继续pygame实现俄罗斯方块游戏(AI篇1)的代码更新
一、消除后才做评价
上一篇我们是对方块落下的位置和落下后出来的空洞进行了评价,但是这些评价都是没有计算消除的,以至于机器人现在不会考虑去进行那些完全不会留下空洞的消除,比如下面这种消除。但我们知道这种消除是不会产生空洞的。
所以我们要在计算评价的时候最好计算消除以后的评价。
我们只要在Matrix的函数里加一个do_clear函数来进行消除
def do_clear(self): for i in range(self.rows-1,-1,-1): if sum(self.cols*i:self.cols*(i+1))==self.cols: self.matrix[self.cols:self.cols*(i+1)]=self.matrix[0:self.cols*i]
然后在clone_matrix.fill_block(center_shape, xdiff=xdiff, ydiff=max_yindex)之后加一行
clone_matrix.do_clear()
现在机器人比以前聪明了一点,但是还有问题,只要有下面两个问题:
1.当有更好的消除方案时,机器人并没有选择更好的方案(比如可以消除两行,但是机器人选择了消除一行)。
2.人玩的时候会避免空的列两边堆叠太高,而是优先在远离空的列附近填。
下面我们进行这些修改。
二、消除时考虑获得更高分
我们在Matrix的do_clear函数里增加一个clear_num来计算消除了多少行
def do_clear(self): clear_num = 0 for i in range(self.rows-1,-1,-1): if sum(self.data[self.cols*i:self.cols*(i+1)])==self.cols: self.data[self.cols:self.cols*(i+1)]=self.data[0:self.cols*i] clear_num+=1 return clear_num
在计算的地方加这样两行
clear_num=clone_matrix.do_clear() score += clear_num * 5
这样每多消除一行会多得到5分,会激励机器人在单次消除中去寻找更好的消除方案。
三、避免空列附近的填塞
首先空列的定义,我们可以认为像下面的图中,1的位置还不能算完全的空列,因为列右侧高起的是两格,拯救的机会比2处大很多,2处两边都已经高起3格,再这样下去只有等长条了。
所以我们在Matrix里加一个空列的获取函数
def get_empty_col(self): miny_arr=[] for x in range(self.cols): miny=19 for y in range(self.rows): miny=y if self.get_val(x,y) == 1:break miny_arr.append(miny) empty_arr=[] if miny_arr[1] - miny_arr[0] > 2: empty_arr.append((self.cols,miny_arr[1] - miny_arr[0])) if miny_arr[self.cols-2] - miny_arr[self.cols-1] > 2: empty_arr.append((miny_arr[self.cols-2] - miny_arr[self.cols-1],self.cols)) for x in range(1,self.cols-1): if miny_arr[x-1]-miny_arr[x]>2 or miny_arr[x+1]-miny_arr[x]>2: empty_arr.append((miny_arr[x-1]-miny_arr[x],miny_arr[x+1]-miny_arr[x])) return empty_arr
在AIPlayer里增加一个get_cost_of_emptycol函数
def get_cost_of_emptycol(self, empty_arr): cost = 0 for l,r in empty_arr: if l>2 and r>2: cost += (l+r)*2 elif l>2: cost += l else: cost += r return cost
在计算分数的地方增加两行程序
empty_arr = clone_matrix.get_empty_col() score -= self.get_cost_of_emptycol(empty_arr)
现在机器人又厉害了一些,基本上没有比较糟糕的情况下,机器人已经不会gameover了
四、已成空洞上方位置的避免
比如下图
我们一定会尽可能避免在红框的位置堆叠,因为这样有助于我们消除空洞上方的方块后可以尽快进入空洞进行新的消除,但是机器人现在还没有这个考虑,所以我们在Matrix里继续增加一个空洞上方方块数的计算。
函数实现如下:
def get_block_above_hole(self): blocks=0 for x in range(0,self.cols): for y in range(1,self.rows): if self.get_val(x,y) == 0 and self.get_val(x,y-1) == 1: blocks += sum(self.data[x:(y*self.cols+x):self.cols]) return blocks
在计算分数的地方我们再加一行
score -= clone_matrix.get_block_above_hole()
这样机器人就会考虑让空洞上方的方块尽可能少。
附下目前的完整程序。
# -*- coding=utf-8 -*- import random import pygame from pygame.locals import KEYDOWN,K_LEFT,K_RIGHT,K_UP,K_DOWN,K_SPACE import pickle,os ROW_COUNT=20 COL_COUNT=10 SCORE_MAP=(100,300,800,1600) class Matrix(object): rows = 0 cols = 0 data = [] def __init__(self, rows, cols, data=None): self.rows = rows self.cols = cols if data is None: data = [0 for i in range(rows*cols)] self.data = data def set_val(self, x, y, val): self.data[y*self.cols+x] = val def get_val(self, x, y): return self.data[y*self.cols+x] def cross_block(self, rect_arr, xdiff=0, ydiff=0): for x,y in rect_arr: #if x+xdiff>=0 and x+xdiff<self.cols and y+ydiff>=0 and y+ydiff<self.rows: if self.get_val(x+xdiff,y+ydiff) == 1: return True return False def get_block_above_hole(self): blocks=0 for x in range(0,self.cols): for y in range(1,self.rows): if self.get_val(x,y) == 0 and self.get_val(x,y-1) == 1: blocks += sum(self.data[x:(y*self.cols+x):self.cols]) return blocks def get_hole_number(self): hole_num=0 for x in range(0,self.cols): for y in range(1,self.rows): if self.get_val(x,y) == 0 and self.get_val(x,y-1) == 1: hole_num+=1 return hole_num def clone(self): clone_matrix=Matrix(self.rows, self.cols, list(self.data)) return clone_matrix def fill_block(self, rect_arr, xdiff=0, ydiff=0): for x,y in rect_arr: self.set_val(x+xdiff,y+ydiff, 1) def do_clear(self): clear_num = 0 for i in range(self.rows-1,-1,-1): if sum(self.data[self.cols*i:self.cols*(i+1)])==self.cols: self.data[self.cols:self.cols*(i+1)]=self.data[0:self.cols*i] clear_num+=1 return clear_num def get_empty_col(self): miny_arr=[] for x in range(self.cols): miny=19 for y in range(self.rows): miny=y if self.get_val(x,y) == 1:break miny_arr.append(miny) empty_arr=[] if miny_arr[1] - miny_arr[0] > 2: empty_arr.append((self.cols,miny_arr[1] - miny_arr[0])) if miny_arr[self.cols-2] - miny_arr[self.cols-1] > 2: empty_arr.append((miny_arr[self.cols-2] - miny_arr[self.cols-1],self.cols)) for x in range(1,self.cols-1): if miny_arr[x-1]-miny_arr[x]>2 or miny_arr[x+1]-miny_arr[x]>2: empty_arr.append((miny_arr[x-1]-miny_arr[x],miny_arr[x+1]-miny_arr[x])) return empty_arr def print_matrix(self): for i in range(self.rows): print self.data[self.cols*i:self.cols*(i+1)] class Player(object): auto_mode=False def __init__(self): pass def run(self, panel): pass class HumanPlayer(Player): def __init__(self): super(Player, self).__init__() class AIPlayer(Player): cal_block_id=-1 ctl_arr=[] # control arr, 1=change、2=left、3=right、4=down auto_mode=True ai_diff_ticks = 100 #timespan between two controls def __init__(self): super(Player, self).__init__() self.ctl_ticks = pygame.time.get_ticks() + self.ai_diff_ticks def get_cost_of_emptycol(self, empty_arr): cost = 0 for l,r in empty_arr: if l>2 and r>2: cost += (l+r)*2 elif l>2: cost += l else: cost += r return cost def cal_best_arr(self, panel): matrix = panel.get_rect_matrix() cur_shape_id = panel.moving_block.shape_id shape_num = panel.moving_block.shape_num max_score = -10000 best_arr = [] for i in range(shape_num): tmp_shape_id = cur_shape_id + i if tmp_shape_id >= shape_num: tmp_shape_id = tmp_shape_id % shape_num tmp_shape = panel.moving_block.get_shape(sid=tmp_shape_id) center_shape = [] for x,y in tmp_shape: center_shape.append((x+COL_COUNT/2-2,y-2)) minx = COL_COUNT maxx = 0 miny = ROW_COUNT maxy = -2 for x,y in center_shape: if x<minx: minx = x if x>maxx: maxx = x if y<miny: miny = y if y>maxy: maxy = y for xdiff in range(-minx,COL_COUNT-maxx): arr = [1 for _ in range(i)] if xdiff < 0: [arr.append(2) for _ in range(-xdiff)] if xdiff > 0: [arr.append(3) for _ in range(xdiff)] max_yindex = -miny for yindex in range(-miny, ROW_COUNT-maxy): if matrix.cross_block(center_shape, xdiff=xdiff, ydiff=yindex): break max_yindex = yindex score = sum([y+max_yindex for x,y in center_shape]) # clone matrix and fill new block to calculate holes clone_matrix = matrix.clone() clone_matrix.fill_block(center_shape, xdiff=xdiff, ydiff=max_yindex) clear_num = clone_matrix.do_clear() score -= clone_matrix.get_block_above_hole() empty_arr = clone_matrix.get_empty_col() score -= self.get_cost_of_emptycol(empty_arr) score += clear_num * 5 score -= clone_matrix.get_hole_number() * COL_COUNT if score > max_score: max_score = score best_arr = arr self.ctl_arr = best_arr+[4] def run(self, panel): if pygame.time.get_ticks() < self.ctl_ticks: return self.ctl_ticks += self.ai_diff_ticks if panel.block_id == self.cal_block_id: # block_id not change if len(self.ctl_arr)>0: ctl = self.ctl_arr.pop(0) if ctl == 1: panel.change_block() if ctl == 2: panel.control_block(-1,0) if ctl == 3: panel.control_block(1,0) if ctl == 4: flag = panel.move_block() while flag==1: flag = panel.move_block() else: # block_id is new self.cal_block_id = panel.block_id self.cal_best_arr(panel) class RectInfo(object): def __init__(self, x, y, color): self.x = x self.y = y self.color = color class HintBox(object): next_block=None def __init__(self, bg, block_size, position): self._bg=bg; self._x,self._y,self._width,self._height=position self._block_size=block_size self._bgcolor=[0,0,0] def take_block(self): block = self.next_block if block is None: # make first block block = create_block() self.next_block = create_block() return block def paint(self): mid_x=self._x+self._width/2 pygame.draw.line(self._bg,self._bgcolor,[mid_x,self._y],[mid_x,self._y+self._height],self._width) bz=self._block_size if self.next_block: arr = self.next_block.get_rect_arr() minx,miny=arr[0] maxx,maxy=arr[0] for x,y in arr: if x<minx: minx=x if x>maxx: maxx=x if y<miny: miny=y if y>maxy: maxy=y w=(maxx-minx)*bz h=(maxy-miny)*bz cx=self._width/2-w/2-minx*bz-bz/2 cy=self._height/2-h/2-miny*bz-bz/2 for rect in arr: x,y=rect pygame.draw.line(self._bg,self.next_block.color,[self._x+x*bz+cx+bz/2,self._y+cy+y*bz],[self._x+x*bz+cx+bz/2,self._y+cy+(y+1)*bz],bz) pygame.draw.rect(self._bg,[255,255,255],[self._x+x*bz+cx,self._y+y*bz+cy,bz+1,bz+1],1) class ScoreBox(object): total_score = 0 high_score = 0 db_file = 'tetris.db' def __init__(self, bg, block_size, position): self._bg=bg; self._x,self._y,self._width,self._height=position self._block_size=block_size self._bgcolor=[0,0,0] if os.path.exists(self.db_file): self.high_score = pickle.load(open(self.db_file,'rb')) def paint(self): myfont = pygame.font.Font(None,36) white = 255,255,255 textImage = myfont.render('High: %06d'%(self.high_score), True, white) self._bg.blit(textImage, (self._x,self._y)) textImage = myfont.render('Score:%06d'%(self.total_score), True, white) self._bg.blit(textImage, (self._x,self._y+40)) def add_score(self, score): self.total_score += score if self.total_score > self.high_score: self.high_score=self.total_score pickle.dump(self.high_score, open(self.db_file,'wb+')) class Panel(object): block_id=0 rect_arr=[] moving_block=None hint_box=None score_box=None def __init__(self,bg, block_size, position): self._bg=bg; self._x,self._y,self._width,self._height=position self._block_size=block_size self._bgcolor=[0,0,0] def get_rect_matrix(self): matrix = Matrix(ROW_COUNT, COL_COUNT) for rect_info in self.rect_arr: matrix.set_val(rect_info.x, rect_info.y, 1) return matrix def add_block(self,block): for x,y in block.get_rect_arr(): self.rect_arr.append(RectInfo(x,y, block.color)) def create_move_block(self): self.block_id+=1 block = self.hint_box.take_block() #block = create_block() block.move(COL_COUNT/2-2,-2) # move block to top center self.moving_block=block def check_overlap(self, diffx, diffy, check_arr=None): if check_arr is None: check_arr = self.moving_block.get_rect_arr() for x,y in check_arr: for rect_info in self.rect_arr: if x+diffx==rect_info.x and y+diffy==rect_info.y: return True return False def control_block(self, diffx, diffy): if self.moving_block.can_move(diffx,diffy) and not self.check_overlap(diffx, diffy): self.moving_block.move(diffx,diffy) def change_block(self): if self.moving_block: new_arr = self.moving_block.change() if new_arr and not self.check_overlap(0, 0, check_arr=new_arr): self.moving_block.rect_arr=new_arr def move_block(self): if self.moving_block is None: create_move_block() if self.moving_block.can_move(0,1) and not self.check_overlap(0,1): self.moving_block.move(0,1) return 1 else: self.add_block(self.moving_block) self.check_clear() for rect_info in self.rect_arr: if rect_info.y<0: return 9 # gameover self.create_move_block() return 2 def check_clear(self): tmp_arr = [[] for i in range(20)] for rect_info in self.rect_arr: if rect_info.y<0: return tmp_arr[rect_info.y].append(rect_info) clear_num=0 clear_lines=set([]) y_clear_diff_arr=[[] for i in range(20)] for y in range(19,-1,-1): if len(tmp_arr[y])==10: clear_lines.add(y) clear_num += 1 y_clear_diff_arr[y] = clear_num if clear_num>0: new_arr=[] for y in range(19,-1,-1): if y in clear_lines: continue tmp_row = tmp_arr[y] y_clear_diff=y_clear_diff_arr[y] for rect_info in tmp_row: #new_arr.append([x,y+y_clear_diff]) new_arr.append(RectInfo(rect_info.x, rect_info.y+y_clear_diff, rect_info.color)) self.rect_arr = new_arr score = SCORE_MAP[clear_num-1] self.score_box.add_score(score) def paint(self): mid_x=self._x+self._width/2 pygame.draw.line(self._bg,self._bgcolor,[mid_x,self._y],[mid_x,self._y+self._height],self._width) # 用一个粗线段来填充背景 bz=self._block_size for rect_info in self.rect_arr: x=rect_info.x y=rect_info.y pygame.draw.line(self._bg,rect_info.color,[self._x+x*bz+bz/2,self._y+y*bz],[self._x+x*bz+bz/2,self._y+(y+1)*bz],bz) pygame.draw.rect(self._bg,[255,255,255],[self._x+x*bz,self._y+y*bz,bz+1,bz+1],1) if self.move_block: for rect in self.moving_block.get_rect_arr(): x,y=rect pygame.draw.line(self._bg,self.moving_block.color,[self._x+x*bz+bz/2,self._y+y*bz],[self._x+x*bz+bz/2,self._y+(y+1)*bz],bz) pygame.draw.rect(self._bg,[255,255,255],[self._x+x*bz,self._y+y*bz,bz+1,bz+1],1) class Block(object): sx=0 sy=0 def __init__(self): self.rect_arr=[] def get_rect_arr(self): return self.rect_arr def move(self,xdiff,ydiff): self.sx+=xdiff self.sy+=ydiff self.new_rect_arr=[] for x,y in self.rect_arr: self.new_rect_arr.append((x+xdiff,y+ydiff)) self.rect_arr=self.new_rect_arr def can_move(self,xdiff,ydiff): for x,y in self.rect_arr: if y+ydiff>=20: return False if x+xdiff<0 or x+xdiff>=10: return False return True def change(self): self.shape_id+=1 if self.shape_id >= self.shape_num: self.shape_id=0 arr = self.get_shape() new_arr = [] for x,y in arr: if x+self.sx<0 or x+self.sx>=10: self.shape_id -= 1 if self.shape_id < 0: self.shape_id = self.shape_num - 1 return None new_arr.append([x+self.sx,y+self.sy]) return new_arr class LongBlock(Block): shape_id=0 shape_num=2 def __init__(self, n=None): super(LongBlock, self).__init__() if n is None: n=random.randint(0,1) self.shape_id=n self.rect_arr=self.get_shape() self.color=(50,180,50) def get_shape(self, sid=None): if sid is None: sid = self.shape_id return [(1,0),(1,1),(1,2),(1,3)] if sid==0 else [(0,2),(1,2),(2,2),(3,2)] class SquareBlock(Block): shape_id=0 shape_num=1 def __init__(self, n=None): super(SquareBlock, self).__init__() self.rect_arr=self.get_shape() self.color=(0,0,255) def get_shape(self, sid=None): if sid is None: sid = self.shape_id return [(1,1),(1,2),(2,1),(2,2)] class ZBlock(Block): shape_id=0 shape_num=2 def __init__(self, n=None): super(ZBlock, self).__init__() if n is None: n=random.randint(0,1) self.shape_id=n self.rect_arr=self.get_shape() self.color=(30,200,200) def get_shape(self, sid=None): if sid is None: sid = self.shape_id return [(2,0),(2,1),(1,1),(1,2)] if sid==0 else [(0,1),(1,1),(1,2),(2,2)] class SBlock(Block): shape_id=0 shape_num=2 def __init__(self, n=None): super(SBlock, self).__init__() if n is None: n=random.randint(0,1) self.shape_id=n self.rect_arr=self.get_shape() self.color=(255,30,255) def get_shape(self, sid=None): if sid is None: sid = self.shape_id return [(1,0),(1,1),(2,1),(2,2)] if sid==0 else [(0,2),(1,2),(1,1),(2,1)] class LBlock(Block): shape_id=0 shape_num=4 def __init__(self, n=None): super(LBlock, self).__init__() if n is None: n=random.randint(0,3) self.shape_id=n self.rect_arr=self.get_shape() self.color=(200,200,30) def get_shape(self, sid=None): if sid is None: sid = self.shape_id if sid==0: return [(1,0),(1,1),(1,2),(2,2)] elif sid==1: return [(0,1),(1,1),(2,1),(0,2)] elif sid==2: return [(0,0),(1,0),(1,1),(1,2)] else: return [(0,1),(1,1),(2,1),(2,0)] class JBlock(Block): shape_id=0 shape_num=4 def __init__(self, n=None): super(JBlock, self).__init__() if n is None: n=random.randint(0,3) self.shape_id=n self.rect_arr=self.get_shape() self.color=(200,100,0) def get_shape(self, sid=None): if sid is None: sid = self.shape_id if sid==0: return [(1,0),(1,1),(1,2),(0,2)] elif sid==1: return [(0,1),(1,1),(2,1),(0,0)] elif sid==2: return [(2,0),(1,0),(1,1),(1,2)] else: return [(0,1),(1,1),(2,1),(2,2)] class TBlock(Block): shape_id=0 shape_num=4 def __init__(self, n=None): super(TBlock, self).__init__() if n is None: n=random.randint(0,3) self.shape_id=n self.rect_arr=self.get_shape() self.color=(255,0,0) def get_shape(self, sid=None): if sid is None: sid = self.shape_id if sid==0: return [(0,1),(1,1),(2,1),(1,2)] elif sid==1: return [(1,0),(1,1),(1,2),(0,1)] elif sid==2: return [(0,1),(1,1),(2,1),(1,0)] else: return [(1,0),(1,1),(1,2),(2,1)] def create_block(): n = random.randint(0,18) if n==0: return SquareBlock(n=0) elif n==1 or n==2: return LongBlock(n=n-1) elif n==3 or n==4: return ZBlock(n=n-3) elif n==5 or n==6: return SBlock(n=n-5) elif n>=7 and n<=10: return LBlock(n=n-7) elif n>=11 and n<=14: return JBlock(n=n-11) else: return TBlock(n=n-15) def run(): pygame.init() space=30 main_block_size=30 main_panel_width=main_block_size*COL_COUNT main_panel_height=main_block_size*ROW_COUNT screencaption = pygame.display.set_caption('Tetris') screen = pygame.display.set_mode((main_panel_width+160+space*3,main_panel_height+space*2)) main_panel=Panel(screen,main_block_size,[space,space,main_panel_width,main_panel_height]) hint_box=HintBox(screen,main_block_size,[main_panel_width+space+space,space,160,160]) score_box=ScoreBox(screen,main_block_size,[main_panel_width+space+space,160+space*2,160,160]) main_panel.hint_box=hint_box main_panel.score_box=score_box pygame.key.set_repeat(200, 30) main_panel.create_move_block() diff_ticks = 300 ticks = pygame.time.get_ticks() + diff_ticks player = AIPlayer() pause=0 game_state = 1 # game status 1.normal 2.gameover while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() exit() if event.type == KEYDOWN: if event.key==97: pause=1-pause # press a to pause if event.key==112: # for debug where press p main_panel.get_rect_matrix().print_matrix() if player.auto_mode:continue if event.type == KEYDOWN: if event.key == K_LEFT: main_panel.control_block(-1,0) if event.key == K_RIGHT: main_panel.control_block(1,0) if event.key == K_UP: main_panel.change_block() if event.key == K_DOWN: main_panel.control_block(0,1) if event.key == K_SPACE: flag = main_panel.move_block() while flag==1: flag = main_panel.move_block() if flag == 9: game_state = 2 screen.fill((100,100,100)) # make background gray main_panel.paint() hint_box.paint() score_box.paint() if game_state == 2: myfont = pygame.font.Font(None,30) white = 255,255,255 textImage = myfont.render("Game over", True, white) screen.blit(textImage, (160,190)) pygame.display.update() if pause==1: continue if game_state == 1: player.run(main_panel) if game_state == 1 and pygame.time.get_ticks() >= ticks: ticks+=diff_ticks if main_panel.move_block()==9: game_state = 2 # gameover run()
这篇先到这里,下篇继续优化。
更多关于俄罗斯方块的文章,请点击查看专题:《俄罗斯方块》
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。
pygame,俄罗斯方块
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