史上最强人工智能python_AI技术很高大上?别急,看完我这个AI,你也会python最强的AI技术了!...

"""五子棋之人机对战"""

import sys

import random

import pygame

from pygame.locals import *

import pygame.gfxdraw

from collections import namedtuple

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)]

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)

# 判断是否可落子

def can_drop(self, point):

return self._checkerboard[point.Y][point.X] == 0

def drop(self, chessman, point):

"""

落子

:param chessman:

:param point:落子位置

:return:若该子落下之后即可获胜,则返回获胜方,否则返回 None

"""

# 把黑棋/白棋落子的坐标打印出来

print(f'{chessman.Name} ({point.X}, {point.Y})')

self._checkerboard[point.Y][point.X] = chessman.Value

# 打印获胜方出来

if self._win(point):

print(f'{chessman.Name}获胜')

return chessman

# 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

# 判断是否赢了的代码,从这里往上看,代码都是正着写,反着看,写代码思路缺什么补什么,所以从这里开始看

# 声明一个函数,按方向数数,数满5个就获胜。

# 一个二维坐标上,判断上下、左右、两个45度直线,是否有五个相同的直连棋子,只要满足五颗子,则游戏结束:

def _get_count_on_direction(self, point, value, x_offset, y_offset):

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

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 = (0xE3, 0x92, 0x65)  # 棋盘颜色,0x是16进制表示哦

BLACK_COLOR = (0, 0, 0)

WHITE_COLOR = (255, 255, 255)

RED_COLOR = (200, 30, 30)

BLUE_COLOR = (30, 30, 200)

RIGHT_INFO_POS_X = SCREEN_HEIGHT + Stone_Radius2 * 2 + 10

def print_text(screen, font, x, y, text, fcolor=(255, 255, 255)):

imgText = font.render(text, True, fcolor)

screen.blit(imgText, (x, y))

def main():

pygame.init()

screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))

pygame.display.set_caption('五子棋')

font1 = pygame.font.SysFont('SimHei', 32)  # 字体:黑体,32号

font2 = pygame.font.SysFont('SimHei', 72)  # 字体:黑体,72号

fwidth, fheight = font2.size('黑方获胜')

checkerboard = Checkerboard(Line_Points)

cur_runner = BLACK_CHESSMAN

winner = None

computer = AI(Line_Points, WHITE_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 == KEYDOWN:

if event.key == K_RETURN:

if winner is not None:

winner = None

cur_runner = BLACK_CHESSMAN

checkerboard = Checkerboard(Line_Points)

computer = AI(Line_Points, WHITE_CHESSMAN)

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):

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()

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

else:

print('超出棋盘区域')

# 画棋盘

_draw_checkerboard(screen)

# 画棋盘上已有的棋子

for i, row in enumerate(checkerboard.checkerboard):

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(screen, font1, cur_runner, black_win_count, white_win_count)

if winner:

print_text(screen, font2, (SCREEN_WIDTH - fwidth) // 2, (SCREEN_HEIGHT - fheight) // 2, winner.Name + '获胜',

RED_COLOR)

pygame.display.flip()

def _get_next(cur_runner):

if cur_runner == BLACK_CHESSMAN:

return WHITE_CHESSMAN

else:

return BLACK_CHESSMAN

# 画棋盘

def _draw_checkerboard(screen):

# 填充棋盘背景色

screen.fill(Checkerboard_Color)

# 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)

# 画网格线

for i in range(Line_Points):

pygame.draw.line(screen, BLACK_COLOR,

(Start_Y, Start_Y + SIZE * i),

(Start_Y + SIZE * (Line_Points - 1), Start_Y + SIZE * i),

1)

for j in range(Line_Points):

pygame.draw.line(screen, BLACK_COLOR,

(Start_X + SIZE * j, Start_X),

(Start_X + SIZE * j, Start_X + SIZE * (Line_Points - 1)),

1)

# 画星位和天元

for i in (3, 9, 15):

for j in (3, 9, 15):

if i == j == 9:

radius = 5

else:

radius = 3

# pygame.draw.circle(screen, BLACK, (Start_X + SIZE * i, Start_Y + SIZE * j), radius)

pygame.gfxdraw.aacircle(screen, Start_X + SIZE * i, Start_Y + SIZE * j, radius, BLACK_COLOR)

pygame.gfxdraw.filled_circle(screen, Start_X + SIZE * i, Start_Y + SIZE * j, radius, BLACK_COLOR)

# 画棋子

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, Start_X + SIZE * point.X, Start_Y + SIZE * point.Y, Stone_Radius, stone_color)

pygame.gfxdraw.filled_circle(screen, Start_X + SIZE * point.X, Start_Y + SIZE * point.Y, Stone_Radius, stone_color)

# 画右侧信息显示

def _draw_left_info(screen, font, cur_runner, black_win_count, white_win_count):

_draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, Start_X + Stone_Radius2), BLACK_CHESSMAN.Color)

_draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, Start_X + Stone_Radius2 * 4), WHITE_CHESSMAN.Color)

print_text(screen, font, RIGHT_INFO_POS_X, Start_X + 3, '玩家', BLUE_COLOR)

print_text(screen, font, RIGHT_INFO_POS_X, Start_X + Stone_Radius2 * 3 + 3, '电脑', BLUE_COLOR)

print_text(screen, font, SCREEN_HEIGHT, SCREEN_HEIGHT - Stone_Radius2 * 8, '战况:', BLUE_COLOR)

_draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, SCREEN_HEIGHT - int(Stone_Radius2 * 4.5)),

BLACK_CHESSMAN.Color)

_draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, SCREEN_HEIGHT - Stone_Radius2 * 2), WHITE_CHESSMAN.Color)

print_text(screen, font, RIGHT_INFO_POS_X, SCREEN_HEIGHT - int(Stone_Radius2 * 5.5) + 3, f'{black_win_count} 胜',

BLUE_COLOR)

print_text(screen, font, RIGHT_INFO_POS_X, SCREEN_HEIGHT - Stone_Radius2 * 3 + 3, f'{white_win_count} 胜',

BLUE_COLOR)

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)

# 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)

class AI:

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

if __name__ == '__main__':

main()

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