使用 python 的单人AI 扫雷游戏

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AI玩扫雷

很高兴又见面了!😊

扫雷是一款单人益智游戏,相信大部分人都在以前上微机课的时候玩过。游戏的目标是借助每个区域中相邻地雷数量的线索,清除包含隐藏的“地雷”或炸弹的单元格,但不引爆其中任何一个,全部清除后即可获胜。今天我们用 Python 完成这个小程序,并且用AI来学习并实现它。

看看我们将要实现的最终样子。👇

在这里插入图片描述

运行扫雷

1.确保安装了Python 3.6+。
2.安装Pygame。
3.克隆这个存储库:

GitHub地址github.com/wanghao221/…

设置 minesweeper.py

⚓ 扫雷游戏表示

class Minesweeper():

def __init__(self, height=8, width=8, mines=8):
    
    # 设置初始宽度、高度和地雷数量    
    self.height = height
    self.width = width
    self.mines = set()

    # 初始化一个没有地雷的空字段    
    self.board = []    
    for i in range(self.height):
        row = []        
        for j in range(self.width):
            row.append(False)
        self.board.append(row)

    # 随机添加地雷    
    while len(self.mines) != mines:        
        i = random.randrange(height)
        j = random.randrange(width)        
        if not self.board[i][j]:
            self.mines.add((i, j))
            self.board[i][j] = True

    # 最开始,玩家没有发现地雷    
    self.mines_found = set()

输出地雷所在位置的基于文本的表示

def print(self):
for i in range(self.height):
        print("--" * self.width + "-")
        
        for j in range(self.width):
            
            if self.board[i][j]:
                print("|X", end="")
            
            else:
                print("| ", end="")
        print("|")
    
    print("--" * self.width + "-")


def is_mine(self, cell):
    i, j = cell
    return self.board[i][j]

def nearby_mines(self, cell):

返回给定单元格的一行和一列内的地雷数,不包括单元格本身。

def nearby_mines(self, cell):

        # 保持附近地雷的数量
        count = 0

        # 遍历一行和一列内的所有单元格
        for i in range(cell[0] - 1, cell[0] + 2):
            for j in range(cell[1] - 1, cell[1] + 2):

                # 忽略单元格本身
                if (i, j) == cell:
                    continue

                # 如果单元格在边界内并且是地雷,则更新计数
                if 0 <= i < self.height and 0 <= j < self.width:
                    if self.board[i][j]:
                        count += 1
        return count

检查是否已标记所有地雷。

def won(self):
        return self.mines_found == self.mines

关于扫雷游戏的逻辑语句 一个句子由一组棋盘单元和这些单元格的数量组成。

class Sentence():
    def __init__(self, cells, count):
        self.cells = set(cells)
        self.count = count

    def __eq__(self, other):
        return self.cells == other.cells and self.count == other.count

    def __str__(self):
        return f"{self.cells} = {self.count}"

    def known_mines(self):

返回 self.cells 中已知为地雷的所有单元格的集合。

def known_mines(self):	
	if len(self.cells) == self.count:
		return self.cells

返回 self.cells 中已知安全的所有单元格的集合。

def known_safes(self):      
	if self.count == 0:
		return self.cells

鉴于已知单元格是地雷,更新内部知识表示。

def mark_mine(self, cell):       
	if cell in self.cells:
		self.cells.discard(cell)
		self.count -= 1

鉴于已知单元格是安全的,更新内部知识表示。

def mark_safe(self, cell):  
        if cell in self.cells:
            self.cells.discard(cell)

扫雷游戏玩家

class MinesweeperAI():
    def __init__(self, height=8, width=8):
        # 设置初始高度和宽度        
        self.height = height
        self.width = width
        # 跟踪点击了哪些单元格
        self.moves_made = set()
        # 跟踪已知安全或地雷的细胞        
        self.mines = set()
        self.safes = set()
        # 关于已知为真游戏的句子列表
        self.knowledge = []

将一个单元格标记为地雷,并更新所有知识以将该单元格也标记为地雷。

def mark_mine(self, cell):
       self.mines.add(cell)
       
       for sentence in self.knowledge:
           sentence.mark_mine(cell)

将一个单元格标记为安全,并更新所有知识以将该单元格也标记为安全。

def mark_safe(self, cell):  
    self.safes.add(cell)        
        for sentence in self.knowledge:
            sentence.mark_safe(cell)

用于获取所有附近的单元格

def nearby_cells(self, cell):
	cells = set()
	
	        for i in range(cell[0] - 1, cell[0] + 2):
	            for j in range(cell[1] - 1, cell[1] + 2):
	
	                if (i, j) == cell:
	                    continue
	
	                if 0 <= i < self.height and 0 <= j < self.width:
	                    cells.add((i, j))
	
	        return cells

当扫雷板告诉我们,对于给定的安全单元,有多少相邻单元中有地雷时调用。
这个功能应该:
1)将单元格标记为已进行的移动
2)将单元格标记为安全
3)根据 cellcount 的值在 AI 的知识库中添加一个新句子
4)如果可以根据 AI 的知识库得出结论,则将任何其他单元格标记为安全或地雷
5) 如果可以从现有知识中推断出任何新句子,则将其添加到 AI 的知识库中\

def add_knowledge(self, cell, count): 
        self.moves_made.add(cell)

        # 标记单元格安全

        if cell not in self.safes:    
            self.mark_safe(cell)
                    
        # 获取所有附近的单元格

        nearby = self.nearby_cells(cell)       
        nearby -= self.safes | self.moves_made     
        new_sentence = Sentence(nearby, count)
        self.knowledge.append(new_sentence)

        new_safes = set()
        new_mines = set()

        for sentence in self.knowledge:
            
            if len(sentence.cells) == 0:
                self.knowledge.remove(sentence)           
            else:
                tmp_new_safes = sentence.known_safes()
                tmp_new_mines = sentence.known_mines()                
                if type(tmp_new_safes) is set:
                    new_safes |= tmp_new_safes
                
                if type(tmp_new_mines) is set:
                    new_mines |= tmp_new_mines        
        for safe in new_safes:
            self.mark_safe(safe)        
        for mine in new_mines:
            self.mark_mine(mine)
        prev_sentence = new_sentence
        new_inferences = []
        for sentence in self.knowledge:
            if len(sentence.cells) == 0:
                self.knowledge.remove(sentence)
            elif prev_sentence == sentence:
                break
            elif prev_sentence.cells <= sentence.cells:
                inf_cells = sentence.cells - prev_sentence.cells
                inf_count = sentence.count - prev_sentence.count
                new_inferences.append(Sentence(inf_cells, inf_count))
            prev_sentence = sentence
        self.knowledge += new_inferences
    def make_safe_move(self):

返回一个安全的单元格以在扫雷板上选择。必须知道该移动是安全的,而不是已经做出的移动。 该函数可以使用 self.mines、self.safes 和 self.moves_made 中的知识,但不应修改任何这些值。

def make_safe_move(self): 
	safe_moves = self.safes.copy()
	safe_moves -= self.moves_made
	if len(safe_moves) == 0:
	return None
	return safe_moves.pop()
	def make_random_move(self):

返回在扫雷板上进行的移动。应该在以下单元格中随机选择:
1) 尚未被选中
2) 不知道是地雷

def make_random_move(self):
	if len(self.moves_made) == 56:
	    return None
	
	random_move = random.randrange(self.height), random.randrange(self.height)
	
	not_safe_moves = self.moves_made | self.mines
	
	while random_move in not_safe_moves:
	    random_move = random.randrange(self.height), random.randrange(self.height)
	
	return random_move

在这里插入图片描述

设置 runner.py 运行程序

颜色

BLACK = (0, 0, 0)
GRAY = (180, 180, 180)
WHITE = (255, 255, 255)

创建游戏

pygame.init()
size = width, height = 600, 400
screen = pygame.display.set_mode(size)

字体

字体可以在自己电脑中C:\Windows\Fonts的位置选择自己喜欢的复制到项目中 assets/fonts目录下即可,我用的是楷体 在这里插入图片描述

OPEN_SANS = "assets/fonts/simkai.ttf"
smallFont = pygame.font.Font(OPEN_SANS, 20)
mediumFont = pygame.font.Font(OPEN_SANS, 28)
largeFont = pygame.font.Font(OPEN_SANS, 40)

计算面板尺寸

BOARD_PADDING = 20
board_width = ((2 / 3) * width) - (BOARD_PADDING * 2)
board_height = height - (BOARD_PADDING * 2)
cell_size = int(min(board_width / WIDTH, board_height / HEIGHT))
board_origin = (BOARD_PADDING, BOARD_PADDING)

添加图片 这里我们只用了两张图,一个是地雷,一个是用来标记地雷的旗帜

image.png

flag = pygame.image.load("assets/images/flag.png")
flag = pygame.transform.scale(flag, (cell_size, cell_size))
mine = pygame.image.load("assets/images/mine.png")
mine = pygame.transform.scale(mine, (cell_size, cell_size))

创建游戏和 AI 代理

game = Minesweeper(height=HEIGHT, width=WIDTH, mines=MINES)
ai = MinesweeperAI(height=HEIGHT, width=WIDTH)

跟踪显示的单元格、标记的单元格以及是否被地雷击中

revealed = set()
flags = set()
lost = False

最初显示游戏说明 在这里插入图片描述

instructions = True

while True:

    # 检查游戏是否退出
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            sys.exit()

    screen.fill(BLACK)

    # 显示游戏说明

    if instructions:

        # 标题
        title = largeFont.render("海拥 | 扫雷", True, WHITE)
        titleRect = title.get_rect()
        titleRect.center = ((width / 2), 50)
        screen.blit(title, titleRect)

        # Rules
        rules = [
            "单击一个单元格以显示它",
            "右键单击一个单元格以将其标记为地雷",
            "成功标记所有地雷以获胜!"
        ]
        for i, rule in enumerate(rules):
            line = smallFont.render(rule, True, WHITE)
            lineRect = line.get_rect()
            lineRect.center = ((width / 2), 150 + 30 * i)
            screen.blit(line, lineRect)

        # 开始游戏按钮
        
        buttonRect = pygame.Rect((width / 4), (3 / 4) * height, width / 2, 50)
        buttonText = mediumFont.render("开始游戏", True, BLACK)
        buttonTextRect = buttonText.get_rect()
        buttonTextRect.center = buttonRect.center
        pygame.draw.rect(screen, WHITE, buttonRect)
        screen.blit(buttonText, buttonTextRect)

        # 检查是否点击播放按钮
        
        click, _, _ = pygame.mouse.get_pressed()
        if click == 1:
            mouse = pygame.mouse.get_pos()
            if buttonRect.collidepoint(mouse):
                instructions = False
                time.sleep(0.3)

        pygame.display.flip()
        continue

画板

cells = []
for i in range(HEIGHT):
    row = []
    for j in range(WIDTH):

        # 为单元格绘制矩形
        
        rect = pygame.Rect(
            board_origin[0] + j * cell_size,
            board_origin[1] + i * cell_size,
            cell_size, cell_size
        )
        pygame.draw.rect(screen, GRAY, rect)
        pygame.draw.rect(screen, WHITE, rect, 3)

        # 如果需要,添加地雷、旗帜或数字
        
        if game.is_mine((i, j)) and lost:
            screen.blit(mine, rect)
        elif (i, j) in flags:
            screen.blit(flag, rect)
        elif (i, j) in revealed:
            neighbors = smallFont.render(
                str(game.nearby_mines((i, j))),
                True, BLACK
            )
            neighborsTextRect = neighbors.get_rect()
            neighborsTextRect.center = rect.center
            screen.blit(neighbors, neighborsTextRect)

        row.append(rect)
    cells.append(row)

AI 移动按钮

aiButton = pygame.Rect(
    (2 / 3) * width + BOARD_PADDING, (1 / 3) * height - 50,
    (width / 3) - BOARD_PADDING * 2, 50
)
buttonText = mediumFont.render("AI 移动", True, BLACK)
buttonRect = buttonText.get_rect()
buttonRect.center = aiButton.center
pygame.draw.rect(screen, WHITE, aiButton)
screen.blit(buttonText, buttonRect)

重置按钮

 resetButton = pygame.Rect(
        (2 / 3) * width + BOARD_PADDING, (1 / 3) * height + 20,
        (width / 3) - BOARD_PADDING * 2, 50
    )
    buttonText = mediumFont.render("重置", True, BLACK)
    buttonRect = buttonText.get_rect()
    buttonRect.center = resetButton.center
    pygame.draw.rect(screen, WHITE, resetButton)
    screen.blit(buttonText, buttonRect)

显示文字

text = "失败" if lost else "获胜" if game.mines == flags else ""
text = mediumFont.render(text, True, WHITE)
textRect = text.get_rect()
textRect.center = ((5 / 6) * width, (2 / 3) * height)
screen.blit(text, textRect)

move = None

left, _, right = pygame.mouse.get_pressed()

检查右键单击以切换标记

if right == 1 and not lost:
    mouse = pygame.mouse.get_pos()
    
    for i in range(HEIGHT):
        
        for j in range(WIDTH):
            
            if cells[i][j].collidepoint(mouse) and (i, j) not in revealed:
                
                if (i, j) in flags:
                    flags.remove((i, j))
                
                else:
                    flags.add((i, j))
                time.sleep(0.2)

elif left == 1:
    mouse = pygame.mouse.get_pos()

如果单击 AI 按钮,则进行 AI 移动

if aiButton.collidepoint(mouse) and not lost:
        move = ai.make_safe_move()
        
        if move is None:
            move = ai.make_random_move()
            
            if move is None:
                flags = ai.mines.copy()
                print("No moves left to make.")
            
            else:
                print("No known safe moves, AI making random move.")
        
        else:
            print("AI making safe move.")
        time.sleep(0.2)

重置游戏状态

elif resetButton.collidepoint(mouse):
        
        game = Minesweeper(height=HEIGHT, width=WIDTH, mines=MINES)
        ai = MinesweeperAI(height=HEIGHT, width=WIDTH)
        revealed = set()
        flags = set()
        lost = False
        continue

用户自定义动作

elif not lost:
        
        for i in range(HEIGHT):
            
            for j in range(WIDTH):
                
                if (cells[i][j].collidepoint(mouse)
                        and (i, j) not in flags
                        and (i, j) not in revealed):
                    move = (i, j)

行动起来,更新AI知识

if move:
    
    if game.is_mine(move):
        lost = True
    
    else:
        nearby = game.nearby_mines(move)
        revealed.add(move)
        ai.add_knowledge(move, nearby)


pygame.display.flip()

以上就是本篇文章的全部内容

这里汇总了我的全部原创及作品源码:GitHub,如果大家能给我的 Github 存储库上添一些星星就更好了😊。还有这是我最近刚搭建的博客:haiyong.site,里面还没啥内容,放了一些HTML小游戏,有兴趣的可以尝试一下,源码可以自己F12复制,或者直接找我要。

我已经写了很长一段时间的技术博客,并且主要通过掘金发表,这是我的一篇 Python 单人AI扫雷游戏教程。我喜欢通过文章分享技术与快乐。您可以访问我的掘金主页: juejin.cn/user/204034… 以了解更多信息。希望你们会喜欢!

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