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Pygame实战:下五子棋吗?信不信我让你几步你也赢不了?

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前言:

而今各位老铁们对“五子棋beta剪枝算法”可能比较关心,咱们都需要分析一些“五子棋beta剪枝算法”的相关资讯。那么小编在网络上汇集了一些关于“五子棋beta剪枝算法””的相关内容,希望姐妹们能喜欢,大家快快来学习一下吧!

导语

​​今日游戏更新,大家好,我是木木子,每天都给大家更新最好玩的游戏!关注我,从此你再也不用去努力找游戏了!

最热门最好玩的Python游戏点击即玩!

今天推荐的游戏是五子棋小游戏——人机对战、联机对战皆可!

你是否还记得?中学时代和同桌下过的五子棋?

​这样下棋只怕是会被打!​!!!我怀疑他开挂了,并且找到了证据。

​​

正文

首先准备好需要的图片等素材部分如下:

​好了!直接上代码吧——设置游戏开始界面:

class gameStartUI(QWidget):    def __init__(self, parent=None, **kwargs):        super(gameStartUI, self).__init__(parent)        self.setFixedSize(760, 650)        self.setWindowTitle('五子棋游戏对战')        self.setWindowIcon(QIcon(cfg.ICON_FILEPATH))        # 背景图片        palette = QPalette()        palette.setBrush(self.backgroundRole(), QBrush(QPixmap(cfg.BACKGROUND_IMAGEPATHS.get('bg_start'))))        self.setPalette(palette)        # 按钮        # --人机对战        self.ai_button = PushButton(cfg.BUTTON_IMAGEPATHS.get('ai'), self)        self.ai_button.move(250, 200)        self.ai_button.show()        self.ai_button.click_signal.connect(self.playWithAI)        # --联机对战        self.online_button = PushButton(cfg.BUTTON_IMAGEPATHS.get('online'), self)        self.online_button.move(250, 350)        self.online_button.show()        self.online_button.click_signal.connect(self.playOnline)    '''人机对战'''    def playWithAI(self):        self.close()        self.gaming_ui = playWithAIUI(cfg)        self.gaming_ui.exit_signal.connect(lambda: sys.exit())        self.gaming_ui.back_signal.connect(self.show)        self.gaming_ui.show()    '''联机对战'''    def playOnline(self):        self.close()        self.gaming_ui = playOnlineUI(cfg, self)        self.gaming_ui.show()'''run'''if __name__ == '__main__':    app = QApplication(sys.argv)    handle = gameStartUI()    font = QFont()    font.setPointSize(12)    handle.setFont(font)    handle.show()    sys.exit(app.exec_())

效果如下:

​一个是五子棋规则设置的人机对战:

import pygamefrom ..misc import *from PyQt5 import QtCorefrom PyQt5.QtGui import *from PyQt5.QtCore import *from PyQt5.QtWidgets import *from itertools import productfrom .aiGobang import aiGobang'''人机对战'''class playWithAIUI(QWidget):    back_signal = pyqtSignal()    exit_signal = pyqtSignal()    send_back_signal = False    def __init__(self, cfg, parent=None, **kwargs):        super(playWithAIUI, self).__init__(parent)        self.cfg = cfg        self.setFixedSize(760, 650)        self.setWindowTitle('五子棋人机对战')        self.setWindowIcon(QIcon(cfg.ICON_FILEPATH))        # 背景图片        palette = QPalette()        palette.setBrush(self.backgroundRole(), QBrush(QPixmap(cfg.BACKGROUND_IMAGEPATHS.get('bg_game'))))        self.setPalette(palette)        # 按钮        self.home_button = PushButton(cfg.BUTTON_IMAGEPATHS.get('home'), self)        self.home_button.click_signal.connect(self.goHome)        self.home_button.move(680, 10)        self.startgame_button = PushButton(cfg.BUTTON_IMAGEPATHS.get('startgame'), self)        self.startgame_button.click_signal.connect(self.startgame)        self.startgame_button.move(640, 240)        self.regret_button = PushButton(cfg.BUTTON_IMAGEPATHS.get('regret'), self)        self.regret_button.click_signal.connect(self.regret)        self.regret_button.move(640, 310)        self.givein_button = PushButton(cfg.BUTTON_IMAGEPATHS.get('givein'), self)        self.givein_button.click_signal.connect(self.givein)        self.givein_button.move(640, 380)        # 落子标志        self.chessman_sign = QLabel(self)        sign = QPixmap(cfg.CHESSMAN_IMAGEPATHS.get('sign'))        self.chessman_sign.setPixmap(sign)        self.chessman_sign.setFixedSize(sign.size())        self.chessman_sign.show()        self.chessman_sign.hide()        # 棋盘(19*19矩阵)        self.chessboard = [[None for i in range(19)] for _ in range(19)]        # 历史记录(悔棋用)        self.history_record = []        # 是否在游戏中        self.is_gaming = True        # 胜利方        self.winner = None        self.winner_info_label = None        # 颜色分配and目前轮到谁落子        self.player_color = 'white'        self.ai_color = 'black'        self.whoseround = self.player_color        # 实例化ai        self.ai_player = aiGobang(self.ai_color, self.player_color)        # 落子声音加载        pygame.mixer.init()        self.drop_sound = pygame.mixer.Sound(cfg.SOUNDS_PATHS.get('drop'))    '''鼠标左键点击事件-玩家回合'''    def mousePressEvent(self, event):        if (event.buttons() != QtCore.Qt.LeftButton) or (self.winner is not None) or (self.whoseround != self.player_color) or (not self.is_gaming):            return        # 保证只在棋盘范围内响应        if event.x() >= 50 and event.x() <= 50 + 30 * 18 + 14 and event.y() >= 50 and event.y() <= 50 + 30 * 18 + 14:            pos = Pixel2Chesspos(event)            # 保证落子的地方本来没有人落子            if self.chessboard[pos[0]][pos[1]]:                return            # 实例化一个棋子并显示            c = Chessman(self.cfg.CHESSMAN_IMAGEPATHS.get(self.whoseround), self)            c.move(event.pos())            c.show()            self.chessboard[pos[0]][pos[1]] = c            # 落子声音响起            self.drop_sound.play()            # 最后落子位置标志对落子位置进行跟随            self.chessman_sign.show()            self.chessman_sign.move(c.pos())            self.chessman_sign.raise_()            # 记录这次落子            self.history_record.append([*pos, self.whoseround])            # 是否胜利了            self.winner = checkWin(self.chessboard)            if self.winner:                self.showGameEndInfo()                return            # 切换回合方(其实就是改颜色)            self.nextRound()    '''鼠标左键释放操作-调用电脑回合'''    def mouseReleaseEvent(self, event):        if (self.winner is not None) or (self.whoseround != self.ai_color) or (not self.is_gaming):            return        self.aiAct()    '''电脑自动下-AI回合'''    def aiAct(self):        if (self.winner is not None) or (self.whoseround == self.player_color) or (not self.is_gaming):            return        next_pos = self.ai_player.act(self.history_record)        # 实例化一个棋子并显示        c = Chessman(self.cfg.CHESSMAN_IMAGEPATHS.get(self.whoseround), self)        c.move(QPoint(*Chesspos2Pixel(next_pos)))        c.show()        self.chessboard[next_pos[0]][next_pos[1]] = c        # 落子声音响起        self.drop_sound.play()        # 最后落子位置标志对落子位置进行跟随        self.chessman_sign.show()        self.chessman_sign.move(c.pos())        self.chessman_sign.raise_()        # 记录这次落子        self.history_record.append([*next_pos, self.whoseround])        # 是否胜利了        self.winner = checkWin(self.chessboard)        if self.winner:            self.showGameEndInfo()            return        # 切换回合方(其实就是改颜色)        self.nextRound()    '''改变落子方'''    def nextRound(self):        self.whoseround = self.player_color if self.whoseround == self.ai_color else self.ai_color    '''显示游戏结束结果'''    def showGameEndInfo(self):        self.is_gaming = False        info_img = QPixmap(self.cfg.WIN_IMAGEPATHS.get(self.winner))        self.winner_info_label = QLabel(self)        self.winner_info_label.setPixmap(info_img)        self.winner_info_label.resize(info_img.size())        self.winner_info_label.move(50, 50)        self.winner_info_label.show()    '''认输'''    def givein(self):        if self.is_gaming and (self.winner is None) and (self.whoseround == self.player_color):            self.winner = self.ai_color            self.showGameEndInfo()    '''悔棋-只有我方回合的时候可以悔棋'''    def regret(self):        if (self.winner is not None) or (len(self.history_record) == 0) or (not self.is_gaming) and (self.whoseround != self.player_color):            return        for _ in range(2):            pre_round = self.history_record.pop(-1)            self.chessboard[pre_round[0]][pre_round[1]].close()            self.chessboard[pre_round[0]][pre_round[1]] = None        self.chessman_sign.hide()    '''开始游戏-之前的对弈必须已经结束才行'''    def startgame(self):        if self.is_gaming:            return        self.is_gaming = True        self.whoseround = self.player_color        for i, j in product(range(19), range(19)):            if self.chessboard[i][j]:                self.chessboard[i][j].close()                self.chessboard[i][j] = None        self.winner = None        self.winner_info_label.close()        self.winner_info_label = None        self.history_record.clear()        self.chessman_sign.hide()    '''关闭窗口事件'''    def closeEvent(self, event):        if not self.send_back_signal:            self.exit_signal.emit()    '''返回游戏主页面'''    def goHome(self):        self.send_back_signal = True        self.close()        self.back_signal.emit()

如下:害!我这下了很久呢,有几次都没下赢人机!2333游戏废材

​另一个定义联机对战:

import sysimport randomfrom .server import *from .client import *from PyQt5.QtGui import *from PyQt5.QtCore import *from PyQt5.QtWidgets import *'''联机对战'''class playOnlineUI(QWidget):    def __init__(self, cfg, home_ui, parent=None, **kwargs):        super(playOnlineUI, self).__init__(parent)        self.cfg = cfg        self.home_ui = home_ui        self.setWindowTitle('联机对战')        self.setWindowIcon(QIcon(cfg.ICON_FILEPATH))        self.setFixedSize(300, 200)        # 昵称        self.nickname = random.choice(['杰尼龟', '皮卡丘', '小火龙', '小锯鳄', '妙蛙种子', '菊草叶'])        self.layout0 = QHBoxLayout()        self.nickname_label = QLabel('游戏昵称:', self)        self.nickname_edit = QLineEdit(self)        self.nickname_edit.setText(self.nickname)        self.layout0.addWidget(self.nickname_label, 1)        self.layout0.addWidget(self.nickname_edit, 3)        # IP        self.target_ip = '127.0.0.1'        self.layout1 = QHBoxLayout()        self.ip_label = QLabel('对方IP:', self)        self.ip_edit = QLineEdit(self)        self.ip_edit.setText(self.target_ip)        self.layout1.addWidget(self.ip_label, 1)        self.layout1.addWidget(self.ip_edit, 3)        # 按钮        self.layout2 = QHBoxLayout()        self.connect_button = QPushButton('作为客户端', self)        self.connect_button.clicked.connect(self.becomeClient)        self.ashost_button = QPushButton('作为服务器', self)        self.ashost_button.clicked.connect(self.becomeHost)        self.layout2.addWidget(self.connect_button)        self.layout2.addWidget(self.ashost_button)        # 布局        self.layout = QVBoxLayout()        self.layout.addLayout(self.layout0)        self.layout.addLayout(self.layout1)        self.layout.addLayout(self.layout2)        self.setLayout(self.layout)    '''作为客户端'''    def becomeClient(self):        self.close()        self.nickname = self.nickname_edit.text()        self.target_ip = self.ip_edit.text()        self.client_ui = gobangClient(cfg=self.cfg, nickname=self.nickname, server_ip=self.target_ip)        self.client_ui.exit_signal.connect(lambda: sys.exit())        self.client_ui.back_signal.connect(self.home_ui.show)        self.client_ui.show()    '''作为服务器'''    def becomeHost(self):        self.close()        self.nickname = self.nickname_edit.text()        self.server_ui = gobangSever(cfg=self.cfg, nickname=self.nickname)        self.server_ui.exit_signal.connect(lambda: sys.exit())        self.server_ui.back_signal.connect(self.home_ui.show)        self.server_ui.show()

​如下联机对战界面第一步:

​定义五子棋AI算法:

import randomfrom itertools import product'''五子棋AI算法'''class aiGobang():    def __init__(self, ai_color, player_color, search_depth=1, **kwargs):        assert search_depth % 2, 'search_depth must be odd number'        self.ai_color = ai_color        self.player_color = player_color        self.search_depth = search_depth        self.score_model = [(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))]        self.alpha = -99999999        self.beta = 99999999        self.all_list = [(i, j) for i, j in product(range(19), range(19))]    '''外部调用'''    def act(self, history_record):        self.ai_list = []        self.player_list = []        self.aiplayer_list = []        for item in history_record:            self.aiplayer_list.append((item[0], item[1]))            if item[-1] == self.ai_color:                self.ai_list.append((item[0], item[1]))            elif item[-1] == self.player_color:                self.player_list.append((item[0], item[1]))        while True:            self.next_point = random.choice(range(19)), random.choice(range(19))            if self.next_point not in self.aiplayer_list:                break        self.__doSearch(True, self.search_depth, self.alpha, self.beta)        return self.next_point    '''负极大值搜索, alpha+beta剪枝'''    def __doSearch(self, is_ai_round, depth, alpha, beta):        if self.__isgameover(self.ai_list) or self.__isgameover(self.player_list) or depth == 0:            return self.__evaluation(is_ai_round)        blank_list = list(set(self.all_list).difference(set(self.aiplayer_list)))        blank_list = self.__rearrange(blank_list)        for next_step in blank_list:            if not self.__hasNeighbor(next_step):                continue            if is_ai_round:                self.ai_list.append(next_step)            else:                self.player_list.append(next_step)            self.aiplayer_list.append(next_step)            value = -self.__doSearch(not is_ai_round, depth-1, -beta, -alpha)            if is_ai_round:                self.ai_list.remove(next_step)            else:                self.player_list.remove(next_step)            self.aiplayer_list.remove(next_step)            if value > alpha:                if depth == self.search_depth:                    self.next_point = next_step                if value >= beta:                    return beta                alpha = value        return alpha    '''游戏是否结束了'''    def __isgameover(self, oneslist):        for i, j in product(range(19), range(19)):            if i < 15 and (i, j) in oneslist and (i+1, j) in oneslist and (i+2, j) in oneslist and (i+3, j) in oneslist and (i+4, j) in oneslist:                return True            elif j < 15 and (i, j) in oneslist and (i, j+1) in oneslist and (i, j+2) in oneslist and (i, j+3) in oneslist and (i, j+4) in oneslist:                return True            elif i < 15 and j < 15 and (i, j) in oneslist and (i+1, j+1) in oneslist and (i+2, j+2) in oneslist and (i+3, j+3) in oneslist and (i+4, j+4) in oneslist:                return True            elif i > 3 and j < 15 and (i, j) in oneslist and (i-1, j+1) in oneslist and (i-2, j+2) in oneslist and (i-3, j+3) in oneslist and (i-4, j+4) in oneslist:                return True        return False    '''重新排列未落子位置'''    def __rearrange(self, blank_list):        last_step = self.aiplayer_list[-1]        for item in blank_list:            for i, j in product(range(-1, 2), range(-1, 2)):                if i == 0 and j == 0:                    continue                next_step = (last_step[0]+i, last_step[1]+j)                if next_step in blank_list:                    blank_list.remove(next_step)                    blank_list.insert(0, next_step)        return blank_list    '''是否存在近邻'''    def __hasNeighbor(self, next_step):        for i, j in product(range(-1, 2), range(-1, 2)):            if i == 0 and j == 0:                continue            if (next_step[0]+i, next_step[1]+j) in self.aiplayer_list:                return True        return False    '''计算得分'''    def __calcScore(self, i, j, x_direction, y_direction, list1, list2, all_scores):        add_score = 0        max_score = (0, None)        for each in all_scores:            for item in each[1]:                if i == item[0] and j == item[1] and x_direction == each[2][0] and y_direction == each[2][1]:                    return 0, all_scores        for noffset in range(-5, 1):            position = []            for poffset in range(6):                x, y = i + (poffset + noffset) * x_direction, j + (poffset + noffset) * y_direction                if (x, y) in list2:                    position.append(2)                elif (x, y) in list1:                    position.append(1)                else:                    position.append(0)            shape_len5 = tuple(position[0: -1])            shape_len6 = tuple(position)            for score, shape in self.score_model:                if shape_len5 == shape or shape_len6 == shape:                    if score > max_score[0]:                        max_score = (score, ((i + (0 + noffset) * x_direction, j + (0 + noffset) * y_direction),                                             (i + (1 + noffset) * x_direction, j + (1 + noffset) * y_direction),                                             (i + (2 + noffset) * x_direction, j + (2 + noffset) * y_direction),                                             (i + (3 + noffset) * x_direction, j + (3 + noffset) * y_direction),                                             (i + (4 + noffset) * x_direction, j + (4 + noffset) * y_direction)), (x_direction, y_direction))        if max_score[1] is not None:            for each in all_scores:                for p1 in each[1]:                    for p2 in max_score[1]:                        if p1 == p2 and max_score[0] > 10 and each[0] > 10:                            add_score += max_score[0] + each[0]            all_scores.append(max_score)        return add_score+max_score[0], all_scores    '''评估函数'''    def __evaluation(self, is_ai_round):        if is_ai_round:            list1 = self.ai_list            list2 = self.player_list        else:            list2 = self.ai_list            list1 = self.player_list        active_all_scores = []        active_score = 0        for item in list1:            score, active_all_scores = self.__calcScore(item[0], item[1], 0, 1, list1, list2, active_all_scores)            active_score += score            score, active_all_scores = self.__calcScore(item[0], item[1], 1, 0, list1, list2, active_all_scores)            active_score += score            score, active_all_scores = self.__calcScore(item[0], item[1], 1, 1, list1, list2, active_all_scores)            active_score += score            score, active_all_scores = self.__calcScore(item[0], item[1], -1, 1, list1, list2, active_all_scores)            active_score += score        passive_all_scores = []        passive_score = 0        for item in list2:            score, passive_all_scores = self.__calcScore(item[0], item[1], 0, 1, list2, list1, passive_all_scores)            passive_score += score            score, passive_all_scores = self.__calcScore(item[0], item[1], 1, 0, list2, list1, passive_all_scores)            passive_score += score            score, passive_all_scores = self.__calcScore(item[0], item[1], 1, 1, list2, list1, passive_all_scores)            passive_score += score            score, passive_all_scores = self.__calcScore(item[0], item[1], -1, 1, list2, list1, passive_all_scores)            passive_score += score        total_score = active_score - passive_score * 0.1        return total_score

​总结

好啦!五子棋现在人机对战也可,真人局域网联机也可!文章就到这里​

​如需完整地打包的源码老规矩全免费!源码基地见:#私信小编06#!更多好玩的Python游戏代码等你来领取!

​​

标签: #五子棋beta剪枝算法