Author: cnarutox Lanuage: Python Platform: MacOS, Windows, Linux
程序启动的入口
Game
类管控游戏的启动,重启,悔棋与认输- 成员变量
board
对应Board.py中的棋盘类 - 成员变量
player
取值为-1(玩家)与1(电脑) - 成员变量
previous
为存储上一步走法的列表(最多两个元素:玩家与电脑) - 成员变量
queue
为存储mcts.py搜索结果的队列 - 成员函数
waiting
负责从队列queue中获得搜索结果- 若queue为空则说明搜索未完成,需再次尝试获得
- 若在等待过程中玩家选择
regret
(悔棋),previous
会被清空,此时程序会在拿到搜索结果后放弃该结果
- 成员函数
click
为界面的绑定触发函数- 玩家(黑棋)出棋后会有另外一个进程去执行
mcts
函数 after
函数可以延迟指定时间(100ms)去执行waiting
函数,防止阻塞负责渲染UI的主进程
- 玩家(黑棋)出棋后会有另外一个进程去执行
- 成员变量
控制棋盘的类
Board
类控制棋子的移动、搜索时判断棋局是否结束以及防御玩家的进攻- 成员函数
move
负责移动棋子 - 成员函数
update
负责获得棋盘上的空闲位置 - 成员函数
end
负责判断当前棋局胜负情况 - 成员函数
defend
负责判断当前棋局胜负情况- 如果对方已有四子连珠,优先围堵该处
- 成员函数
MCTS中的结点类
- 成员函数
succ_fail
负责搜索过程中的回溯更新结点
控制Monte Carlo Tree Search的一组函数
- 函数
selection
负责使用UCB算法选择最优结点 - 函数
expansion
负责随机选择一个子结点去扩展 - 函数
stimulation
负责模拟棋局的胜负 - 函数
backdate
负责回溯更新整个搜索树 - 函数
intervene
负责回溯更新整个搜索树人为干预搜索结果,如有下一步必输的局面优先执行 - 函数
mcts
负责搜索过程的全过程,搜索结果会放入队列,等待主进程获取结果并去渲染
type | number | old number | difference | %documented | %badname |
---|---|---|---|---|---|
module | 4 | NC | NC | 0.00 | 50.00 |
class | 3 | NC | NC | 33.33 | 0.00 |
method | 22 | NC | NC | 54.55 | 0.00 |
function | 6 | NC | NC | 0.00 | 0.00 |
Board (gobang,mcts)
Node (mcts)
mcts (gobang)
type | number | % | previous | difference |
---|---|---|---|---|
code | 322 | 77.78 | NC | NC |
docstring | 31 | 7.49 | NC | NC |
comment | 7 | 1.69 | NC | NC |
empty | 54 | 13.04 | NC | NC |
now | previous | difference | |
---|---|---|---|
nb duplicated lines | 0 | NC | NC |
percent duplicated lines | 0.000 | NC | NC |
type | number | previous | difference |
---|---|---|---|
convention | 73 | NC | NC |
refactor | 6 | NC | NC |
warning | 16 | NC | NC |
error | 7 | NC | NC |
module | error | warning | refactor | convention |
---|---|---|---|---|
gobang | 42.86 | 31.25 | 66.67 | 46.58 |
mcts | 28.57 | 56.25 | 16.67 | 24.66 |
Board | 14.29 | 6.25 | 16.67 | 21.92 |
Node | 14.29 | 6.25 | 0.00 | 6.85 |
from itertools import cycle
from multiprocessing import Process, Queue
from tkinter import (BOTH, DISABLED, LEFT, NORMAL, RIGHT, YES, Button, Canvas, Frame, Label, Text, Tk)
from tkinter.messagebox import showinfo
import numpy as np
from Board import Board
from mcts import mcts
class Game:
"""Summary of Game here.
Attributes:
player: 1 or -1 indicating if player is person computer.
grid: An integer count of the length of board grid.
"""
def __init__(self):
self.size = 11
self.grid = 50
self.shrink = 0.8
self.player = 0
self.board = None
self.previous = []
self.is_start = False
self.half_grid = self.grid / 2
self.chess_radius = self.half_grid * self.shrink
self.special_point = self.half_grid * 0.3
self.queue = Queue()
self.board_color = "#FAD76E"
self.func_bg = "#F0C896"
self.font = ("Times New Roman", 25, "normal")
# This is resposible for the GUI, so you do not need
# to care more about this because they are mostly
# formulated code
self.tk = Tk()
self.tk.title("Gobang 五子棋")
self.tk.resizable(width=False, height=False)
self.tk_header = Frame(self.tk, highlightthickness=0, bg=self.func_bg)
self.tk_header.pack(fill=BOTH, ipadx=10)
self.func_start = Button(self.tk_header, text="Start", command=self.start, font=self.font)
self.func_restart = Button(self.tk_header, text="Restart", command=self.restart, state=DISABLED, font=self.font)
self.info = Label(self.tk_header,
text="Waiting to start...",
bg=self.func_bg,
font=("Times New Roman", 25, "normal"),
fg="grey")
self.func_regret = Button(self.tk_header, text="Regret", command=self.regret, state=DISABLED, font=self.font)
self.func_giveup = Button(self.tk_header, text="GiveUp", command=self.giveup, state=DISABLED, font=self.font)
self.func_start.pack(side=LEFT, padx=10)
self.func_restart.pack(side=LEFT)
self.info.pack(side=LEFT, expand=YES, fill=BOTH, pady=5)
self.func_giveup.pack(side=RIGHT, padx=10)
self.func_regret.pack(side=RIGHT)
self.canvas = Canvas(self.tk,
bg=self.board_color,
width=(self.size + 1) * self.grid,
height=(self.size + 1) * self.grid,
highlightthickness=0)
self.draw_board()
self.canvas.bind("<Button-1>", self.click)
self.canvas.pack()
self.tk.mainloop()
def draw_grid(self, x, y):
"""Draw a grid of given x and y.
Args:
x: The x of a coordinate.
y: The y of a coordinate.
Returns:
None.
Raises:
None.
"""
shrink = (1 - self.shrink) + 1
center_x, center_y = self.grid * (x + 1), self.grid * (y + 1)
self.canvas.create_rectangle(center_y - self.half_grid,
center_x - self.half_grid,
center_y + self.half_grid,
center_x + self.half_grid,
fill=self.board_color,
outline=self.board_color)
a, b = [0, shrink] if y == 0 else [-shrink, 0] if y == self.size - 1 else [-shrink, shrink]
c, d = [0, shrink] if x == 0 else [-shrink, 0] if x == self.size - 1 else [-shrink, shrink]
self.canvas.create_line(center_y + a * self.half_grid, center_x, center_y + b * self.half_grid, center_x)
self.canvas.create_line(center_y, center_x + c * self.half_grid, center_y, center_x + d * self.half_grid)
[self.canvas.create_text(self.grid * (i + 1), self.grid * 0.8, text=f'{i}') for i in range(self.size)]
[self.canvas.create_text(self.grid * 0.8, self.grid * (i + 1), text=f'{i}') for i in range(self.size)]
# draw special points
if ((x == 3 or x == 7) and (y == 3 or y == 7)):
self.canvas.create_oval(center_y - self.special_point,
center_x - self.special_point,
center_y + self.special_point,
center_x + self.special_point,
fill="#555555")
def draw_chess(self, x, y, color):
"""Draw a chess of given x and y with color.
Args:
x: The x of a coordinate.
y: The y of a coordinate.
color: The color of the chess (black or white).
"""
center_x, center_y = self.grid * (x + 1), self.grid * (y + 1)
self.canvas.create_oval(center_y - self.chess_radius,
center_x - self.chess_radius,
center_y + self.chess_radius,
center_x + self.chess_radius,
fill=color)
def draw_board(self):
"""Draw a chess of given x and y with color."""
[self.draw_grid(x, y) for y in range(self.size) for x in range(self.size)]
def start(self):
"""Set the initial states of components and initialize the board."""
self.set_state("start")
self.is_start = True
self.player = -1
self.board = Board(self.size)
self.draw_board()
self.info.config(text="黑方下棋", fg='black')
def restart(self):
self.start()
def regret(self):
# Regretting when it's your turn to walk is not allowed (len(self.previous) == 2).
if not self.previous or len(self.previous) == 2:
showinfo("提示", "您已没有机会悔棋")
self.previous = []
return
x, y = self.previous[0]
self.draw_grid(x, y)
self.board.chess[x, y] = 0
self.info.config(text="黑方下棋", fg='#444444')
self.previous = []
self.player = -1
def giveup(self):
'''The player can choose to give up by his/her own.
'''
self.set_state("init")
self.is_start = False
self.info.config(text="The player gives up!", fg='red')
def waiting(self):
if not self.previous and not self.queue.empty():
print('\r')
self.queue.get()
return
elif not self.queue.empty():
pos = self.queue.get()
self.draw_chess(*pos, "white")
self.player = -1
self.board.move(pos, 1)
print(f' {pos}')
self.info.config(text="黑方下棋", fg='#444444')
self.previous.append(pos)
return
self.info.config(text="白方下棋" + next(self.points), fg='#ffffee')
self.tk.after(1000, self.waiting)
def click(self, e):
if self.player != -1: return
self.player = 1
x, y = int((e.y - self.half_grid) / self.grid), int((e.x - self.half_grid) / self.grid)
if not ((0, ) * 2 <= (x, y) < (self.size, ) * 2):
self.player = -1
return
center_x, center_y = self.grid * (x + 1), self.grid * (y + 1)
distance = np.linalg.norm(np.array([center_x, center_y]) - np.array([e.y, e.x]))
if not self.is_start or distance > self.half_grid * 0.95 or self.board.chess[x, y] != 0:
self.player = -1
return
self.draw_chess(x, y, "black")
print(f'=> 黑方: {(x, y)}')
self.board.move((x, y), -1)
self.previous = [(x, y)]
if self.player_win(x, y, -1):
self.is_start = False
self.set_state("init")
self.info.config(text="Well done! You win", fg='yellow')
return
self.points = cycle(['.' * i for i in range(7)])
self.info.config(text="白方下棋" + next(self.points), fg='#ffffee')
print(f'=> 白方:', end='')
Process(target=mcts, args=(self, self.queue, 200)).start()
self.tk.after(1000, self.waiting)
def player_win(self, x, y, tag):
four_direction = [[self.board.chess[i][y] for i in range(self.size)]]
four_direction.append([self.board.chess[x][j] for j in range(self.size)])
four_direction.append(self.board.chess.diagonal(y - x))
four_direction.append(np.fliplr(self.board.chess).diagonal(self.size - 1 - y - x))
for v_list in four_direction:
count = 0
for v in v_list:
if v == tag:
count += 1
if count == 5:
return True
else:
count = 0
return False
def set_state(self, state):
'''Set the states of functional buttons.
'''
state_list = [NORMAL, DISABLED, DISABLED, DISABLED] if state == "init" else [DISABLED, NORMAL, NORMAL, NORMAL]
self.func_start.config(state=state_list[0])
self.func_restart.config(state=state_list[1])
self.func_regret.config(state=state_list[2])
self.func_giveup.config(state=state_list[3])
if __name__ == '__main__':
Game()
from copy import deepcopy
from itertools import groupby
import numpy as np
class Board:
def __init__(self, size=11):
self.size = size
self.chess = np.zeros((size, size), int)
print(f'==> Board initializing:\n{self.chess}')
self.update()
def update(self):
self.vacuity = list(map(lambda x: tuple(x), np.argwhere(self.chess == 0)))
def move(self, pos, player):
self.chess[pos[0], pos[1]] = player
self.update()
def end(self, player):
seq = list(self.chess)
seq.extend(self.chess.transpose())
fliplr = np.fliplr(self.chess)
for i in range(-self.size + 1, self.size):
seq.append(self.chess.diagonal(i))
for i in range(-self.size + 1, self.size):
seq.append(fliplr.diagonal(i))
for seq in map(groupby, seq):
for v, i in seq:
if v == 0: continue
if v == player and len(list(i)) == 5:
return v
return 0
def defend(self):
for x, y in self.vacuity:
origin = map(groupby, [
self.chess[x],
self.chess.transpose()[y],
self.chess.diagonal(y - x),
np.fliplr(self.chess).diagonal(self.size - 1 - y - x)
])
origin = [x for x in origin]
chess = deepcopy(self.chess)
chess[x][y] = -1
for index, seq in enumerate(
map(groupby, [
chess[x],
chess.transpose()[y],
chess.diagonal(y - x),
np.fliplr(chess).diagonal(self.size - 1 - y - x)
])):
seq = [(v, len(list(i))) for v, i in seq]
org_seq = [(v, len(list(i))) for v, i in origin[index]]
for i, v in enumerate(seq):
if v[0] != -1: continue
if v[1] >= 5: return x, y
if v[1] == 4 and seq.count((-1, 4)) != org_seq.count((-1, 4)):
if i - 1 >= 0 and seq[i - 1][0] == 0 and i + 1 < len(seq) and seq[i + 1][0] == 0: return x, y
return None
if __name__ == "__main__":
Board()
import numpy as np
class Node:
# node类初始化ƒ
def __init__(self, pos=None):
self.succ = 0
self.total = 0
self.child = []
self.pos = pos
self.ucb = 0
def succ_fail(self, win):
if win == 1:
self.succ += 1
self.total += 1
def __repr__(self):
return f'{self.pos}=>{self.succ}/{self.total}={self.ucb}'
def __eq__(self, node):
return self.pos == node.pos
def __hash__(self):
return id(self)
from copy import deepcopy
from random import choice, randint, shuffle
import numpy as np
from Board import Board
from Node import Node
def selection(node, total, path):
while node.child:
ucb = None
if len(path) % 2:
ucb = list(map(lambda c: 1 - c.succ / c.total + 2 * np.sqrt(np.log(total) / c.total), node.child))
else:
ucb = list(map(lambda c: c.succ / c.total + 2 * np.sqrt(np.log(total) / c.total), node.child))
node = node.child[choice(np.argwhere(ucb == max(ucb)))[0]]
path.append(node)
return node
def expansion(node, vacuity, path):
waiting = set(map(lambda v: tuple(v), vacuity)) - set(map(lambda p: tuple(p.pos), path + node.child))
if waiting:
node.child.append(Node(choice(list(waiting))))
path.append(node.child[-1])
return node.child[-1]
return node
def stimulation(node, board, path):
player = 1
for p in path:
board.move(p.pos, player)
player *= -1
result = board.end(-player)
while len(board.vacuity) and not result:
pos = choice(board.vacuity)
board.move(pos, player)
result = board.end(player)
player *= -1
return result
def backdate(root, path, result):
for n in path + [root]:
n.succ_fail(result)
def intervene(root, board):
pos = board.defend()
if pos:
print(f' defend', end='')
return pos
ucb = list(
map(lambda c: (c.succ / c.total + 2 * np.sqrt(np.log(root.total) / c.total), c.succ / c.total), root.child))
for i, u in enumerate(ucb):
root.child[i].ucb = u[0]
pos = root.child[np.argmax(ucb)].pos
return pos
def mcts(game, queue, iteration=500):
root = Node()
board = game.board
vacuity = board.vacuity # 可选落子处
for i in range(iteration):
path = [] # 截止到当前节点的搜索路径
node = root
if len(path) + len(node.child) >= len(vacuity):
node = selection(node, root.total, path)
player = -1 if len(path) % 2 else 1
# 判断胜负
result = board.end(-(-1 if len(path) % 2 else 1))
if result == 0:
node = expansion(node, vacuity, path)
result = stimulation(node, deepcopy(board), path)
backdate(root, path, result)
pos = intervene(root, board)
queue.put(pos)
if __name__ == "__main__":
board = Board()
while True:
x, y = [int(x) for x in input('=> you move ').split()]
board.move((x, y), -1)
mcts(board)
if board.end(-1) is not 0:
break