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

 

posted on 2017-11-19 22:52  x01  阅读(382)  评论(0编辑  收藏  举报

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