哨兵边界实现翻转棋Board

This commit is contained in:
hisatri
2025-07-26 21:23:45 +08:00
parent a66fb89999
commit 441cceec33
2 changed files with 461 additions and 0 deletions

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game/reversi.py Normal file
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import numpy as np
from typing import Tuple, List, Optional
class Board:
"""
翻转棋 (Reversi/Othello)
为深度学习神经网络提供多通道输入。
核心算法基于从落子点向8个方向扫描寻找并翻转被“夹住”的对方棋子。
"""
def __init__(self, h: int, w: int):
"""
初始化棋盘。
参数:
h, w: 棋盘的高度和宽度建议为大于4的偶数。
"""
if h < 4 or w < 4 or h % 2 != 0 or w % 2 != 0:
raise ValueError("高度和宽度必须是大于等于4的偶数。")
self.h = h
self.w = w
# 定义8个方向的偏移量 (dr, dc)
self._DIRECTIONS = np.array([[-1, -1], [-1, 0], [-1, 1],
[0, -1], [0, 1],
[1, -1], [1, 0], [1, 1]], dtype=np.int8)
# 存储棋盘状态的变量
self.board: np.ndarray = None # 主棋盘: 1=黑, -1=白, 0=空
self.player: int = None # 当前玩家: 1=黑, -1=白
# 为神经网络准备的通道
self.board_b: np.ndarray = None # 通道2: 黑棋位置 (0/1)
self.board_w: np.ndarray = None # 通道3: 白棋位置 (0/1)
self.board_move: np.ndarray = None # 通道4: 当前玩家的合法走法 (0/1)
self.player_channel: np.ndarray = None # 通道5: 当前玩家指示 (全1或全-1)
self.reset()
def reset(self):
"""
重置棋盘到初始状态,开始新游戏。
"""
board = np.zeros((self.h, self.w), dtype=np.int8)
# 初始中心棋子
mid_h, mid_w = self.h // 2, self.w // 2
board[mid_h - 1, mid_w - 1] = -1 # 白
board[mid_h - 1, mid_w] = 1 # 黑
board[mid_h, mid_w - 1] = 1 # 黑
board[mid_h, mid_w] = -1 # 白
# 黑棋先手
self.load(board, 1)
def load(self, board: np.ndarray, player: int):
"""
加载指定的棋盘状态和当前玩家。
参数:
board: 一个 (h, w) 的 numpy 数组1=黑, -1=白, 0=空。
player: 当前玩家, 1=黑, -1=白。
"""
if board.shape != (self.h, self.w):
raise ValueError("加载的棋盘尺寸与初始化尺寸不符。")
self.board = board.copy().astype(np.int8)
self.player = player
self._update_channels()
def _update_channels(self):
"""
【核心解析器】
根据 self.board 和 self.player更新所有输入通道。
这个函数是所有状态变更后必须调用的,以确保数据一致性。
"""
# 通道2 & 3: 使用布尔索引高效生成黑棋和白棋位置通道
self.board_b = (self.board == 1).astype(np.float32)
self.board_w = (self.board == -1).astype(np.float32)
# 通道4: 生成合法移动位置通道
self.board_move = np.zeros_like(self.board, dtype=np.float32)
# 遍历所有空位
empty_cells = np.argwhere(self.board == 0)
for r, c in empty_cells:
if len(self._get_flips_for_move(r, c)) > 0:
self.board_move[r, c] = 1.0
# 通道5: 生成玩家指示通道
self.player_channel = np.full((self.h, self.w), float(self.player), dtype=np.float32)
def _get_flips_for_move(self, r: int, c: int) -> List[Tuple[int, int]]:
"""
【核心算法】
计算在 (r, c) 位置落子后,能够翻转的所有对方棋子的坐标列表。
这也是判断 (r, c) 是否为合法走法的基础。
返回:
一个包含所有可被翻转棋子坐标 `(row, col)` 的列表。如果列表为空,则该走法不合法。
"""
opponent = -self.player
pieces_to_flip = []
# 扫描8个方向
for dr, dc in self._DIRECTIONS:
line_flips = []
curr_r, curr_c = r + dr, c + dc
# 持续沿该方向探索
while 0 <= curr_r < self.h and 0 <= curr_c < self.w:
if self.board[curr_r, curr_c] == opponent:
line_flips.append((curr_r, curr_c))
elif self.board[curr_r, curr_c] == self.player:
# 找到了己方棋子,形成"夹击",该方向上的翻转有效
pieces_to_flip.extend(line_flips)
break
else:
# 遇到空位或边界,中断该方向的扫描
break
curr_r, curr_c = curr_r + dr, curr_c + dc
return pieces_to_flip
def play(self, r: int, c: int):
"""
在 (r, c) 位置执行走子操作。
参数:
r, c: 落子位置的行和列。
"""
if not (0 <= r < self.h and 0 <= c < self.w and self.board_move[r, c] == 1):
raise ValueError(f"位置 ({r}, {c}) 不是一个合法的走法。")
# 1. 获取要翻转的棋子
flips = self._get_flips_for_move(r, c)
# 2. 在棋盘上执行落子和翻转
self.board[r, c] = self.player
for fr, fc in flips:
self.board[fr, fc] = self.player
# 3. 交换玩家
self.player *= -1
# 4. 更新所有通道以反映新状态
self._update_channels()
# 5. 如果新玩家无棋可走,则跳过其回合
if np.sum(self.board_move) == 0 and not self.is_game_over():
self.player *= -1
self._update_channels()
def get_state(self) -> np.ndarray:
"""
获取为神经网络准备的5通道输入状态。
返回:
一个 (5, h, w) 的 numpy 数组。
"""
return np.stack([
self.board.astype(np.float32), # 通道1: 主棋盘 (1, -1, 0)
self.board_b,
self.board_w,
self.board_move,
self.player_channel
])
def is_game_over(self) -> bool:
"""检查游戏是否结束。"""
# 如果棋盘已满
if np.all(self.board != 0):
return True
# 如果双方都无棋可走
if np.sum(self.board_move) == 0:
# 临时切换到对手,检查对手是否也无棋可走
original_player = self.player
self.player *= -1
opponent_has_move = False
empty_cells = np.argwhere(self.board == 0)
for r, c in empty_cells:
if len(self._get_flips_for_move(r, c)) > 0:
opponent_has_move = True
break
self.player = original_player # 恢复玩家
return not opponent_has_move
return False
def get_winner(self) -> Optional[int]:
"""
获取赢家。
返回: 1 (黑棋赢), -1 (白棋赢), 0 (平局), None (游戏未结束)。
"""
if not self.is_game_over():
return None
score = np.sum(self.board)
if score > 0:
return 1
elif score < 0:
return -1
else:
return 0
def __str__(self):
"""方便打印和调试棋盘。"""
symbols = {1: 'X', -1: 'O', 0: '.'}
header = ' ' + ' '.join(f'{i:X}' for i in range(self.w)) + '\n'
board_str = header
for r in range(self.h):
board_str += f'{r:X} ' + ' '.join(symbols[self.board[r, c]] for c in range(self.w)) + '\n'
current_player = 'Black (X)' if self.player == 1 else 'White (O)'
board_str += f"\nCurrent Player: {current_player}\n"
winner = self.get_winner()
if winner is not None:
winner_str = {1: "Black (X) Wins", -1: "White (O) Wins", 0: "Draw"}[winner]
board_str += f"Game Over! Winner: {winner_str}\n"
return board_str

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gameGUI.py Normal file
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import tkinter as tk
from tkinter import ttk, messagebox
import numpy as np
from game.reversi import Board
class ReversiGUI:
def __init__(self, master):
self.master = master
self.master.title("黑白棋 (Reversi)")
self.master.geometry("1000x600")
self.master.resizable(True, True)
# 创建棋盘实例 (8x8)
self.board = Board(8, 8)
# 棋子颜色和符号
self.colors = {
0: "#228B22", # 空位 - 绿色
1: "#000000", # 黑棋 - 黑色
-1: "#FFFFFF" # 白棋 - 白色
}
self.bg_colors = {
0: "#228B22", # 空位 - 绿色
1: "#000000", # 黑棋 - 黑色
-1: "#FFFFFF" # 白棋 - 白色
}
self.symbols = {
1: "",
-1: "",
0: ""
}
# 创建主框架
self.main_frame = ttk.Frame(self.master)
self.main_frame.pack(fill=tk.BOTH, expand=True, padx=10, pady=10)
# 创建左侧主棋盘框架
self.board_frame = ttk.LabelFrame(self.main_frame, text="主棋盘")
self.board_frame.pack(side=tk.LEFT, fill=tk.BOTH, expand=True, padx=5, pady=5)
# 创建右侧通道可视化框架
self.channels_frame = ttk.LabelFrame(self.main_frame, text="通道可视化")
self.channels_frame.pack(side=tk.RIGHT, fill=tk.BOTH, expand=True, padx=5, pady=5)
# 状态标签
self.status_var = tk.StringVar()
self.status_label = ttk.Label(self.master, textvariable=self.status_var, font=('Arial', 12))
self.status_label.pack(pady=5)
# 初始化棋盘按钮
self.board_buttons = []
self.setup_board()
# 初始化通道可视化
self.channel_labels = {
"board_b": [], # 黑棋位置
"board_w": [], # 白棋位置
"board_move": [], # 合法走法
"player": [] # 当前玩家
}
self.setup_channels()
# 更新显示
self.update_display()
# 重置按钮
self.reset_button = ttk.Button(self.master, text="重置游戏", command=self.reset_game)
self.reset_button.pack(pady=10)
def setup_board(self):
"""设置主棋盘界面"""
# 创建行列标签
col_frame = ttk.Frame(self.board_frame)
col_frame.pack(fill=tk.X)
# 空白格用于对齐
ttk.Label(col_frame, text="", width=2).pack(side=tk.LEFT)
# 列标签 (A-H)
for c in range(8):
ttk.Label(col_frame, text=chr(65 + c), width=4).pack(side=tk.LEFT)
# 创建棋盘按钮
for r in range(8):
row_frame = ttk.Frame(self.board_frame)
row_frame.pack(fill=tk.X)
# 行标签 (1-8)
ttk.Label(row_frame, text=str(r+1), width=2).pack(side=tk.LEFT)
row_buttons = []
for c in range(8):
btn = tk.Button(
row_frame,
width=3, height=1,
font=('Arial', 14, 'bold'),
command=lambda r=r, c=c: self.make_move(r, c)
)
btn.pack(side=tk.LEFT, padx=1, pady=1)
row_buttons.append(btn)
self.board_buttons.append(row_buttons)
def setup_channels(self):
"""设置通道可视化界面"""
# 创建通道标签和网格
channels = [
("黑棋位置", "board_b"),
("白棋位置", "board_w"),
("合法走法", "board_move"),
("当前玩家", "player")
]
for idx, (title, key) in enumerate(channels):
# 为每个通道创建框架
channel_frame = ttk.LabelFrame(self.channels_frame, text=title)
channel_frame.grid(row=idx//2, column=idx%2, padx=5, pady=5, sticky="nsew")
# 创建网格
grid_frame = ttk.Frame(channel_frame)
grid_frame.pack(padx=5, pady=5)
# 创建小格子
cell_labels = []
for r in range(8):
row_labels = []
for c in range(8):
lbl = tk.Label(
grid_frame,
width=2, height=1,
relief=tk.RIDGE,
borderwidth=1
)
lbl.grid(row=r, column=c, sticky="nsew")
row_labels.append(lbl)
cell_labels.append(row_labels)
self.channel_labels[key] = cell_labels
# 使行列权重相等
for i in range(2):
self.channels_frame.grid_columnconfigure(i, weight=1)
self.channels_frame.grid_rowconfigure(i, weight=1)
def update_display(self):
"""更新所有显示元素"""
# 更新主棋盘
for r in range(8):
for c in range(8):
value = self.board.board[r, c]
btn = self.board_buttons[r][c]
# 设置按钮颜色和文本
btn.config(
text=self.symbols[value],
fg="#FFFFFF" if value == 1 else "#000000", # 黑棋白字,白棋黑字
bg=self.bg_colors[value], # 使用对应的背景色
state=tk.NORMAL if self.board.board_move[r, c] == 1 else tk.DISABLED
)
# 更新通道可视化
# 黑棋位置通道
self._update_channel_display("board_b", self.board.board_b)
# 白棋位置通道
self._update_channel_display("board_w", self.board.board_w)
# 合法走法通道
self._update_channel_display("board_move", self.board.board_move)
# 当前玩家通道
self._update_channel_display("player", self.board.player_channel)
# 更新状态信息
player_name = "黑棋" if self.board.player == 1 else "白棋"
if self.board.is_game_over():
winner = self.board.get_winner()
if winner == 1:
status = "游戏结束!黑棋获胜!"
elif winner == -1:
status = "游戏结束!白棋获胜!"
else:
status = "游戏结束!平局!"
else:
black_count = np.sum(self.board.board == 1)
white_count = np.sum(self.board.board == -1)
status = f"当前玩家: {player_name} | 黑棋: {black_count} | 白棋: {white_count}"
self.status_var.set(status)
def _update_channel_display(self, channel_key, data):
"""更新特定通道的显示"""
for r in range(8):
for c in range(8):
value = data[r, c]
label = self.channel_labels[channel_key][r][c]
# 设置颜色强度
if channel_key == "board_b":
# 黑棋通道: 黑色
intensity = int(value * 255)
color = f"#{intensity:02x}{intensity:02x}{intensity:02x}"
elif channel_key == "board_w":
# 白棋通道: 白色
intensity = int(255 - value * 255)
color = f"#{intensity:02x}{intensity:02x}{intensity:02x}"
elif channel_key == "board_move":
# 合法走法通道: 蓝色
intensity = int(value * 255)
color = f"#00{intensity:02x}ff"
else:
# 当前玩家通道: 红色(黑棋)/黄色(白棋)
if value > 0:
color = f"#ff0000" # 红色表示黑棋
else:
color = f"#ffff00" # 黄色表示白棋
label.config(bg=color)
def make_move(self, r, c):
"""执行走棋操作"""
try:
self.board.play(r, c)
self.update_display()
# 检查游戏是否结束
if self.board.is_game_over():
winner = self.board.get_winner()
if winner == 1:
messagebox.showinfo("游戏结束", "黑棋获胜!")
elif winner == -1:
messagebox.showinfo("游戏结束", "白棋获胜!")
else:
messagebox.showinfo("游戏结束", "平局!")
except ValueError as e:
messagebox.showerror("错误", str(e))
def reset_game(self):
"""重置游戏"""
self.board.reset()
self.update_display()
if __name__ == "__main__":
root = tk.Tk()
app = ReversiGUI(root)
root.mainloop()