目錄
Python實例題
題目
代碼實現
實現原理
游戲邏輯:
AI 算法:
界面渲染:
關鍵代碼解析
游戲棋盤渲染
AI 決策算法
勝利條件檢查
使用說明
安裝依賴:
運行游戲:
游戲操作:
擴展建議
增強 AI:
界面改進:
功能擴展:
性能優化:
Python實例題
題目
人機對戰初體驗Python基于Pygame實現四子棋游戲
代碼實現
import pygame
import sys
import numpy as np
import randomclass ConnectFour:def __init__(self):# 游戲常量self.ROWS = 6self.COLUMNS = 7self.SQUARE_SIZE = 100self.WIDTH = self.COLUMNS * self.SQUARE_SIZEself.HEIGHT = (self.ROWS + 1) * self.SQUARE_SIZEself.SCREEN_SIZE = (self.WIDTH, self.HEIGHT)self.RADIUS = int(self.SQUARE_SIZE / 2 - 5)# 顏色定義self.BLUE = (0, 0, 255)self.BLACK = (0, 0, 0)self.RED = (255, 0, 0)self.YELLOW = (255, 255, 0)self.WHITE = (255, 255, 255)# 初始化游戲pygame.init()self.screen = pygame.display.set_mode(self.SCREEN_SIZE)pygame.display.set_caption("四子棋")self.font = pygame.font.SysFont("SimHei", 40)self.small_font = pygame.font.SysFont("SimHei", 24)# 游戲變量self.board = np.zeros((self.ROWS, self.COLUMNS))self.game_over = Falseself.turn = 1 # 1: 玩家1/人類, 2: 玩家2/AIself.player_mode = 1 # 1: 人機對戰, 2: 雙人對戰self.winner = 0# 繪制初始界面self.draw_board()pygame.display.update()def draw_board(self):"""繪制游戲棋盤"""# 繪制背景self.screen.fill(self.BLUE)# 繪制標題區域title_rect = pygame.Rect(0, 0, self.WIDTH, self.SQUARE_SIZE)pygame.draw.rect(self.screen, self.BLACK, title_rect)# 顯示標題和模式title_text = self.font.render("四子棋", True, self.WHITE)self.screen.blit(title_text, (self.WIDTH // 2 - title_text.get_width() // 2, 30))mode_text = self.small_font.render("模式: 人機對戰" if self.player_mode == 1 else "模式: 雙人對戰", True, self.WHITE)self.screen.blit(mode_text, (20, 35))# 繪制切換模式按鈕button_rect = pygame.Rect(self.WIDTH - 150, 25, 120, 50)pygame.draw.rect(self.screen, self.RED if self.player_mode == 1 else self.YELLOW, button_rect)button_text = self.small_font.render("切換雙人" if self.player_mode == 1 else "切換人機", True, self.WHITE)self.screen.blit(button_text, (button_rect.centerx - button_text.get_width() // 2, button_rect.centery - button_text.get_height() // 2))# 繪制棋盤格子for c in range(self.COLUMNS):for r in range(self.ROWS):pygame.draw.rect(self.screen, self.BLACK, (c * self.SQUARE_SIZE, (r + 1) * self.SQUARE_SIZE, self.SQUARE_SIZE, self.SQUARE_SIZE))pygame.draw.circle(self.screen, self.WHITE, (int(c * self.SQUARE_SIZE + self.SQUARE_SIZE / 2), int((r + 1) * self.SQUARE_SIZE + self.SQUARE_SIZE / 2)), self.RADIUS)# 繪制當前棋子for c in range(self.COLUMNS):for r in range(self.ROWS):if self.board[r][c] == 1:pygame.draw.circle(self.screen, self.RED, (int(c * self.SQUARE_SIZE + self.SQUARE_SIZE / 2), self.HEIGHT - int(r * self.SQUARE_SIZE + self.SQUARE_SIZE / 2)), self.RADIUS)elif self.board[r][c] == 2:pygame.draw.circle(self.screen, self.YELLOW, (int(c * self.SQUARE_SIZE + self.SQUARE_SIZE / 2), self.HEIGHT - int(r * self.SQUARE_SIZE + self.SQUARE_SIZE / 2)), self.RADIUS)# 如果游戲結束,顯示獲勝信息if self.game_over:overlay = pygame.Surface(self.SCREEN_SIZE, pygame.SRCALPHA)overlay.fill((0, 0, 0, 180))self.screen.blit(overlay, (0, 0))winner_text = self.font.render(f"玩家 {'紅方' if self.winner == 1 else '黃方'} 獲勝!" if self.winner != 0 else "平局!", True, self.WHITE)self.screen.blit(winner_text, (self.WIDTH // 2 - winner_text.get_width() // 2, self.HEIGHT // 2 - 30))restart_text = self.font.render("按R鍵重新開始", True, self.WHITE)self.screen.blit(restart_text, (self.WIDTH // 2 - restart_text.get_width() // 2, self.HEIGHT // 2 + 30))def is_valid_location(self, col):"""檢查指定列是否可以放置棋子"""return self.board[0][col] == 0def get_next_open_row(self, col):"""獲取指定列中下一個可用的行"""for r in range(self.ROWS - 1, -1, -1):if self.board[r][col] == 0:return rdef drop_piece(self, row, col, player):"""在指定位置放置棋子"""self.board[row][col] = playerdef check_winning_move(self, player):"""檢查玩家是否獲勝"""# 檢查水平方向for c in range(self.COLUMNS - 3):for r in range(self.ROWS):if (self.board[r][c] == player and self.board[r][c + 1] == player and self.board[r][c + 2] == player and self.board[r][c + 3] == player):return True# 檢查垂直方向for c in range(self.COLUMNS):for r in range(self.ROWS - 3):if (self.board[r][c] == player and self.board[r + 1][c] == player and self.board[r + 2][c] == player and self.board[r + 3][c] == player):return True# 檢查正對角線for c in range(self.COLUMNS - 3):for r in range(self.ROWS - 3):if (self.board[r][c] == player and self.board[r + 1][c + 1] == player and self.board[r + 2][c + 2] == player and self.board[r + 3][c + 3] == player):return True# 檢查反對角線for c in range(self.COLUMNS - 3):for r in range(3, self.ROWS):if (self.board[r][c] == player and self.board[r - 1][c + 1] == player and self.board[r - 2][c + 2] == player and self.board[r - 3][c + 3] == player):return Truereturn Falsedef is_board_full(self):"""檢查棋盤是否已滿"""for c in range(self.COLUMNS):if self.is_valid_location(c):return Falsereturn Truedef evaluate_window(self, window, player):"""評估一個窗口(四個位置)的得分"""score = 0opponent = 1 if player == 2 else 2if window.count(player) == 4:score += 100elif window.count(player) == 3 and window.count(0) == 1:score += 10elif window.count(player) == 2 and window.count(0) == 2:score += 5if window.count(opponent) == 3 and window.count(0) == 1:score -= 80 # 阻止對手三連return scoredef score_position(self, player):"""評估整個棋盤的得分"""score = 0# 評估中心列center_array = [int(i) for i in list(self.board[:, self.COLUMNS // 2])]center_count = center_array.count(player)score += center_count * 3# 評估水平方向for r in range(self.ROWS):row_array = [int(i) for i in list(self.board[r, :])]for c in range(self.COLUMNS - 3):window = row_array[c:c + 4]score += self.evaluate_window(window, player)# 評估垂直方向for c in range(self.COLUMNS):col_array = [int(i) for i in list(self.board[:, c])]for r in range(self.ROWS - 3):window = col_array[r:r + 4]score += self.evaluate_window(window, player)# 評估正對角線for r in range(self.ROWS - 3):for c in range(self.COLUMNS - 3):window = [self.board[r + i][c + i] for i in range(4)]score += self.evaluate_window(window, player)# 評估反對角線for r in range(self.ROWS - 3):for c in range(self.COLUMNS - 3):window = [self.board[r + 3 - i][c + i] for i in range(4)]score += self.evaluate_window(window, player)return scoredef get_valid_locations(self):"""獲取所有可用的列"""valid_locations = []for col in range(self.COLUMNS):if self.is_valid_location(col):valid_locations.append(col)return valid_locationsdef minimax(self, depth, maximizingPlayer, alpha, beta):"""使用Minimax算法和Alpha-Beta剪枝選擇最佳移動"""valid_locations = self.get_valid_locations()is_terminal = self.is_board_full() or self.check_winning_move(1) or self.check_winning_move(2)if depth == 0 or is_terminal:if is_terminal:if self.check_winning_move(2):return (None, 10000000)elif self.check_winning_move(1):return (None, -10000000)else: # 平局return (None, 0)else: # 深度為0return (None, self.score_position(2))if maximizingPlayer:value = -float('inf')column = random.choice(valid_locations)for col in valid_locations:row = self.get_next_open_row(col)temp_board = self.board.copy()self.drop_piece(row, col, 2)new_score = self.minimax(depth - 1, False, alpha, beta)[1]self.board = temp_boardif new_score > value:value = new_scorecolumn = colalpha = max(alpha, value)if alpha >= beta:breakreturn column, valueelse: # 最小化玩家value = float('inf')column = random.choice(valid_locations)for col in valid_locations:row = self.get_next_open_row(col)temp_board = self.board.copy()self.drop_piece(row, col, 1)new_score = self.minimax(depth - 1, True, alpha, beta)[1]self.board = temp_boardif new_score < value:value = new_scorecolumn = colbeta = min(beta, value)if alpha >= beta:breakreturn column, valuedef ai_move(self):"""AI移動邏輯"""if not self.game_over:# 使用minimax算法選擇最佳列,深度為4col, _ = self.minimax(4, True, -float('inf'), float('inf'))if self.is_valid_location(col):pygame.time.wait(500) # 讓AI思考看起來更自然row = self.get_next_open_row(col)self.drop_piece(row, col, 2)if self.check_winning_move(2):self.game_over = Trueself.winner = 2elif self.is_board_full():self.game_over = Trueself.winner = 0self.turn = 1 # 回到玩家1self.draw_board()pygame.display.update()def restart_game(self):"""重新開始游戲"""self.board = np.zeros((self.ROWS, self.COLUMNS))self.game_over = Falseself.turn = 1self.winner = 0self.draw_board()pygame.display.update()def run(self):"""運行游戲主循環"""clock = pygame.time.Clock()while True:clock.tick(60)for event in pygame.event.get():if event.type == pygame.QUIT:pygame.quit()sys.exit()if event.type == pygame.KEYDOWN:if event.key == pygame.K_r and self.game_over:self.restart_game()if event.type == pygame.MOUSEBUTTONDOWN:# 檢查是否點擊了模式切換按鈕button_rect = pygame.Rect(self.WIDTH - 150, 25, 120, 50)if button_rect.collidepoint(event.pos):self.player_mode = 2 if self.player_mode == 1 else 1self.restart_game()continue# 游戲未結束且輪到人類玩家if not self.game_over and (self.turn == 1 or self.player_mode == 2):# 獲取鼠標位置pos_x = event.pos[0]col = int(pos_x // self.SQUARE_SIZE)# 檢查列是否有效if self.is_valid_location(col):# 獲取下一個可用行row = self.get_next_open_row(col)# 放置棋子player = self.turnself.drop_piece(row, col, player)# 檢查是否獲勝if self.check_winning_move(player):self.game_over = Trueself.winner = player# 檢查是否平局elif self.is_board_full():self.game_over = Trueself.winner = 0# 切換玩家self.turn = 2 if self.turn == 1 else 1# 繪制棋盤self.draw_board()pygame.display.update()# AI移動(人機對戰且輪到AI)if not self.game_over and self.turn == 2 and self.player_mode == 1:self.ai_move()if __name__ == "__main__":game = ConnectFour()game.run()
實現原理
這個四子棋游戲基于以下核心技術實現:
-
游戲邏輯:
- 使用 numpy 數組表示游戲棋盤
- 實現棋子放置、勝利條件檢查和棋盤狀態評估
- 支持人機對戰和雙人對戰模式
-
AI 算法:
- 使用 Minimax 算法進行決策
- 實現 Alpha-Beta 剪枝優化搜索效率
- 設計評分函數評估棋盤狀態
-
界面渲染:
- 使用 Pygame 創建圖形界面
- 實現棋盤、棋子和交互元素的繪制
- 添加游戲狀態提示和模式切換功能
關鍵代碼解析
游戲棋盤渲染
def draw_board(self):# 繪制背景和標題self.screen.fill(self.BLUE)title_rect = pygame.Rect(0, 0, self.WIDTH, self.SQUARE_SIZE)pygame.draw.rect(self.screen, self.BLACK, title_rect)# 繪制棋盤格子和棋子for c in range(self.COLUMNS):for r in range(self.ROWS):pygame.draw.rect(self.screen, self.BLACK, (c * self.SQUARE_SIZE, (r + 1) * self.SQUARE_SIZE, self.SQUARE_SIZE, self.SQUARE_SIZE))pygame.draw.circle(self.screen, self.WHITE, (int(c * self.SQUARE_SIZE + self.SQUARE_SIZE / 2), int((r + 1) * self.SQUARE_SIZE + self.SQUARE_SIZE / 2)), self.RADIUS)# 繪制當前棋子狀態for c in range(self.COLUMNS):for r in range(self.ROWS):if self.board[r][c] == 1:pygame.draw.circle(self.screen, self.RED, (int(c * self.SQUARE_SIZE + self.SQUARE_SIZE / 2), self.HEIGHT - int(r * self.SQUARE_SIZE + self.SQUARE_SIZE / 2)), self.RADIUS)elif self.board[r][c] == 2:pygame.draw.circle(self.screen, self.YELLOW, (int(c * self.SQUARE_SIZE + self.SQUARE_SIZE / 2), self.HEIGHT - int(r * self.SQUARE_SIZE + self.SQUARE_SIZE / 2)), self.RADIUS)
AI 決策算法
def minimax(self, depth, maximizingPlayer, alpha, beta):valid_locations = self.get_valid_locations()is_terminal = self.is_board_full() or self.check_winning_move(1) or self.check_winning_move(2)if depth == 0 or is_terminal:if is_terminal:if self.check_winning_move(2):return (None, 10000000)elif self.check_winning_move(1):return (None, -10000000)else:return (None, 0)else:return (None, self.score_position(2))if maximizingPlayer:value = -float('inf')column = random.choice(valid_locations)for col in valid_locations:row = self.get_next_open_row(col)temp_board = self.board.copy()self.drop_piece(row, col, 2)new_score = self.minimax(depth - 1, False, alpha, beta)[1]self.board = temp_boardif new_score > value:value = new_scorecolumn = colalpha = max(alpha, value)if alpha >= beta:breakreturn column, valueelse:value = float('inf')column = random.choice(valid_locations)for col in valid_locations:row = self.get_next_open_row(col)temp_board = self.board.copy()self.drop_piece(row, col, 1)new_score = self.minimax(depth - 1, True, alpha, beta)[1]self.board = temp_boardif new_score < value:value = new_scorecolumn = colbeta = min(beta, value)if alpha >= beta:breakreturn column, value
勝利條件檢查
def check_winning_move(self, player):# 檢查水平方向for c in range(self.COLUMNS - 3):for r in range(self.ROWS):if (self.board[r][c] == player and self.board[r][c + 1] == player and self.board[r][c + 2] == player and self.board[r][c + 3] == player):return True# 檢查垂直方向for c in range(self.COLUMNS):for r in range(self.ROWS - 3):if (self.board[r][c] == player and self.board[r + 1][c] == player and self.board[r + 2][c] == player and self.board[r + 3][c] == player):return True# 檢查正對角線for c in range(self.COLUMNS - 3):for r in range(self.ROWS - 3):if (self.board[r][c] == player and self.board[r + 1][c + 1] == player and self.board[r + 2][c + 2] == player and self.board[r + 3][c + 3] == player):return True# 檢查反對角線for c in range(self.COLUMNS - 3):for r in range(3, self.ROWS):if (self.board[r][c] == player and self.board[r - 1][c + 1] == player and self.board[r - 2][c + 2] == player and self.board[r - 3][c + 3] == player):return Truereturn False
使用說明
-
安裝依賴:
pip install pygame numpy
-
運行游戲:
python connect_four.py
-
游戲操作:
- 人機對戰:紅方 (玩家) vs 黃方 (AI)
- 雙人對戰:紅方 (玩家 1) vs 黃方 (玩家 2)
- 點擊頂部按鈕切換游戲模式
- 點擊列頂部放置棋子
- 游戲結束后按 R 鍵重新開始
擴展建議
-
增強 AI:
- 優化評分函數,考慮更多策略因素
- 增加難度級別選擇
- 實現蒙特卡洛樹搜索算法
-
界面改進:
- 添加動畫效果(棋子下落、勝利高亮)
- 設計更精美的 UI 元素
- 支持全屏模式和窗口調整
-
功能擴展:
- 實現游戲存檔和回放功能
- 添加音效和背景音樂
- 支持局域網多人對戰
-
性能優化:
- 使用位運算優化棋盤表示
- 實現多線程計算 AI 決策
- 添加游戲狀態緩存機制