python实现简单五子棋游戏
作者:wTen 发布时间:2021-04-04 16:15:57
标签:python,五子棋
本文实例为大家分享了python实现简单五子棋游戏的具体代码,供大家参考,具体内容如下
from graphics import *
from math import *
import numpy as np
def ai():
"""
AI计算落子位置
"""
maxmin(True, DEPTH, -99999999, 99999999)
return next_point[0], next_point[1]
def maxmin(is_ai, depth, alpha, beta):
"""
负值极大算法搜索 alpha + beta剪枝
"""
# 游戏是否结束 | | 探索的递归深度是否到边界
if game_win(list1) or game_win(list2) or depth == 0:
return evaluation(is_ai)
blank_list = list(set(list_all).difference(set(list3)))
order(blank_list) # 搜索顺序排序 提高剪枝效率
# 遍历每一个候选步
for next_step in blank_list[0:60]:
# 如果要评估的位置没有相邻的子, 则不去评估 减少计算
if not has_neightnor(next_step):
continue
if is_ai:
list1.append(next_step)
else:
list2.append(next_step)
list3.append(next_step)
value = -maxmin(not is_ai, depth - 1, -beta, -alpha)
if is_ai:
list1.remove(next_step)
else:
list2.remove(next_step)
list3.remove(next_step)
if value > alpha:
if depth == DEPTH:
next_point[0] = next_step[0]
next_point[1] = next_step[1]
# alpha + beta剪枝点
if value >= beta:
return beta
alpha = value
return alpha
def order(blank_list):
"""
离最后落子的邻居位置最有可能是最优点
计算最后落子点的8个方向邻居节点
若未落子,则插入到blank列表的最前端
:param blank_list: 未落子节点集合
:return: blank_list
"""
last_pt = list3[-1]
# for item in blank_list:
for i in range(-1, 2):
for j in range(-1, 2):
if i == 0 and j == 0:
continue
if (last_pt[0] + i, last_pt[1] + j) in blank_list:
blank_list.remove((last_pt[0] + i, last_pt[1] + j))
blank_list.insert(0, (last_pt[0] + i, last_pt[1] + j))
def has_neightnor(pt):
"""
判断是否有邻居节点
:param pt: 待评测节点
:return:
"""
for i in range(-1, 2):
for j in range(-1, 2):
if i == 0 and j == 0:
continue
if (pt[0] + i, pt[1] + j) in list3:
return True
return False
def evaluation(is_ai):
"""
评估函数
"""
if is_ai:
my_list = list1
enemy_list = list2
else:
my_list = list2
enemy_list = list1
# 算自己的得分
score_all_arr = [] # 得分形状的位置 用于计算如果有相交 得分翻倍
my_score = 0
for pt in my_list:
m = pt[0]
n = pt[1]
my_score += cal_score(m, n, 0, 1, enemy_list, my_list, score_all_arr)
my_score += cal_score(m, n, 1, 0, enemy_list, my_list, score_all_arr)
my_score += cal_score(m, n, 1, 1, enemy_list, my_list, score_all_arr)
my_score += cal_score(m, n, -1, 1, enemy_list, my_list, score_all_arr)
# 算敌人的得分, 并减去
score_all_arr_enemy = []
enemy_score = 0
for pt in enemy_list:
m = pt[0]
n = pt[1]
enemy_score += cal_score(m, n, 0, 1, my_list, enemy_list, score_all_arr_enemy)
enemy_score += cal_score(m, n, 1, 0, my_list, enemy_list, score_all_arr_enemy)
enemy_score += cal_score(m, n, 1, 1, my_list, enemy_list, score_all_arr_enemy)
enemy_score += cal_score(m, n, -1, 1, my_list, enemy_list, score_all_arr_enemy)
total_score = my_score - enemy_score * 0.1
return total_score
def cal_score(m, n, x_decrict, y_derice, enemy_list, my_list, score_all_arr):
"""
每个方向上的分值计算
:param m:
:param n:
:param x_decrict:
:param y_derice:
:param enemy_list:
:param my_list:
:param score_all_arr:
:return:
"""
add_score = 0 # 加分项
# 在一个方向上, 只取最大的得分项
max_score_shape = (0, None)
# 如果此方向上,该点已经有得分形状,不重复计算
for item in score_all_arr:
for pt in item[1]:
if m == pt[0] and n == pt[1] and x_decrict == item[2][0] and y_derice == item[2][1]:
return 0
# 在落子点 左右方向上循环查找得分形状
for offset in range(-5, 1):
# offset = -2
pos = []
for i in range(0, 6):
if (m + (i + offset) * x_decrict, n + (i + offset) * y_derice) in enemy_list:
pos.append(2)
elif (m + (i + offset) * x_decrict, n + (i + offset) * y_derice) in my_list:
pos.append(1)
else:
pos.append(0)
tmp_shap5 = (pos[0], pos[1], pos[2], pos[3], pos[4])
tmp_shap6 = (pos[0], pos[1], pos[2], pos[3], pos[4], pos[5])
for (score, shape) in shape_score:
if tmp_shap5 == shape or tmp_shap6 == shape:
if score > max_score_shape[0]:
max_score_shape = (score, ((m + (0 + offset) * x_decrict, n + (0 + offset) * y_derice),
(m + (1 + offset) * x_decrict, n + (1 + offset) * y_derice),
(m + (2 + offset) * x_decrict, n + (2 + offset) * y_derice),
(m + (3 + offset) * x_decrict, n + (3 + offset) * y_derice),
(m + (4 + offset) * x_decrict, n + (4 + offset) * y_derice)),
(x_decrict, y_derice))
# 计算两个形状相交, 如两个3活 相交, 得分增加 一个子的除外
if max_score_shape[1] is not None:
for item in score_all_arr:
for pt1 in item[1]:
for pt2 in max_score_shape[1]:
if pt1 == pt2 and max_score_shape[0] > 10 and item[0] > 10:
add_score += item[0] + max_score_shape[0]
score_all_arr.append(max_score_shape)
return add_score + max_score_shape[0]
def game_win(list):
"""
胜利条件判断
"""
# for m in range(COLUMN):
# for n in range(ROW):
# if n < ROW - 4 and (m, n) in list and (m, n + 1) in list and (m, n + 2) in list and (
# m, n + 3) in list and (m, n + 4) in list:
# return True
# elif m < ROW - 4 and (m, n) in list and (m + 1, n) in list and (m + 2, n) in list and (
# m + 3, n) in list and (m + 4, n) in list:
# return True
# elif m < ROW - 4 and n < ROW - 4 and (m, n) in list and (m + 1, n + 1) in list and (
# m + 2, n + 2) in list and (m + 3, n + 3) in list and (m + 4, n + 4) in list:
# return True
# elif m < ROW - 4 and n > 3 and (m, n) in list and (m + 1, n - 1) in list and (
# m + 2, n - 2) in list and (m + 3, n - 3) in list and (m + 4, n - 4) in list:
# return True
return False
def draw_window():
"""
绘制棋盘
"""
# 绘制画板
win = GraphWin("五子棋", GRAPH_HEIGHT, GRAPH_WIDTH)
win.setBackground("gray")
# 绘制列
i1 = 0
while i1 <= GRID_WIDTH * COLUMN:
i1 = i1 + GRID_WIDTH
l = Line(Point(i1, GRID_WIDTH), Point(i1, GRID_WIDTH * COLUMN))
l.draw(win)
# 绘制行
i2 = 0
while i2 <= GRID_WIDTH * ROW:
i2 = i2 + GRID_WIDTH
l = Line(Point(GRID_WIDTH, i2), Point(GRID_WIDTH * ROW, i2))
l.draw(win)
return win
def main():
"""
程序循环
:return:
"""
mode = int(input("先手 AI先手 ? 1 0 \n"))
# 绘制棋盘
win = draw_window()
# 添加棋盘所有点
for i in range(COLUMN + 1):
for j in range(ROW + 1):
list_all.append((i, j))
# 循环条件
g = 0
change = 0
# 开始循环
while g == 0:
# AI
if change % 2 == mode:
# AI先手 走天元
if change == 0:
pos = (6, 6)
else:
pos = ai()
# 添加落子
list1.append(pos)
list3.append(pos)
# 绘制白棋
piece = Circle(Point(GRID_WIDTH * (pos[0]), GRID_WIDTH * (pos[1])), 12)
piece.setFill('white')
piece.draw(win)
# AI胜利
if game_win(list1):
message = Text(Point(GRAPH_WIDTH / 2, GRID_WIDTH / 2), "AI获胜")
message.draw(win)
g = 1
change = change + 1
# User
else:
p2 = win.getMouse()
x = round((p2.getX()) / GRID_WIDTH)
y = round((p2.getY()) / GRID_WIDTH)
# 若点未被选取过
if not (x, y) in list3:
# 添加落子
list2.append((x, y))
list3.append((x, y))
# 绘制黑棋
piece = Circle(Point(GRID_WIDTH * x, GRID_WIDTH * y), 12)
piece.setFill('black')
piece.draw(win)
# 胜利
if game_win(list2):
message = Text(Point(GRAPH_WIDTH / 2, GRID_WIDTH / 2), "人类胜利")
message.draw(win)
g = 1
change = change + 1
message = Text(Point(GRAPH_WIDTH / 2 + 100, GRID_WIDTH / 2), "游戏结束")
message.draw(win)
win.getMouse()
win.close()
if __name__ == '__main__':
GRID_WIDTH = 40
COLUMN = 11
ROW = 11
GRAPH_WIDTH = GRID_WIDTH * (ROW + 1)
GRAPH_HEIGHT = GRID_WIDTH * (COLUMN + 1)
list1 = [] # AI
list2 = [] # human
list3 = [] # all
list_all = [] # 整个棋盘的点
next_point = [0, 0] # AI下一步最应该下的位置
mode=int(input("请选择: 快不准 或 慢却准 ? 1 : 0 \n"))
if mode==1:
DEPTH=1
elif mode==0:
DEPTH=3
else:
DEPTH=3
shape_score = [(50, (0, 1, 1, 0, 0)),
(50, (0, 0, 1, 1, 0)),
(200, (1, 1, 0, 1, 0)),
(500, (0, 0, 1, 1, 1)),
(500, (1, 1, 1, 0, 0)),
(5000, (0, 1, 1, 1, 0)),
(5000, (0, 1, 0, 1, 1, 0)),
(5000, (0, 1, 1, 0, 1, 0)),
(5000, (1, 1, 1, 0, 1)),
(5000, (1, 1, 0, 1, 1)),
(5000, (1, 0, 1, 1, 1)),
(5000, (1, 1, 1, 1, 0)),
(5000, (0, 1, 1, 1, 1)),
(50000, (0, 1, 1, 1, 1, 0)),
(99999999, (1, 1, 1, 1, 1))]
main()
来源:https://blog.csdn.net/wsh596823919/article/details/80753087


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