python五子棋_python实现简单五子棋游戏

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

python五子棋_python实现简单五子棋游戏_第1张图片

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()

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。

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