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Python实现AI自动玩俄罗斯方块游戏

时间:2022-07-18 09:35:09 | 栏目:Python代码 | 点击:

导语

提到《俄罗斯方块》(Tetris),那真是几乎无人不知无人不晓。?

其历史之悠久,可玩性之持久,能手轻轻一挥,吊打一大波游戏。

对于绝大多数小友而言,《俄罗斯方块》的规则根本无需多言——将形状不一的方块填满一行消除即可。

这款火了30几年的《俄罗斯方块》游戏之前就已经写过的哈,往期的Pygame合集里面可以找找看!

但今天木木子介绍的是《俄罗斯方块》的新作——实现AI自动玩儿游戏。

估计会让你三观尽毁,下巴掉落,惊呼:我玩了假游戏吧!

正文

移动、掉落、填充、消除!

木木子·你我的童年回忆《俄罗斯方块AI版本》已正式上线!

代码由三部分组成 Tetris.py、tetris_model.py 和 tetris_ai.py游戏的主要逻辑由 Tetis 控制,model 定义了方块的样式,AI 顾名思义实现了主要的 AI 算法。

1)Tetris.py

class Tetris(QMainWindow):
    def __init__(self):
        super().__init__()
        self.isStarted = False
        self.isPaused = False
        self.nextMove = None
        self.lastShape = Shape.shapeNone

        self.initUI()

    def initUI(self):
        self.gridSize = 22
        self.speed = 10

        self.timer = QBasicTimer()
        self.setFocusPolicy(Qt.StrongFocus)

        hLayout = QHBoxLayout()
        self.tboard = Board(self, self.gridSize)
        hLayout.addWidget(self.tboard)

        self.sidePanel = SidePanel(self, self.gridSize)
        hLayout.addWidget(self.sidePanel)

        self.statusbar = self.statusBar()
        self.tboard.msg2Statusbar[str].connect(self.statusbar.showMessage)

        self.start()

        self.center()
        self.setWindowTitle('AI俄罗斯方块儿')
        self.show()

        self.setFixedSize(self.tboard.width() + self.sidePanel.width(),
                          self.sidePanel.height() + self.statusbar.height())

    def center(self):
        screen = QDesktopWidget().screenGeometry()
        size = self.geometry()
        self.move((screen.width() - size.width()) // 2, (screen.height() - size.height()) // 2)

    def start(self):
        if self.isPaused:
            return

        self.isStarted = True
        self.tboard.score = 0
        BOARD_DATA.clear()

        self.tboard.msg2Statusbar.emit(str(self.tboard.score))

        BOARD_DATA.createNewPiece()
        self.timer.start(self.speed, self)

    def pause(self):
        if not self.isStarted:
            return

        self.isPaused = not self.isPaused

        if self.isPaused:
            self.timer.stop()
            self.tboard.msg2Statusbar.emit("paused")
        else:
            self.timer.start(self.speed, self)

        self.updateWindow()

    def updateWindow(self):
        self.tboard.updateData()
        self.sidePanel.updateData()
        self.update()

    def timerEvent(self, event):
        if event.timerId() == self.timer.timerId():
            if TETRIS_AI and not self.nextMove:
                self.nextMove = TETRIS_AI.nextMove()
            if self.nextMove:
                k = 0
                while BOARD_DATA.currentDirection != self.nextMove[0] and k < 4:
                    BOARD_DATA.rotateRight()
                    k += 1
                k = 0
                while BOARD_DATA.currentX != self.nextMove[1] and k < 5:
                    if BOARD_DATA.currentX > self.nextMove[1]:
                        BOARD_DATA.moveLeft()
                    elif BOARD_DATA.currentX < self.nextMove[1]:
                        BOARD_DATA.moveRight()
                    k += 1
            # lines = BOARD_DATA.dropDown()
            lines = BOARD_DATA.moveDown()
            self.tboard.score += lines
            if self.lastShape != BOARD_DATA.currentShape:
                self.nextMove = None
                self.lastShape = BOARD_DATA.currentShape
            self.updateWindow()
        else:
            super(Tetris, self).timerEvent(event)

    def keyPressEvent(self, event):
        if not self.isStarted or BOARD_DATA.currentShape == Shape.shapeNone:
            super(Tetris, self).keyPressEvent(event)
            return

        key = event.key()
        
        if key == Qt.Key_P:
            self.pause()
            return
            
        if self.isPaused:
            return
        elif key == Qt.Key_Left:
            BOARD_DATA.moveLeft()
        elif key == Qt.Key_Right:
            BOARD_DATA.moveRight()
        elif key == Qt.Key_Up:
            BOARD_DATA.rotateLeft()
        elif key == Qt.Key_Space:
            self.tboard.score += BOARD_DATA.dropDown()
        else:
            super(Tetris, self).keyPressEvent(event)

        self.updateWindow()


def drawSquare(painter, x, y, val, s):
    colorTable = [0x000000, 0xCC6666, 0x66CC66, 0x6666CC,
                  0xCCCC66, 0xCC66CC, 0x66CCCC, 0xDAAA00]

    if val == 0:
        return

    color = QColor(colorTable[val])
    painter.fillRect(x + 1, y + 1, s - 2, s - 2, color)

    painter.setPen(color.lighter())
    painter.drawLine(x, y + s - 1, x, y)
    painter.drawLine(x, y, x + s - 1, y)

    painter.setPen(color.darker())
    painter.drawLine(x + 1, y + s - 1, x + s - 1, y + s - 1)
    painter.drawLine(x + s - 1, y + s - 1, x + s - 1, y + 1)


class SidePanel(QFrame):
    def __init__(self, parent, gridSize):
        super().__init__(parent)
        self.setFixedSize(gridSize * 5, gridSize * BOARD_DATA.height)
        self.move(gridSize * BOARD_DATA.width, 0)
        self.gridSize = gridSize

    def updateData(self):
        self.update()

    def paintEvent(self, event):
        painter = QPainter(self)
        minX, maxX, minY, maxY = BOARD_DATA.nextShape.getBoundingOffsets(0)

        dy = 3 * self.gridSize
        dx = (self.width() - (maxX - minX) * self.gridSize) / 2

        val = BOARD_DATA.nextShape.shape
        for x, y in BOARD_DATA.nextShape.getCoords(0, 0, -minY):
            drawSquare(painter, x * self.gridSize + dx, y * self.gridSize + dy, val, self.gridSize)


class Board(QFrame):
    msg2Statusbar = pyqtSignal(str)
    speed = 10

    def __init__(self, parent, gridSize):
        super().__init__(parent)
        self.setFixedSize(gridSize * BOARD_DATA.width, gridSize * BOARD_DATA.height)
        self.gridSize = gridSize
        self.initBoard()

    def initBoard(self):
        self.score = 0
        BOARD_DATA.clear()

    def paintEvent(self, event):
        painter = QPainter(self)

        # Draw backboard
        for x in range(BOARD_DATA.width):
            for y in range(BOARD_DATA.height):
                val = BOARD_DATA.getValue(x, y)
                drawSquare(painter, x * self.gridSize, y * self.gridSize, val, self.gridSize)

        # Draw current shape
        for x, y in BOARD_DATA.getCurrentShapeCoord():
            val = BOARD_DATA.currentShape.shape
            drawSquare(painter, x * self.gridSize, y * self.gridSize, val, self.gridSize)

        # Draw a border
        painter.setPen(QColor(0x777777))
        painter.drawLine(self.width()-1, 0, self.width()-1, self.height())
        painter.setPen(QColor(0xCCCCCC))
        painter.drawLine(self.width(), 0, self.width(), self.height())

    def updateData(self):
        self.msg2Statusbar.emit(str(self.score))
        self.update()


if __name__ == '__main__':
    # random.seed(32)
    app = QApplication([])
    tetris = Tetris()
    sys.exit(app.exec_())

2)Tetris_model.py??

import random

class Shape(object):
    shapeNone = 0
    shapeI = 1
    shapeL = 2
    shapeJ = 3
    shapeT = 4
    shapeO = 5
    shapeS = 6
    shapeZ = 7

    shapeCoord = (
        ((0, 0), (0, 0), (0, 0), (0, 0)),
        ((0, -1), (0, 0), (0, 1), (0, 2)),
        ((0, -1), (0, 0), (0, 1), (1, 1)),
        ((0, -1), (0, 0), (0, 1), (-1, 1)),
        ((0, -1), (0, 0), (0, 1), (1, 0)),
        ((0, 0), (0, -1), (1, 0), (1, -1)),
        ((0, 0), (0, -1), (-1, 0), (1, -1)),
        ((0, 0), (0, -1), (1, 0), (-1, -1))
    )

    def __init__(self, shape=0):
        self.shape = shape

    def getRotatedOffsets(self, direction):
        tmpCoords = Shape.shapeCoord[self.shape]
        if direction == 0 or self.shape == Shape.shapeO:
            return ((x, y) for x, y in tmpCoords)

        if direction == 1:
            return ((-y, x) for x, y in tmpCoords)

        if direction == 2:
            if self.shape in (Shape.shapeI, Shape.shapeZ, Shape.shapeS):
                return ((x, y) for x, y in tmpCoords)
            else:
                return ((-x, -y) for x, y in tmpCoords)

        if direction == 3:
            if self.shape in (Shape.shapeI, Shape.shapeZ, Shape.shapeS):
                return ((-y, x) for x, y in tmpCoords)
            else:
                return ((y, -x) for x, y in tmpCoords)

    def getCoords(self, direction, x, y):
        return ((x + xx, y + yy) for xx, yy in self.getRotatedOffsets(direction))

    def getBoundingOffsets(self, direction):
        tmpCoords = self.getRotatedOffsets(direction)
        minX, maxX, minY, maxY = 0, 0, 0, 0
        for x, y in tmpCoords:
            if minX > x:
                minX = x
            if maxX < x:
                maxX = x
            if minY > y:
                minY = y
            if maxY < y:
                maxY = y
        return (minX, maxX, minY, maxY)


class BoardData(object):
    width = 10
    height = 22

    def __init__(self):
        self.backBoard = [0] * BoardData.width * BoardData.height

        self.currentX = -1
        self.currentY = -1
        self.currentDirection = 0
        self.currentShape = Shape()
        self.nextShape = Shape(random.randint(1, 7))

        self.shapeStat = [0] * 8

    def getData(self):
        return self.backBoard[:]

    def getValue(self, x, y):
        return self.backBoard[x + y * BoardData.width]

    def getCurrentShapeCoord(self):
        return self.currentShape.getCoords(self.currentDirection, self.currentX, self.currentY)

    def createNewPiece(self):
        minX, maxX, minY, maxY = self.nextShape.getBoundingOffsets(0)
        result = False
        if self.tryMoveCurrent(0, 5, -minY):
            self.currentX = 5
            self.currentY = -minY
            self.currentDirection = 0
            self.currentShape = self.nextShape
            self.nextShape = Shape(random.randint(1, 7))
            result = True
        else:
            self.currentShape = Shape()
            self.currentX = -1
            self.currentY = -1
            self.currentDirection = 0
            result = False
        self.shapeStat[self.currentShape.shape] += 1
        return result

    def tryMoveCurrent(self, direction, x, y):
        return self.tryMove(self.currentShape, direction, x, y)

    def tryMove(self, shape, direction, x, y):
        for x, y in shape.getCoords(direction, x, y):
            if x >= BoardData.width or x < 0 or y >= BoardData.height or y < 0:
                return False
            if self.backBoard[x + y * BoardData.width] > 0:
                return False
        return True

    def moveDown(self):
        lines = 0
        if self.tryMoveCurrent(self.currentDirection, self.currentX, self.currentY + 1):
            self.currentY += 1
        else:
            self.mergePiece()
            lines = self.removeFullLines()
            self.createNewPiece()
        return lines

    def dropDown(self):
        while self.tryMoveCurrent(self.currentDirection, self.currentX, self.currentY + 1):
            self.currentY += 1
        self.mergePiece()
        lines = self.removeFullLines()
        self.createNewPiece()
        return lines

    def moveLeft(self):
        if self.tryMoveCurrent(self.currentDirection, self.currentX - 1, self.currentY):
            self.currentX -= 1

    def moveRight(self):
        if self.tryMoveCurrent(self.currentDirection, self.currentX + 1, self.currentY):
            self.currentX += 1

    def rotateRight(self):
        if self.tryMoveCurrent((self.currentDirection + 1) % 4, self.currentX, self.currentY):
            self.currentDirection += 1
            self.currentDirection %= 4

    def rotateLeft(self):
        if self.tryMoveCurrent((self.currentDirection - 1) % 4, self.currentX, self.currentY):
            self.currentDirection -= 1
            self.currentDirection %= 4

    def removeFullLines(self):
        newBackBoard = [0] * BoardData.width * BoardData.height
        newY = BoardData.height - 1
        lines = 0
        for y in range(BoardData.height - 1, -1, -1):
            blockCount = sum([1 if self.backBoard[x + y * BoardData.width] > 0 else 0 for x in range(BoardData.width)])
            if blockCount < BoardData.width:
                for x in range(BoardData.width):
                    newBackBoard[x + newY * BoardData.width] = self.backBoard[x + y * BoardData.width]
                newY -= 1
            else:
                lines += 1
        if lines > 0:
            self.backBoard = newBackBoard
        return lines

    def mergePiece(self):
        for x, y in self.currentShape.getCoords(self.currentDirection, self.currentX, self.currentY):
            self.backBoard[x + y * BoardData.width] = self.currentShape.shape

        self.currentX = -1
        self.currentY = -1
        self.currentDirection = 0
        self.currentShape = Shape()

    def clear(self):
        self.currentX = -1
        self.currentY = -1
        self.currentDirection = 0
        self.currentShape = Shape()
        self.backBoard = [0] * BoardData.width * BoardData.height


BOARD_DATA = BoardData()

3)Tetris_ai.py??

from tetris_model import BOARD_DATA, Shape
import math
from datetime import datetime
import numpy as np


class TetrisAI(object):

    def nextMove(self):
        t1 = datetime.now()
        if BOARD_DATA.currentShape == Shape.shapeNone:
            return None

        currentDirection = BOARD_DATA.currentDirection
        currentY = BOARD_DATA.currentY
        _, _, minY, _ = BOARD_DATA.nextShape.getBoundingOffsets(0)
        nextY = -minY

        # print("=======")
        strategy = None
        if BOARD_DATA.currentShape.shape in (Shape.shapeI, Shape.shapeZ, Shape.shapeS):
            d0Range = (0, 1)
        elif BOARD_DATA.currentShape.shape == Shape.shapeO:
            d0Range = (0,)
        else:
            d0Range = (0, 1, 2, 3)

        if BOARD_DATA.nextShape.shape in (Shape.shapeI, Shape.shapeZ, Shape.shapeS):
            d1Range = (0, 1)
        elif BOARD_DATA.nextShape.shape == Shape.shapeO:
            d1Range = (0,)
        else:
            d1Range = (0, 1, 2, 3)

        for d0 in d0Range:
            minX, maxX, _, _ = BOARD_DATA.currentShape.getBoundingOffsets(d0)
            for x0 in range(-minX, BOARD_DATA.width - maxX):
                board = self.calcStep1Board(d0, x0)
                for d1 in d1Range:
                    minX, maxX, _, _ = BOARD_DATA.nextShape.getBoundingOffsets(d1)
                    dropDist = self.calcNextDropDist(board, d1, range(-minX, BOARD_DATA.width - maxX))
                    for x1 in range(-minX, BOARD_DATA.width - maxX):
                        score = self.calculateScore(np.copy(board), d1, x1, dropDist)
                        if not strategy or strategy[2] < score:
                            strategy = (d0, x0, score)
        print("===", datetime.now() - t1)
        return strategy

    def calcNextDropDist(self, data, d0, xRange):
        res = {}
        for x0 in xRange:
            if x0 not in res:
                res[x0] = BOARD_DATA.height - 1
            for x, y in BOARD_DATA.nextShape.getCoords(d0, x0, 0):
                yy = 0
                while yy + y < BOARD_DATA.height and (yy + y < 0 or data[(y + yy), x] == Shape.shapeNone):
                    yy += 1
                yy -= 1
                if yy < res[x0]:
                    res[x0] = yy
        return res

    def calcStep1Board(self, d0, x0):
        board = np.array(BOARD_DATA.getData()).reshape((BOARD_DATA.height, BOARD_DATA.width))
        self.dropDown(board, BOARD_DATA.currentShape, d0, x0)
        return board

    def dropDown(self, data, shape, direction, x0):
        dy = BOARD_DATA.height - 1
        for x, y in shape.getCoords(direction, x0, 0):
            yy = 0
            while yy + y < BOARD_DATA.height and (yy + y < 0 or data[(y + yy), x] == Shape.shapeNone):
                yy += 1
            yy -= 1
            if yy < dy:
                dy = yy
        # print("dropDown: shape {0}, direction {1}, x0 {2}, dy {3}".format(shape.shape, direction, x0, dy))
        self.dropDownByDist(data, shape, direction, x0, dy)

    def dropDownByDist(self, data, shape, direction, x0, dist):
        for x, y in shape.getCoords(direction, x0, 0):
            data[y + dist, x] = shape.shape

    def calculateScore(self, step1Board, d1, x1, dropDist):
        # print("calculateScore")
        t1 = datetime.now()
        width = BOARD_DATA.width
        height = BOARD_DATA.height

        self.dropDownByDist(step1Board, BOARD_DATA.nextShape, d1, x1, dropDist[x1])
        # print(datetime.now() - t1)

        # Term 1: lines to be removed
        fullLines, nearFullLines = 0, 0
        roofY = [0] * width
        holeCandidates = [0] * width
        holeConfirm = [0] * width
        vHoles, vBlocks = 0, 0
        for y in range(height - 1, -1, -1):
            hasHole = False
            hasBlock = False
            for x in range(width):
                if step1Board[y, x] == Shape.shapeNone:
                    hasHole = True
                    holeCandidates[x] += 1
                else:
                    hasBlock = True
                    roofY[x] = height - y
                    if holeCandidates[x] > 0:
                        holeConfirm[x] += holeCandidates[x]
                        holeCandidates[x] = 0
                    if holeConfirm[x] > 0:
                        vBlocks += 1
            if not hasBlock:
                break
            if not hasHole and hasBlock:
                fullLines += 1
        vHoles = sum([x ** .7 for x in holeConfirm])
        maxHeight = max(roofY) - fullLines
        # print(datetime.now() - t1)

        roofDy = [roofY[i] - roofY[i+1] for i in range(len(roofY) - 1)]

        if len(roofY) <= 0:
            stdY = 0
        else:
            stdY = math.sqrt(sum([y ** 2 for y in roofY]) / len(roofY) - (sum(roofY) / len(roofY)) ** 2)
        if len(roofDy) <= 0:
            stdDY = 0
        else:
            stdDY = math.sqrt(sum([y ** 2 for y in roofDy]) / len(roofDy) - (sum(roofDy) / len(roofDy)) ** 2)

        absDy = sum([abs(x) for x in roofDy])
        maxDy = max(roofY) - min(roofY)
        # print(datetime.now() - t1)

        score = fullLines * 1.8 - vHoles * 1.0 - vBlocks * 0.5 - maxHeight ** 1.5 * 0.02 \
            - stdY * 0.0 - stdDY * 0.01 - absDy * 0.2 - maxDy * 0.3
        # print(score, fullLines, vHoles, vBlocks, maxHeight, stdY, stdDY, absDy, roofY, d0, x0, d1, x1)
        return score


TETRIS_AI = TetrisAI()

效果展示

1)视频展示——

【普通玩家VS高手玩家】一带传奇游戏《俄罗斯方块儿》AI版!

2)截图展示——

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