python 黑白棋_python实现翻转棋游戏(othello)

利用上一篇的框架,再写了个翻转棋的程序,为了调试minimax算法,花了两天的时间。

几点改进说明:

拆分成四个文件:board.py,player.py,ai.py,othello.py。使得整个结构更清晰,更通用,更易于维护。

AI 的水平跟 minimax 的递归深度,以及评价函数有关。基于此,我把 minimax 和评价函数都放到 AI 类里面

AIPlayer 使用了多重继承。继承了 Player 与 AI 两个类

Game 类中把原run函数里的生成两个玩家的部分提出来,写成一个函数make_two_players,使得 run函数结构更清晰

AI 玩家等级不要选择 0:beginer。会报错,还没调试好

board.py

'''

作者:hhh5460

时间:2017年7月1日

'''

class Board(object):

def __init__(self):

self.empty = '.'

self._board = [[self.empty for _ in range(8)] for _ in range(8)] # 规格:8*8

self._board[3][4], self._board[4][3] = 'X', 'X'

self._board[3][3], self._board[4][4] = 'O', 'O'

# 增加 Board[][] 索引语法

def __getitem__(self, index):

return self._board[index]

# 打印棋盘

def print_b(self):

board = self._board

print(' ', ' '.join(list('ABCDEFGH')))

for i in range(8):

print(str(i+1),' '.join(board[i]))

# 棋局终止

def teminate(self):

list1 = list(self.get_legal_actions('X'))

list2 = list(self.get_legal_actions('O'))

return [False, True][len(list1) == 0 and len(list2) == 0]

# 判断赢家

def get_winner(self):

s1, s2 = 0, 0

for i in range(8):

for j in range(8):

if self._board[i][j] == 'X':

s1 += 1

if self._board[i][j] == 'O':

s2 += 1

if s1 > s2:

return 0 # 黑胜

elif s1 < s2:

return 1 # 白胜

elif s1 == s2:

return 2 # 平局

# 落子

def _move(self, action, color):

x,y = action

self._board[x][y] = color

return self._flip(action, color)

# 翻子(返回list)

def _flip(self, action, color):

flipped_pos = []

for line in self._get_lines(action):

for i,p in enumerate(line):

if self._board[p[0]][p[1]] == self.empty:

break

elif self._board[p[0]][p[1]] == color:

flipped_pos.extend(line[:i])

break

for p in flipped_pos:

self._board[p[0]][p[1]] = color

return flipped_pos

# 撤销

def _unmove(self, action, flipped_pos, color):

self._board[action[0]][action[1]] = self.empty

uncolor = ['X', 'O'][color=='X']

for p in flipped_pos:

self._board[p[0]][p[1]] = uncolor

# 生成8个方向的下标数组,方便后续操作

def _get_lines(self, action):

'''说明:刚开始我是用一维棋盘来考虑的,后来改为二维棋盘。偷懒,不想推倒重来,简单地修改了一下'''

board_coord = [(i,j) for i in range(8) for j in range(8)] # 棋盘坐标

r,c = action

ix = r*8 + c

r, c = ix//8, ix%8

left = board_coord[r*8:ix] # 要反转

right = board_coord[ix+1:(r+1)*8]

top = board_coord[c:ix:8] # 要反转

bottom = board_coord[ix+8:8*8:8]

if r <= c:

lefttop = board_coord[c-r:ix:9] # 要反转

rightbottom = board_coord[ix+9:(7-(c-r))*8+7+1:9]

else:

lefttop = board_coord[(r-c)*8:ix:9] # 要反转

rightbottom = board_coord[ix+9:7*8+(7-(c-r))+1:9]

if r+c<=7:

leftbottom = board_coord[ix+7:(r+c)*8:7]

righttop = board_coord[r+c:ix:7] # 要反转

else:

leftbottom = board_coord[ix+7:7*8+(r+c)-7+1:7]

righttop = board_coord[((r+c)-7)*8+7:ix:7] # 要反转

# 有四个要反转,方便判断

left.reverse()

top.reverse()

lefttop.reverse()

righttop.reverse()

lines = [left, top, lefttop, righttop, right, bottom, leftbottom, rightbottom]

return lines

# 检测,位置是否有子可翻

def _can_fliped(self, action, color):

flipped_pos = []

for line in self._get_lines(action):

for i,p in enumerate(line):

if self._board[p[0]][p[1]] == self.empty:

break

elif self._board[p[0]][p[1]] == color:

flipped_pos.extend(line[:i])

break

return [False, True][len(flipped_pos) > 0]

# 合法走法

def get_legal_actions(self, color):

uncolor = ['X', 'O'][color=='X']

uncolor_near_points = [] # 反色邻近的空位

board = self._board

for i in range(8):

for j in range(8):

if board[i][j] == uncolor:

for dx,dy in [(-1,0),(-1,1),(0,1),(1,1),(1,0),(1,-1),(0,-1)]:

x, y = i+dx, j+dy

if 0 <= x <=7 and 0 <= y <=7 and board[x][y] == self.empty and (x, y) not in uncolor_near_points:

uncolor_near_points.append((x, y))

for p in uncolor_near_points:

if self._can_fliped(p, color):

yield p

# 测试

if __name__ == '__main__':

board = Board()

board.print_b()

print(list(board.get_legal_actions('X')))

player.py

from ai import AI

'''

作者:hhh5460

时间:2017年7月1日

'''

# 玩家

class Player(object):

def __init__(self, color):

self.color = color

# 思考

def think(self, board):

pass

# 落子

def move(self, board, action):

flipped_pos = board._move(action, self.color)

return flipped_pos

# 悔子

def unmove(self, board, action, flipped_pos):

board._unmove(action, flipped_pos, self.color)

# 人类玩家

class HumanPlayer(Player):

def __init__(self, color):

super().__init__(color)

def think(self, board):

while True:

action = input("Turn to '{}'. \nPlease input a point.(such as 'A1'): ".format(self.color)) # A1~H8

r, c = action[1], action[0].upper()

if r in '12345678' and c in 'ABCDEFGH': # 合法性检查1

x, y = '12345678'.index(r), 'ABCDEFGH'.index(c)

if (x,y) in board.get_legal_actions(self.color): # 合法性检查2

return x, y

# 电脑玩家(多重继承)

class AIPlayer(Player, AI):

def __init__(self, color, level_ix=0):

super().__init__(color) # init Player

super(Player, self).__init__(level_ix) # init AI

def think(self, board):

print("Turn to '{}'. \nPlease wait a moment. AI is thinking...".format(self.color))

uncolor = ['X','O'][self.color=='X']

opfor = AIPlayer(uncolor) # 假想敌,陪练

action = self.brain(board, opfor, 4)

return action

ai.py

import random

'''

作者:hhh5460

时间:2017年7月1日

'''

class AI(object):

'''

三个水平等级:初级(beginner)、中级(intermediate)、高级(advanced)

'''

def __init__(self, level_ix =0):

# 玩家等级

self.level = ['beginner','intermediate','advanced'][level_ix]

# 棋盘位置权重,参考:https://github.com/k-time/ai-minimax-agent/blob/master/ksx2101.py

self.board_weights = [

[120, -20, 20, 5, 5, 20, -20, 120],

[-20, -40, -5, -5, -5, -5, -40, -20],

[ 20, -5, 15, 3, 3, 15, -5, 20],

[ 5, -5, 3, 3, 3, 3, -5, 5],

[ 5, -5, 3, 3, 3, 3, -5, 5],

[ 20, -5, 15, 3, 3, 15, -5, 20],

[-20, -40, -5, -5, -5, -5, -40, -20],

[120, -20, 20, 5, 5, 20, -20, 120]

]

# 评估函数(仅根据棋盘位置权重)

def evaluate(self, board, color):

uncolor = ['X','O'][color=='X']

score = 0

for i in range(8):

for j in range(8):

if board[i][j] == color:

score += self.board_weights[i][j]

elif board[i][j] == uncolor:

score -= self.board_weights[i][j]

return score

# AI的大脑

def brain(self, board, opponent, depth):

if self.level == 'beginer': # 初级水平

_, action = self.randomchoice(board)

elif self.level == 'intermediate': # 中级水平

_, action = self.minimax(board, opponent, depth)

elif self.level == 'advanced': # 高级水平

_, action = self.minimax_alpha_beta(board, opponent, depth)

assert action is not None, 'action is None'

return action

# 随机选(从合法走法列表中随机选)

def randomchoice(self, board):

color = self.color

action_list = list(board.get_legal_actions(color))

return None, random.choice(action_list)

# 极大极小算法,限制深度

def minimax(self, board, opfor, depth=4): # 其中 opfor 是假想敌、陪练

'''参考:https://github.com/k-time/ai-minimax-agent/blob/master/ksx2101.py'''

color = self.color

if depth == 0:

return self.evaluate(board, color), None

action_list = list(board.get_legal_actions(color))

if not action_list:

return self.evaluate(board, color), None

best_score = -100000

best_action = None

for action in action_list:

flipped_pos = self.move(board, action) # 落子

score, _ = opfor.minimax(board, self, depth-1) # 深度优先,轮到陪练

self.unmove(board, action, flipped_pos) # 回溯

score = -score

if score > best_score:

best_score = score

best_action = action

return best_score, best_action

# 极大极小算法,带alpha-beta剪枝

def minimax_alpha_beta(self, board, opfor, depth=8, my_best=-float('inf'), opp_best=float('inf')):

'''参考:https://github.com/k-time/ai-minimax-agent/blob/master/ksx2101.py'''

color = self.color

if depth == 0:

return self.evaluate(board, color), None

action_list = list(board.get_legal_actions(color))

if not action_list:

return self.evaluate(board, color), None

best_score = my_best

best_action = None

for action in action_list:

flipped_pos = self.move(board, action) # 落子

score, _ = opfor.minimax_alpha_beta(board, self, depth-1, -opp_best, -best_score) # 深度优先,轮到陪练

self.unmove(board, action, flipped_pos) # 回溯

score = -score

if score > best_score:

best_score = score

best_action = action

if best_score > opp_best:

break

return best_score, best_action

othello.py

from board import Board

from player import HumanPlayer, AIPlayer

'''

作者:hhh5460

时间:2017年7月1日

'''

# 游戏

class Game(object):

def __init__(self):

self.board = Board()

self.current_player = None

# 生成两个玩家

def make_two_players(self):

ps = input("Please select two player's type:\n\t0.Human\n\t1.AI\nSuch as:0 0\n:")

p1, p2 = [int(p) for p in ps.split(' ')]

if p1 == 1 or p2 == 1: # 至少有一个AI玩家

level_ix = int(input("Please select the level of AI player.\n\t0: beginner\n\t1: intermediate\n\t2: advanced\n:"))

if p1 == 0:

player1 = HumanPlayer('X')

player2 = AIPlayer('O', level_ix)

elif p2 == 0:

player1 = AIPlayer('X', level_ix)

player2 = HumanPlayer('O')

else:

player1 = AIPlayer('X', level_ix)

player2 = AIPlayer('O', level_ix)

else:

player1, player2 = HumanPlayer('X'), HumanPlayer('O') # 先手执X,后手执O

return player1, player2

# 切换玩家(游戏过程中)

def switch_player(self, player1, player2):

if self.current_player is None:

return player1

else:

return [player1, player2][self.current_player == player1]

# 打印赢家

def print_winner(self, winner): # winner in [0,1,2]

print(['Winner is player1','Winner is player2','Draw'][winner])

# 运行游戏

def run(self):

# 生成两个玩家

player1, player2 = self.make_two_players()

# 游戏开始

print('\nGame start!\n')

self.board.print_b() # 显示棋盘

while True:

self.current_player = self.switch_player(player1, player2) # 切换当前玩家

action = self.current_player.think(self.board) # 当前玩家对棋盘进行思考后,得到招法

if action is not None:

self.current_player.move(self.board, action) # 当前玩家执行招法,改变棋盘

self.board.print_b() # 显示当前棋盘

if self.board.teminate(): # 根据当前棋盘,判断棋局是否终止

winner = self.board.get_winner() # 得到赢家 0,1,2

break

self.print_winner(winner)

print('Game over!')

self.board.print_history()

if __name__ == '__main__':

Game().run()

效果图

2019729110512719.jpg?201962911523

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持脚本之家。

  • 0
    点赞
  • 6
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值