使用Python写一个贪吃蛇AI,python贪吃蛇ai,不久前在网上看到一张贪吃


不久前在网上看到一张贪吃蛇的动态图片,蛇最后把所有的食物吃完并占满整个运动空间。

觉得挺好玩的,于是用Python写了一个。

Blog:

http://hawstein.com/posts/snake-ai.html

Code:

https://github.com/Hawstein/snake-ai

# coding: utf-8import cursesfrom curses import KEY_RIGHT, KEY_LEFT, KEY_UP, KEY_DOWNfrom random import randint# 蛇运动的场地长宽HEIGHT = 10WIDTH = 20FIELD_SIZE = HEIGHT * WIDTH# 蛇头总是位于snake数组的第一个元素HEAD = 0# 用来代表不同东西的数字,由于矩阵上每个格子会处理成到达食物的路径长度,# 因此这三个变量间需要有足够大的间隔(>HEIGHT*WIDTH)FOOD = 0UNDEFINED = (HEIGHT + 1) * (WIDTH + 1)SNAKE = 2 * UNDEFINED# 由于snake是一维数组,所以对应元素直接加上以下值就表示向四个方向移动LEFT = -1RIGHT = 1UP = -WIDTHDOWN = WIDTH# 错误码ERR = -1111# 用一维数组来表示二维的东西# board表示蛇运动的矩形场地# 初始化蛇头在(1,1)的地方,第0行,HEIGHT行,第0列,WIDTH列为围墙,不可用# 初始蛇长度为1board = [0] * FIELD_SIZEsnake = [0] * (FIELD_SIZE+1)snake[HEAD] = 1*WIDTH+1snake_size = 1# 与上面变量对应的临时变量,蛇试探性地移动时使用tmpboard = [0] * FIELD_SIZEtmpsnake = [0] * (FIELD_SIZE+1)tmpsnake[HEAD] = 1*WIDTH+1tmpsnake_size = 1# food:食物位置(0~FIELD_SIZE-1),初始在(3, 3)# best_move: 运动方向food = 3 * WIDTH + 3best_move = ERR# 运动方向数组mov = [LEFT, RIGHT, UP, DOWN]# 接收到的键 和 分数key = KEY_RIGHT                                                    score = 1 #分数也表示蛇长# 检查一个cell有没有被蛇身覆盖,没有覆盖则为free,返回truedef is_cell_free(idx, psize, psnake):    return not (idx in psnake[:psize]) # 检查某个位置idx是否可向move方向运动def is_move_possible(idx, move):    flag = False    if move == LEFT:        flag = True if idx%WIDTH > 1 else False    elif move == RIGHT:        flag = True if idx%WIDTH < (WIDTH-2) else False    elif move == UP:        flag = True if idx > (2*WIDTH-1) else False # 即idx/WIDTH > 1    elif move == DOWN:        flag = True if idx < (FIELD_SIZE-2*WIDTH) else False # 即idx/WIDTH < HEIGHT-2    return flag# 重置board# board_refresh后,UNDEFINED值都变为了到达食物的路径长度# 如需要还原,则要重置它def board_reset(psnake, psize, pboard):    for i in xrange(FIELD_SIZE):        if i == food:            pboard[i] = FOOD        elif is_cell_free(i, psize, psnake): # 该位置为空            pboard[i] = UNDEFINED        else: # 该位置为蛇身            pboard[i] = SNAKE# 广度优先搜索遍历整个board,# 计算出board中每个非SNAKE元素到达食物的路径长度def board_refresh(pfood, psnake, pboard):    queue = []    queue.append(pfood)    inqueue = [0] * FIELD_SIZE    found = False    # while循环结束后,除了蛇的身体,    # 其它每个方格中的数字代码从它到食物的路径长度    while len(queue)!=0:         idx = queue.pop(0)        if inqueue[idx] == 1: continue        inqueue[idx] = 1        for i in xrange(4):            if is_move_possible(idx, mov[i]):                if idx + mov[i] == psnake[HEAD]:                    found = True                if pboard[idx+mov[i]] < SNAKE: # 如果该点不是蛇的身体                    if pboard[idx+mov[i]] > pboard[idx]+1:                        pboard[idx+mov[i]] = pboard[idx] + 1                    if inqueue[idx+mov[i]] == 0:                        queue.append(idx+mov[i])    return found# 从蛇头开始,根据board中元素值,# 从蛇头周围4个领域点中选择最短路径def choose_shortest_safe_move(psnake, pboard):    best_move = ERR    min = SNAKE    for i in xrange(4):        if is_move_possible(psnake[HEAD], mov[i]) and pboard[psnake[HEAD]+mov[i]]<min:            min = pboard[psnake[HEAD]+mov[i]]            best_move = mov[i]    return best_move# 从蛇头开始,根据board中元素值,# 从蛇头周围4个领域点中选择最远路径def choose_longest_safe_move(psnake, pboard):    best_move = ERR    max = -1    for i in xrange(4):        if is_move_possible(psnake[HEAD], mov[i]) and pboard[psnake[HEAD]+mov[i]]<UNDEFINED and pboard[psnake[HEAD]+mov[i]]>max:            max = pboard[psnake[HEAD]+mov[i]]            best_move = mov[i]    return best_move# 检查是否可以追着蛇尾运动,即蛇头和蛇尾间是有路径的# 为的是避免蛇头陷入死路# 虚拟操作,在tmpboard,tmpsnake中进行def is_tail_inside():    global tmpboard, tmpsnake, food, tmpsnake_size    tmpboard[tmpsnake[tmpsnake_size-1]] = 0 # 虚拟地将蛇尾变为食物(因为是虚拟的,所以在tmpsnake,tmpboard中进行)    tmpboard[food] = SNAKE # 放置食物的地方,看成蛇身    result = board_refresh(tmpsnake[tmpsnake_size-1], tmpsnake, tmpboard) # 求得每个位置到蛇尾的路径长度    for i in xrange(4): # 如果蛇头和蛇尾紧挨着,则返回False。即不能follow_tail,追着蛇尾运动了        if is_move_possible(tmpsnake[HEAD], mov[i]) and tmpsnake[HEAD]+mov[i]==tmpsnake[tmpsnake_size-1] and tmpsnake_size>3:            result = False    return result# 让蛇头朝着蛇尾运行一步# 不管蛇身阻挡,朝蛇尾方向运行def follow_tail():    global tmpboard, tmpsnake, food, tmpsnake_size    tmpsnake_size = snake_size    tmpsnake = snake[:]    board_reset(tmpsnake, tmpsnake_size, tmpboard) # 重置虚拟board    tmpboard[tmpsnake[tmpsnake_size-1]] = FOOD # 让蛇尾成为食物    tmpboard[food] = SNAKE # 让食物的地方变成蛇身    board_refresh(tmpsnake[tmpsnake_size-1], tmpsnake, tmpboard) # 求得各个位置到达蛇尾的路径长度    tmpboard[tmpsnake[tmpsnake_size-1]] = SNAKE # 还原蛇尾    return choose_longest_safe_move(tmpsnake, tmpboard) # 返回运行方向(让蛇头运动1步)# 在各种方案都不行时,随便找一个可行的方向来走(1步),def any_possible_move():    global food , snake, snake_size, board    best_move = ERR    board_reset(snake, snake_size, board)    board_refresh(food, snake, board)    min = SNAKE    for i in xrange(4):        if is_move_possible(snake[HEAD], mov[i]) and board[snake[HEAD]+mov[i]]<min:            min = board[snake[HEAD]+mov[i]]            best_move = mov[i]    return best_movedef shift_array(arr, size):    for i in xrange(size, 0, -1):        arr[i] = arr[i-1]def new_food():    global food, snake_size    cell_free = False    while not cell_free:        w = randint(1, WIDTH-2)        h = randint(1, HEIGHT-2)        food = h * WIDTH + w        cell_free = is_cell_free(food, snake_size, snake)    win.addch(food/WIDTH, food%WIDTH, '@')# 真正的蛇在这个函数中,朝pbest_move走1步def make_move(pbest_move):    global key, snake, board, snake_size, score    shift_array(snake, snake_size)    snake[HEAD] += pbest_move    # 按esc退出,getch同时保证绘图的流畅性,没有它只会看到最终结果    win.timeout(10)    event = win.getch()    key = key if event == -1 else event    if key == 27: return    p = snake[HEAD]    win.addch(p/WIDTH, p%WIDTH, '*')    # 如果新加入的蛇头就是食物的位置    # 蛇长加1,产生新的食物,重置board(因为原来那些路径长度已经用不上了)    if snake[HEAD] == food:        board[snake[HEAD]] = SNAKE # 新的蛇头        snake_size += 1        score += 1        if snake_size < FIELD_SIZE: new_food()    else: # 如果新加入的蛇头不是食物的位置        board[snake[HEAD]] = SNAKE # 新的蛇头        board[snake[snake_size]] = UNDEFINED # 蛇尾变为空格        win.addch(snake[snake_size]/WIDTH, snake[snake_size]%WIDTH, ' ')# 虚拟地运行一次,然后在调用处检查这次运行可否可行# 可行才真实运行。# 虚拟运行吃到食物后,得到虚拟下蛇在board的位置def virtual_shortest_move():    global snake, board, snake_size, tmpsnake, tmpboard, tmpsnake_size, food    tmpsnake_size = snake_size    tmpsnake = snake[:] # 如果直接tmpsnake=snake,则两者指向同一处内存    tmpboard = board[:] # board中已经是各位置到达食物的路径长度了,不用再计算    board_reset(tmpsnake, tmpsnake_size, tmpboard)    food_eated = False    while not food_eated:        board_refresh(food, tmpsnake, tmpboard)            move = choose_shortest_safe_move(tmpsnake, tmpboard)        shift_array(tmpsnake, tmpsnake_size)        tmpsnake[HEAD] += move # 在蛇头前加入一个新的位置        # 如果新加入的蛇头的位置正好是食物的位置        # 则长度加1,重置board,食物那个位置变为蛇的一部分(SNAKE)        if tmpsnake[HEAD] == food:            tmpsnake_size += 1            board_reset(tmpsnake, tmpsnake_size, tmpboard) # 虚拟运行后,蛇在board的位置(label101010)            tmpboard[food] = SNAKE            food_eated = True        else: # 如果蛇头不是食物的位置,则新加入的位置为蛇头,最后一个变为空格            tmpboard[tmpsnake[HEAD]] = SNAKE            tmpboard[tmpsnake[tmpsnake_size]] = UNDEFINED# 如果蛇与食物间有路径,则调用本函数def find_safe_way():    global snake, board    safe_move = ERR    # 虚拟地运行一次,因为已经确保蛇与食物间有路径,所以执行有效    # 运行后得到虚拟下蛇在board中的位置,即tmpboard,见label101010    virtual_shortest_move() # 该函数唯一调用处    if is_tail_inside(): # 如果虚拟运行后,蛇头蛇尾间有通路,则选最短路运行(1步)        return choose_shortest_safe_move(snake, board)    safe_move = follow_tail() # 否则虚拟地follow_tail 1步,如果可以做到,返回true    return safe_movecurses.initscr()win = curses.newwin(HEIGHT, WIDTH, 0, 0)win.keypad(1)curses.noecho()curses.curs_set(0)win.border(0)win.nodelay(1)win.addch(food/WIDTH, food%WIDTH, '@')while key != 27:    win.border(0)    win.addstr(0, 2, 'S:' + str(score) + ' ')                   win.timeout(10)    # 接收键盘输入,同时也使显示流畅    event = win.getch()    key = key if event == -1 else event    # 重置矩阵    board_reset(snake, snake_size, board)    # 如果蛇可以吃到食物,board_refresh返回true    # 并且board中除了蛇身(=SNAKE),其它的元素值表示从该点运动到食物的最短路径长    if board_refresh(food, snake, board):        best_move  = find_safe_way() # find_safe_way的唯一调用处    else:        best_move = follow_tail()    if best_move == ERR:        best_move = any_possible_move()    # 上面一次思考,只得出一个方向,运行一步    if best_move != ERR: make_move(best_move)       else: break       curses.endwin()print("\\nScore - " + str(score))#该片段来自于http://byrx.net

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