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  • x01.AntWorld: An Python AI Game

    1. 学习了一下 AI 五子棋,顺手改作 19 路的棋盘,便于围棋通用。render.py 主要修改如下:

    # 常量部分:
    IMAGE_PATH = 'img/'
    StoneSize = 32
    WIDTH = 650
    HEIGHT = 732
    ColSize = 33
    RowSize = 34.44
    H_Pad = (HEIGHT- RowSize * 19) / 2 + (RowSize - StoneSize) / 2 + 1
    W_Pad = (WIDTH - ColSize * 19) / 2 + (ColSize - StoneSize) / 2 + 1
    Pad = ColSize - StoneSize, RowSize - StoneSize
    PIECE = StoneSize
    
    # 坐标转换部分:
        def coordinate_transform_map2pixel(self, i, j):    
            # 从 chessMap 里的逻辑坐标到 UI 上的绘制坐标的转换
            return j * (PIECE+Pad[0]) + W_Pad, i * (PIECE+Pad[1]) + H_Pad
    
        def coordinate_transform_pixel2map(self, x, y):    
            # 从 UI 上的绘制坐标到 chessMap 里的逻辑坐标的转换
            i , j = int((y-H_Pad) / (PIECE+Pad[1])), int((x-W_Pad) / (PIECE+Pad[0]))
            
            if i < 0 or i >= N or j < 0 or j >= N:
                return None, None
            else:
                return i, j

    2. 发现 pygame 还不错,便从网上搜索到《Beginning Game Development With Python And Pygame》,其中蚂蚁游戏的 AI 表现甚好,主要代码如下:

    import pygame, os, sys
    from pygame.locals import *
    from random import randint
    from pygame.math import Vector2
    
    BaseDir = os.path.dirname(os.path.abspath(__file__))
    ImgPath = BaseDir + '/res/'
    
    ScreenSize = (640, 480)
    NestLocation = (320, 240)
    AntCount = 20
    NestSize = 100.0
    
    class State(object):
        def __init__(self, name):
            self.name = name
        def do_actions(self):
            pass 
        def check_conditions(self):
            pass 
        def entry_actions(self):
            pass 
        def exit_actions(self):
            pass 
    
    class StateMachine(object):
        def __init__(self):
            self.states = {}
            self.active_state = None 
        def add_state(self, state):
            self.states[state.name] = state 
        def think(self):
            if self.active_state is None:
                return 
            self.active_state.do_actions()
            new_state_name = self.active_state.check_conditions()
            if new_state_name is not None:
                self.set_state(new_state_name)
        def set_state(self, new_state_name):
            if self.active_state is not None:
                self.active_state.exit_actions()
            self.active_state = self.states[new_state_name]
            self.active_state.entry_actions()
    
    class World(object):
        def __init__(self):
            self.entities = {}
            self.entity_id = 0
            self.background = pygame.surface.Surface(ScreenSize).convert()
            self.background.fill((255,255,255))
            pygame.draw.circle(self.background, (200,255,200), NestLocation, int(NestSize))
        def add_entity(self, entity):
            self.entities[self.entity_id] = entity
            entity.id = self.entity_id
            self.entity_id += 1
        def remove_entity(self, entity):
            del self.entities[entity.id]
        def get(self, entity_id):
            if entity_id in self.entities:
                return self.entities[entity_id]
            else:
                return None
        def process(self, time_passed):
            time_passed_seconds = time_passed / 1000.0
            entities = list(self.entities.values())
            for entity in entities:
                entity.process(time_passed_seconds)
        def render(self, surface):
            surface.blit(self.background, (0,0))
            for entity in self.entities.values():
                entity.render(surface)
        def got_close_entity(self, name, location, range=100.0):
            location = Vector2(*location)
            for entity in self.entities.values():
                if entity.name == name:
                    distance = location.distance_to(entity.location)
                    if distance < range:
                        return entity
            return None 
    
    class GameEntity(object):
        def __init__(self, world, name, image):
            self.world = world
            self.name = name
            self.image = image
            self.location = Vector2(0, 0)
            self.destination = Vector2(0, 0)
            self.speed = 0
            self.brain = StateMachine()
            self.id = 0
        def render(self, surface):
            x,y = self.location
            w,h = self.image.get_size()
            surface.blit(self.image, (x-w/2, y-h/2))
        def process(self, time_passed):
            self.brain.think()
            if self.speed > 0 and self.location != self.destination:
                vec_to_destination = self.destination - self.location
                distance_to_destination = vec_to_destination.length()
                travel_distance = min(distance_to_destination, time_passed * self.speed)
                self.location += travel_distance * vec_to_destination.normalize()
        
    class Leaf(GameEntity):
        def __init__(self, world, image):
            GameEntity.__init__(self, world, "leaf", image)
        
    class Spider(GameEntity):
        def __init__(self, world, image):
            GameEntity.__init__(self, world, "spider", image)
            self.dead_image = pygame.transform.flip(image, 0, 1)
            self.health = 25
            self.speed = 50.0 + randint(-20,20)
        def bitten(self):
            self.health -= 1
            if self.health <= 0:
                self.speed = 0
                self.image = self.dead_image
            self.speed = 140
        def render(self, surface):
            GameEntity.render(self, surface)
            x,y = self.location
            w,h = self.image.get_size()
            bar_x = x - 12
            bar_y = y + h/2
            surface.fill((255,0,0), (bar_x, bar_y, 25, 4))
            surface.fill((0,255,0), (bar_x, bar_y, self.health, 4))
        def process(self, time_passed):
            x,y = self.location
            if x > ScreenSize[0] + 2:
                self.world.remove_entity(self)
                return
            GameEntity.process(self, time_passed)
        
    class Ant(GameEntity):
        def __init__(self, world, image):
            GameEntity.__init__(self, world, "ant", image)
            exploring_state = AntStateExploring(self)
            seeking_state = AntStateSeeking(self)
            delivering_state = AntStateDelivering(self)
            hunting_state = AntStateHunting(self)
            self.brain.add_state(exploring_state)
            self.brain.add_state(seeking_state)
            self.brain.add_state(delivering_state)
            self.brain.add_state(hunting_state)
            self.carry_image = None 
        def carry(self, image):
            self.carry_image = image
        def drop(self, surface):
            if self.carry_image:
                x,y = self.location
                w,h = self.carry_image.get_size()
                surface.blit(self.carry_image, (x-w, y-h/2))
                self.carry_image = None 
        def render(self, surface):
            GameEntity.render(self, surface)
            if self.carry_image:
                x,y = self.location
                w,h = self.carry_image.get_size()
                surface.blit(self.carry_image, (x-w, y-h/2))
    
    class AntStateExploring(State):
        def __init__(self, ant):
            State.__init__(self, "exploring")
            self.ant = ant 
        def random_destination(self):
            w,h = ScreenSize
            self.ant.destination = Vector2(randint(0, w), randint(0, h))
        def do_actions(self):
            if randint(1,20) == 1:
                self.random_destination()
        def check_conditions(self):
            leaf = self.ant.world.got_close_entity("leaf", self.ant.location)
            if leaf is not None:
                self.ant.leaf_id = leaf.id 
                return "seeking"
            spider = self.ant.world.got_close_entity("spider", NestLocation, NestSize)
            if spider is not None:
                if self.ant.location.distance_to(spider.location) < 100:
                    self.ant.spider_id = spider.id 
                    return "hunting"
            return None 
        def entry_actions(self):
            self.ant.speed = 120 + randint(-30, 30)
            self.random_destination()
    
    class AntStateSeeking(State):
        def __init__(self, ant):
            State.__init__(self, "seeking")
            self.ant = ant 
            self.leaf_id = None 
        def check_conditions(self):
            leaf = self.ant.world.get(self.ant.leaf_id)
            if leaf is None:
                return "exploring"
            if self.ant.location.distance_to(leaf.location) < 5:
                self.ant.carry(leaf.image)
                self.ant.world.remove_entity(leaf)
                return "delivering"
            return None 
        def entry_actions(self):
            leaf = self.ant.world.get(self.ant.leaf_id)
            if leaf is not None:
                self.ant.destination = leaf.location
                self.ant.speed = 160 + randint(-20,20)
    
    class AntStateDelivering(State):
        def __init__(self, ant):
            State.__init__(self, "delivering")
            self.ant = ant 
        def check_conditions(self):
            if Vector2(*NestLocation).distance_to(self.ant.location) < NestSize:
                if randint(1, 10) == 1:
                    self.ant.drop(self.ant.world.background)
                    return "exploring"
            return None 
        def entry_actions(self):
            self.ant.speed = 60
            random_offset = Vector2(randint(-20,20), randint(-20,20))
            self.ant.destination = Vector2(*NestLocation) + random_offset
    
    class AntStateHunting(State):
        def __init__(self, ant):
            State.__init__(self, "hunting")
            self.ant = ant 
            self.got_kill = False
        def do_actions(self):
            spider = self.ant.world.get(self.ant.spider_id)
            if spider is None:
                return 
            self.ant.destination = spider.location
            if self.ant.location.distance_to(spider.location) < 15:
                if randint(1,5) == 1:
                    spider.bitten()
                    if spider.health <= 0:
                        self.ant.carry(spider.image)
                        self.ant.world.remove_entity(spider)
                        self.got_kill = True
        def check_conditions(self):
            if self.got_kill:
                return "delivering"
            spider = self.ant.world.get(self.ant.spider_id)
            if spider is None:
                return "exploring"
            if spider.location.distance_to(NestLocation) > NestSize * 3:
                return "exploring"
            return None 
        def entry_actions(self):
            self.speed = 160 + randint(0,50)
        def exit_actions(self):
            self.got_kill = False
    
    def run():
        pygame.init()
        screen = pygame.display.set_mode(ScreenSize, 0, 32)
        world = World()
        w,h = ScreenSize
        clock = pygame.time.Clock()
    
        ant_image = pygame.image.load(ImgPath + "ant.png").convert_alpha()
        leaf_image = pygame.image.load(ImgPath + "leaf.png").convert_alpha()
        spider_image = pygame.image.load(ImgPath + "spider.png").convert_alpha()
    
        for ant_nr in range(AntCount):
            ant = Ant(world, ant_image)
            ant.location = Vector2(randint(0,w), randint(0,h))
            ant.brain.set_state("exploring")
            world.add_entity(ant)
    
        while True:
            for e in pygame.event.get():
                if e.type == QUIT:
                    return 
            time_passed = clock.tick(30)
            if randint(1,10) == 1:
                leaf = Leaf(world, leaf_image)
                leaf.location = Vector2(randint(0,w), randint(0,h))
                world.add_entity(leaf)
            if randint(1,100) == 1:
                spider = Spider(world, spider_image)
                spider.location = Vector2(-50, randint(0,h))
                spider.destination = Vector2(w+50, randint(0,h))
                world.add_entity(spider)
            world.process(time_passed)
            world.render(screen)
    
            pygame.display.update()
    
    if __name__ == '__main__':
        run()
    Ant world

    运行效果图如下:

                       

    完整源代码下载:http://download.csdn.net/download/china_x01/10125074

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  • 原文地址:https://www.cnblogs.com/china_x01/p/7862693.html
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