Tic-Tac-Toe-Python的Minimax算法

2024-05-12 09:03:45 发布

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我有点理解minimax算法是如何为Tic Tac Toe python工作的,但我不知道如何用python编写它。。。这就是我目前所拥有的:

from copy import deepcopy

class TicTacToeBrain :

    def __init__(self, player = "x") :
        self._squares = {}
        self._copySquares = {}
        self._winningCombos = (
        [0, 1, 2], [3, 4, 5], [6, 7, 8],
        [0, 3, 6], [1, 4, 7], [2, 5, 8],
        [0, 4, 8], [2, 4, 6])

    def createBoard(self) :
        for i in range(9) :
            self._squares[i] = None
        print(self._squares)

    def showBoard(self) :
        print(self._squares[0], self._squares[1], self._squares[2])
        print(self._squares[3], self._squares[4], self._squares[5])
        print(self._squares[6], self._squares[7], self._squares[8])

    def getAvailableMoves(self) :
        self._availableMoves = []
        for i in range(9) :
            if self._squares[i] == None :
                self._availableMoves.append(i)
        return self._availableMoves

    def makeMove(self, position, player) :
        self._squares[position] = player
        self.showBoard()

    def complete(self) :
        if None not in self._squares.values() :
            return True
        if self.getWinner() != None :
            return True
        return False

    def getWinner(self) :
        for player in ("x", "o") :
            for combos in self._winningCombos :
                if self._squares[combos[0]] == player and self._squares[combos[1]] == player and self._squares[combos[2]] == player :
                    return player
        if None not in self._squares.values() :
            return "tie"
        return None

    def getEnemyPlayer(self, player) :
        if player == "x" :
            return "o"
        return "x"

    def minimax(self, node, player, depth = 0, first = True) :
        if first :
            best = 0
            self._copySquares = deepcopy(self._squares)

        if node.complete() :
            if node.getWinner() == "x" :
                self._squares = self._copySquares
                return -1 - depth
            elif node.getWinner() == "tie" :
                self._squares = self._copySquares
                return 0
            elif node.getWinner() == "o" :
                self._squares = self._copySquares
                return 1 + depth
            best = None
        for move in node.getAvailableMoves() :
            depth += 1
            node.makeMove(move, player)
            print()
            val = self.minimax(node, node.getEnemyPlayer(player), depth, first = False)
            print(val)
            if player == "o" :
                if val > best :
                    best = val
            else :
                if val < best :
                    best = val
            return best
            print()
            print()

    def printCopy(self) :
        print(self._copySquares)

然而,它从来没有打印出所有的场景…有人请帮忙!!!这是星期一的一个项目。。


Tags: inselfnonenodeforreturnifdef
1条回答
网友
1楼 · 发布于 2024-05-12 09:03:45

一些问题:

  • 在第一次迭代时,执行从带有returnfor循环中断:这还为时过早,因为您永远无法测试任何其他可用的移动。循环后return应该发生在之后。

  • 在循环的每次迭代中增加深度值是错误的。相反,将depth+1传递给递归调用,这样当您从该调用返回时,就可以以相同的深度继续。

  • 在递归调用之前完成的移动必须在调用之后立即收回,否则for循环的下一次迭代将不会从同一位置开始。

  • best的值需要在minimax方法的每个调用处初始化,而不仅仅是在递归树的顶部。此初始值不应为0,因为当前用户的最佳值可能小于0。所以你需要将它初始化为一个极坏的值。

  • minimax方法不返回最佳移动,只返回计算值。因为这个方法的全部目的是告诉你应该玩哪一步,所以你需要两者兼得。因此,让该方法返回一个包含两个值的元组:求值值值和生成该值的移动。

一些非关键问题:

  • 当你想要延迟一个不可避免的失败,或者加速一个强制的胜利时,计算一个玩家获胜时的值的公式应该越远越接近0,而不是越近。所以这个公式需要改变。

  • 因为你应该通过向后移动来恢复棋盘,所以不需要使用复制的棋盘和复制的方块。如果所有的代码都很好,那么在minimax方法的top调用完成之后,电路板的状态应该与该调用之前完全相同。

  • 如果不使用None作为空方块,而是使用单个字符(如“.”),则电路板的打印效果会更好。所以在你提到空方块值的地方,放上这个字符。

  • 为了分离输出,这里和那里都有print()。在方法showBoard中放一个,剩下的代码就可以不用它们了。

  • 考虑到以上几点,您不需要nodefirst参数到minimax方法。

这是一个评论,更正版本。我把你原来的台词放在原处,但在需要的地方注释掉了。

# *** not needed:
# from copy import deepcopy

class TicTacToeBrain :

    def __init__(self, player = "x") :
        self._squares = {}
        self._copySquares = {}
        self._winningCombos = (
        [0, 1, 2], [3, 4, 5], [6, 7, 8],
        [0, 3, 6], [1, 4, 7], [2, 5, 8],
        [0, 4, 8], [2, 4, 6])

    def createBoard(self) :
        for i in range(9) :
            # *** use a single character, ... easier to print
            self._squares[i] = "."
        print(self._squares)

    def showBoard(self) :
        # *** add empty line here, instead of in minimax
        print ()
        print(self._squares[0], self._squares[1], self._squares[2])
        print(self._squares[3], self._squares[4], self._squares[5])
        print(self._squares[6], self._squares[7], self._squares[8])


    def getAvailableMoves(self) :
        self._availableMoves = []
        for i in range(9) :
            # *** see above
            if self._squares[i] == "." :
                self._availableMoves.append(i)
        return self._availableMoves

    def makeMove(self, position, player) :
        self._squares[position] = player
        self.showBoard()

    def complete(self) :
        # *** see above
        if "." not in self._squares.values() :
            return True
        if self.getWinner() != None :
            return True
        return False

    def getWinner(self) :
        for player in ("x", "o") :
            for combos in self._winningCombos :
                if self._squares[combos[0]] == player and self._squares[combos[1]] == player and self._squares[combos[2]] == player :
                    return player
        # *** see above
        if "." not in self._squares.values() :
            return "tie"
        return None

    def getEnemyPlayer(self, player) :
        if player == "x" :
            return "o"
        return "x"

    # *** no need for `node` argument, nor `first`
    # *** use `self` instead of `node` in all this method
    def minimax(self, player, depth = 0) :
        # *** not needed
        # if first :
            # best = 0
            # *** not needed
            # self._copySquares = deepcopy(self._squares)
        # *** always start with initilisation of `best`, but with worst possible value
        #     for this player
        if player == "o": 
            best = -10
        else:
            best = 10
        if self.complete() :
            if self.getWinner() == "x" :
                # *** don't do this, you may still need the position to try other moves 
                # self._squares = self._copySquares
                # *** value should be closer to zero for greater depth!
                # *** expect tuple return value
                return -10 + depth, None
            elif self.getWinner() == "tie" :
                # self._squares = self._copySquares
                # *** expect tuple return value
                return 0, None
            elif self.getWinner() == "o" :
                # self._squares = self._copySquares
                # *** value should be closer to zero for greater depth!
                # *** expect tuple return value
                return 10 - depth, None
            # *** Execution can never get here
            # best = None
        for move in self.getAvailableMoves() :
            # *** don't increase depth in each iteration, instead pass depth+1 to
            #    the recursive call
            # depth += 1
            self.makeMove(move, player)
            # *** pass depth+1, no need for passing `node` nor `first`.
            # *** expect tuple return value
            val, _ = self.minimax(self.getEnemyPlayer(player), depth+1)
            print(val)
            # *** undo last move
            self.makeMove(move, ".")
            if player == "o" :
                if val > best :
                    # *** Also keep track of the actual move
                    best, bestMove = val, move
            else :
                if val < best :
                    # *** Also keep track of the actual move
                    best, bestMove = val, move
            # *** don't interrupt the loop here!
            # return best
            # *** this is dead code:
            # print()
            # print()
        # *** Also keep track of the actual move
        return best, bestMove

    def printCopy(self) :
        print(self._copySquares)

下面是一个关于如何使用该类的示例:

game = TicTacToeBrain()
game.createBoard()
game.makeMove(4, "o")
game.makeMove(3, "x")
val, bestMove = game.minimax("o")
print('best move', bestMove) # --> 0 is a winning move.

看它在eval.in上运行。。。等等。

有些事情你还可以改进

我不会提供代码,但您可以:

  • 跟踪轮到谁了。这样你就不必把玩家当作参数传递给minimax,这样可以避免错误。同时,它也使构造函数参数变得有用——目前您对它什么也不做。

  • 添加一个方法bestMove,该方法只调用minimax,但只返回最佳移动,而不返回值。这将更容易管理。

  • 使用alpha-beta剪枝,这样就可以停止计算其他移动,如果很明显不能提高递归树中已经获得的值。

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