的最大分值位置,并抢先玩家获得该位置,这样计算机就具有了防御的能力。
        # 在计算机下棋之前,会计算空白棋格上的获胜分数,根据分数高低获取最佳位置。
        # 计算机会将棋子下在获胜分数最高的地方。
        # 当已放置4颗棋子时,必须在第五个空棋格上设置绝对高的分值。也就是10000
        # 当获胜组合上有部分位置已被对手的棋格占据而无法连成五子时,获胜组合上空棋格的获胜分数会直接设置为0。(四颗棋子,你把中间断了)
        # 当有两组及其以上的获胜组合位置交叉时,对该位置的分数进行叠加,形成分数比周围位置明显高。(五子棋中三三相连)
        score = 0
        if count == 4:
            score = 10000
        elif _count == 4:
            score = 9000
        elif count == 3:
            if both == 0:
                score = 1000
            elif both == 1:
                score = 100
            else:
                score = 0
        elif _count == 3:
            if _both == 0:
                score = 900
            elif _both == 1:
                score = 90
            else:
                score = 0
        elif count == 2:
            if both == 0:
                score = 100
            elif both == 1:
                score = 10
            else:
                score = 0
        elif _count == 2:
            if _both == 0:
                score = 90
            elif _both == 1:
                score = 9
            else:
                score = 0
        elif count == 1:
            score = 10
        elif _count == 1:
            score = 9
        else:
            score = 0
        if space or _space:
            score /= 2
        return score
    # 判断指定位置处在指定方向上是我方子、对方子、空
    def _get_stone_color(self, point, x_offset, y_offset, next):
        x = point.X + x_offset
        y = point.Y + y_offset
        if 0 <= x < self._line_points and 0 <= y < self._line_points:
            if self._checkerboard[y][x] == self._my.Value:
                return 1
            elif self._checkerboard[y][x] == self._opponent.Value:
                return 2
            else:
                if next:
                    return self._get_stone_color(Point(x, y), x_offset, y_offset, False)
                else:
                    return 0
        else:
            return 0


def person_computer(): #人机对战
    fwidth, fheight = font2.size('黑子获胜')
    checkerboard = Checkerboard(Line_Points)
    cur_runner =  WHITE_CHESSMAN
    winner = None
    computer = AI(Line_Points, BLACK_CHESSMAN)
    # 设置黑白双方初始连子为0
    black_win_count = 0
    white_win_count = 0
    while True:
        for event in pygame.event.get():
            if event.type == QUIT:
                sys.exit()
            elif event.type == MOUSEBUTTONDOWN:  # 检测鼠标落下
                if winner is None:  # 检测是否有一方胜出
                    pressed_array = pygame.mouse.get_pressed()
                    if pressed_array[0]:
                        mouse_pos = pygame.mouse.get_pos()
                        click_point = _get_clickpoint(mouse_pos)
                        if click_point is not None:  # 检测鼠标是否在棋盘内点击
                            if checkerboard.can_drop(click_point):  #玩家落子
                                winner = checkerboard.drop(cur_runner, click_point)
                                if winner is None:  # 再次判断是否有胜出
                                    # 一个循环内检测两次,意思就是人出一次检测一下,电脑出一次检测一下。
                                    cur_runner = _get_next(cur_runner)
                                    computer.get_opponent_drop(click_point)
                                    AI_point = computer.AI_drop()#电脑落子
                                    winner = checkerboard.drop(cur_runner, AI_point)
                                    if winner is not None:
                                        white_win_count += 1
                                    cur_runner = _get_next(cur_runner)
                                else:
                                    black_win_count += 1
                x, y = event.pos[0], event.pos[1]
                if 610 < x < 800 and 333 < y < 360:  #点击重新开始
                    person_computer()
                elif 600 < x < 800 and 400 < y < 500:  # 点击‘回到主界面’
                    main()
        _draw_checkerboard(screen)  # 画棋盘
        for i, row in enumerate(checkerboard.checkerboard):  # 画棋盘上已有的棋子
            for j, cell in enumerate(row):
                if cell == BLACK_CHESSMAN.Value:
                    _draw_chessman(screen, Point(j, i), BLACK_CHESSMAN.Color)
                elif cell == WHITE_CHESSMAN.Value:
                    _draw_chessman(screen, Point(j, i), WHITE_CHESSMAN.Color)
        _draw_left_info_computer(screen, font1)
        if winner:
            print_text(screen, font2, (SCREEN_WIDTH - fwidth) // 2, (SCREEN_HEIGHT - fheight) // 2, winner.Name + '获胜',
                       RED_COLOR)
        pygame.display.flip()

6.主函数

主函数

def main():
    try:
        enter_the_game()
    except SystemExit:
        pass
    except:
        traceback.print_exc()
        pygame.quit()
        input()
main()
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