1.[代码]Python 贪吃蛇AI
# coding: utf-8
import curses
from curses import KEY_RIGHT, KEY_LEFT, KEY_UP, KEY_DOWN
from random import randint
# 蛇运动的场地长宽
HEIGHT = 10
WIDTH = 20
FIELD_SIZE = HEIGHT * WIDTH
# 蛇头总是位于snake数组的第一个元素
HEAD = 0
# 用来代表不同东西的数字,由于矩阵上每个格子会处理成到达食物的路径长度,
# 因此这三个变量间需要有足够大的间隔(>HEIGHT*WIDTH)
FOOD = 0
UNDEFINED = (HEIGHT + 1) * (WIDTH + 1)
SNAKE = 2 * UNDEFINED
# 由于snake是一维数组,所以对应元素直接加上以下值就表示向四个方向移动
LEFT = -1
RIGHT = 1
UP = -WIDTH
DOWN = WIDTH
# 错误码
ERR = -1111
# 用一维数组来表示二维的东西
# board表示蛇运动的矩形场地
# 初始化蛇头在(1,1)的地方,第0行,HEIGHT行,第0列,WIDTH列为围墙,不可用
# 初始蛇长度为1
board = [0] * FIELD_SIZE
snake = [0] * (FIELD_SIZE+1)
snake[HEAD] = 1*WIDTH+1
snake_size = 1
# 与上面变量对应的临时变量,蛇试探性地移动时使用
tmpboard = [0] * FIELD_SIZE
tmpsnake = [0] * (FIELD_SIZE+1)
tmpsnake[HEAD] = 1*WIDTH+1
tmpsnake_size = 1
# food:食物位置(0~FIELD_SIZE-1),初始在(3, 3)
# best_move: 运动方向
food = 3 * WIDTH + 3
best_move = ERR
# 运动方向数组
mov = [LEFT, RIGHT, UP, DOWN]
# 接收到的键 和 分数
key = KEY_RIGHT
score = 1 #分数也表示蛇长
# 检查一个cell有没有被蛇身覆盖,没有覆盖则为free,返回true
def is_cell_free(idx, psize, psnake):
return not (idx in psnake[:psize])
# 检查某个位置idx是否可向move方向运动
def is_move_possible(idx, move):
flag = False
if move == LEFT:
flag = True if idx%WIDTH > 1 else False
elif move == RIGHT:
flag = True if idx%WIDTH < (WIDTH-2) else False
elif move == UP:
flag = True if idx > (2*WIDTH-1) else False # 即idx/WIDTH > 1
elif move == DOWN:
flag = True if idx < (FIELD_SIZE-2*WIDTH) else False # 即idx/WIDTH < HEIGHT-2
return flag
# 重置board
# board_refresh后,UNDEFINED值都变为了到达食物的路径长度
# 如需要还原,则要重置它
def board_reset(psnake, psize, pboard):
for i in xrange(FIELD_SIZE):
if i == food:
pboard[i] = FOOD
elif is_cell_free(i, psize, psnake): # 该位置为空
pboard[i] = UNDEFINED
else: # 该位置为蛇身
pboard[i] = SNAKE
# 广度优先搜索遍历整个board,
# 计算出board中每个非SNAKE元素到达食物的路径长度
def board_refresh(pfood, psnake, pboard):
queue = []
queue.append(pfood)
inqueue = [0] * FIELD_SIZE
found = False
# while循环结束后,除了蛇的身体,
# 其它每个方格中的数字代码从它到食物的路径长度
while len(queue)!=0:
idx = queue.pop(0)
if inqueue[idx] == 1: continue
inqueue[idx] = 1
for i in xrange(4):
if is_move_possible(idx, mov[i]):
if idx + mov[i] == psnake[HEAD]:
found = True
if pboard[idx+mov[i]] < SNAKE: # 如果该点不是蛇的身体
if pboard[idx+mov[i]] > pboard[idx]+1:
pboard[idx+mov[i]] = pboard[idx] + 1
if inqueue[idx+mov[i]] == 0:
queue.append(idx+mov[i])
return found
# 从蛇头开始,根据board中元素值,
# 从蛇头周围4个领域点中选择最短路径
def choose_shortest_safe_move(psnake, pboard):
best_move = ERR
min = SNAKE
for i in xrange(4):
if is_move_possible(psnake[HEAD], mov[i]) and pboard[psnake[HEAD]+mov[i]]
min = pboard[psnake[HEAD]+mov[i]]
best_move = mov[i]
return best_move
# 从蛇头开始,根据board中元素值,
# 从蛇头周围4个领域点中选择最远路径
def choose_longest_safe_move(psnake, pboard):
best_move = ERR
max = -1
for i in xrange(4):
if is_move_possible(psnake[HEAD], mov[i]) and pboard[psnake[HEAD]+mov[i]]max:
max = pboard[psnake[HEAD]+mov[i]]
best_move = mov[i]
return best_move
# 检查是否可以追着蛇尾运动,即蛇头和蛇尾间是有路径的
# 为的是避免蛇头陷入死路
# 虚拟操作,在tmpboard,tmpsnake中进行
def is_tail_inside():
global tmpboard, tmpsnake, food, tmpsnake_size
tmpboard[tmpsnake[tmpsnake_size-1]] = 0 # 虚拟地将蛇尾变为食物(因为是虚拟的,所以在tmpsnake,tmpboard中进行)
tmpboard[food] = SNAKE # 放置食物的地方,看成蛇身
result = board_refresh(tmpsnake[tmpsnake_size-1], tmpsnake, tmpboard) # 求得每个位置到蛇尾的路径长度
for i in xrange(4): # 如果蛇头和蛇尾紧挨着,则返回False。即不能follow_tail,追着蛇尾运动了
if is_move_possible(tmpsnake[HEAD], mov[i]) and tmpsnake[HEAD]+mov[i]==tmpsnake[tmpsnake_size-1] and tmpsnake_size>3:
result = False
return result
# 让蛇头朝着蛇尾运行一步
# 不管蛇身阻挡,朝蛇尾方向运行
def follow_tail():
global tmpboard, tmpsnake, food, tmpsnake_size
tmpsnake_size = snake_size
tmpsnake = snake[:]
board_reset(tmpsnake, tmpsnake_size, tmpboard) # 重置虚拟board
tmpboard[tmpsnake[tmpsnake_size-1]] = FOOD # 让蛇尾成为食物
tmpboard[food] = SNAKE # 让食物的地方变成蛇身
board_refresh(tmpsnake[tmpsnake_size-1], tmpsnake, tmpboard) # 求得各个位置到达蛇尾的路径长度
tmpboard[tmpsnake[tmpsnake_size-1]] = SNAKE # 还原蛇尾
return choose_longest_safe_move(tmpsnake, tmpboard) # 返回运行方向(让蛇头运动1步)
# 在各种方案都不行时,随便找一个可行的方向来走(1步),
def any_possible_move():
global food , snake, snake_size, board
best_move = ERR
board_reset(snake, snake_size, board)
board_refresh(food, snake, board)
min = SNAKE
for i in xrange(4):
if is_move_possible(snake[HEAD], mov[i]) and board[snake[HEAD]+mov[i]]
min = board[snake[HEAD]+mov[i]]
best_move = mov[i]
return best_move
def shift_array(arr, size):
for i in xrange(size, 0, -1):
arr[i] = arr[i-1]
def new_food():
global food, snake_size
cell_free = False
while not cell_free:
w = randint(1, WIDTH-2)
h = randint(1, HEIGHT-2)
food = h * WIDTH + w
cell_free = is_cell_free(food, snake_size, snake)
win.addch(food/WIDTH, food%WIDTH, '@')
# 真正的蛇在这个函数中,朝pbest_move走1步
def make_move(pbest_move):
global key, snake, board, snake_size, score
shift_array(snake, snake_size)
snake[HEAD] += pbest_move
# 按esc退出,getch同时保证绘图的流畅性,没有它只会看到最终结果
win.timeout(10)
event = win.getch()
key = key if event == -1 else event
if key == 27: return
p = snake[HEAD]
win.addch(p/WIDTH, p%WIDTH, '*')
# 如果新加入的蛇头就是食物的位置
# 蛇长加1,产生新的食物,重置board(因为原来那些路径长度已经用不上了)
if snake[HEAD] == food:
board[snake[HEAD]] = SNAKE # 新的蛇头
snake_size += 1
score += 1
if snake_size < FIELD_SIZE: new_food()
else: # 如果新加入的蛇头不是食物的位置
board[snake[HEAD]] = SNAKE # 新的蛇头
board[snake[snake_size]] = UNDEFINED # 蛇尾变为空格
win.addch(snake[snake_size]/WIDTH, snake[snake_size]%WIDTH, ' ')
# 虚拟地运行一次,然后在调用处检查这次运行可否可行
# 可行才真实运行。
# 虚拟运行吃到食物后,得到虚拟下蛇在board的位置
def virtual_shortest_move():
global snake, board, snake_size, tmpsnake, tmpboard, tmpsnake_size, food
tmpsnake_size = snake_size
tmpsnake = snake[:] # 如果直接tmpsnake=snake,则两者指向同一处内存
tmpboard = board[:] # board中已经是各位置到达食物的路径长度了,不用再计算
board_reset(tmpsnake, tmpsnake_size, tmpboard)
food_eated = False
while not food_eated:
board_refresh(food, tmpsnake, tmpboard)
move = choose_shortest_safe_move(tmpsnake, tmpboard)
shift_array(tmpsnake, tmpsnake_size)
tmpsnake[HEAD] += move # 在蛇头前加入一个新的位置
# 如果新加入的蛇头的位置正好是食物的位置
# 则长度加1,重置board,食物那个位置变为蛇的一部分(SNAKE)
if tmpsnake[HEAD] == food:
tmpsnake_size += 1
board_reset(tmpsnake, tmpsnake_size, tmpboard) # 虚拟运行后,蛇在board的位置(label101010)
tmpboard[food] = SNAKE
food_eated = True
else: # 如果蛇头不是食物的位置,则新加入的位置为蛇头,最后一个变为空格
tmpboard[tmpsnake[HEAD]] = SNAKE
tmpboard[tmpsnake[tmpsnake_size]] = UNDEFINED
# 如果蛇与食物间有路径,则调用本函数
def find_safe_way():
global snake, board
safe_move = ERR
# 虚拟地运行一次,因为已经确保蛇与食物间有路径,所以执行有效
# 运行后得到虚拟下蛇在board中的位置,即tmpboard,见label101010
virtual_shortest_move() # 该函数唯一调用处
if is_tail_inside(): # 如果虚拟运行后,蛇头蛇尾间有通路,则选最短路运行(1步)
return choose_shortest_safe_move(snake, board)
safe_move = follow_tail() # 否则虚拟地follow_tail 1步,如果可以做到,返回true
return safe_move
curses.initscr()
win = curses.newwin(HEIGHT, WIDTH, 0, 0)
win.keypad(1)
curses.noecho()
curses.curs_set(0)
win.border(0)
win.nodelay(1)
win.addch(food/WIDTH, food%WIDTH, '@')
while key != 27:
win.border(0)
win.addstr(0, 2, 'S:' + str(score) + ' ')
win.timeout(10)
# 接收键盘输入,同时也使显示流畅
event = win.getch()
key = key if event == -1 else event
# 重置矩阵
board_reset(snake, snake_size, board)
# 如果蛇可以吃到食物,board_refresh返回true
# 并且board中除了蛇身(=SNAKE),其它的元素值表示从该点运动到食物的最短路径长
if board_refresh(food, snake, board):
best_move = find_safe_way() # find_safe_way的唯一调用处
else:
best_move = follow_tail()
if best_move == ERR:
best_move = any_possible_move()
# 上面一次思考,只得出一个方向,运行一步
if best_move != ERR: make_move(best_move)
else: break
curses.endwin()
print("\nScore - " + str(score))