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三子棋游戏实现逻辑如下:
1、创建初始化3*3棋盘;
2、玩家执U子,先进行落子;
3、胜负判定【胜、负、和棋】,若胜负未分,则继续如下
4、电脑执T子,进行落子;
5、胜负判定,若胜负未分,则从步骤2继续执行
选择1是开始游戏,选择2是退出游戏
def menu(): print('-'*20) print('1---------------begin') print('2---------------exit') print('please select begin or exit') print('-' * 20) while(1): select = input('please input:') if select == '1': begin_games() pass elif select == '2': print('exit the game') break #pass pass
三子棋棋盘是3*3的方阵,在python中用列表来进行存储。
chess_board = [[0, 0, 0], [0, 0, 0], [0, 0, 0]]
那么如何将这个存储列表打印出来,成为棋盘呢?
def init_cheaa_board(chess_board): #先对列表进行初始化 for i in range(MAX_ROW): for j in range(MAX_COL): chess_board[i][j] = ' ' pass def print_chess_board(chess_board): #棋盘打印 print('*'+'-'*7+'*'+'-'*7+'*'+'-'*7+'*') for i in range(MAX_ROW): print('|'+' '*3+chess_board[i][0]+' '*3+'|'+' '*3+chess_board[i][1]+' '*3+'|'+' '*3+chess_board[i][2]+' '*3+'|') print('*' + '-' * 7 + '*' + '-' * 7 + '*' + '-' * 7 + '*') pass pass
玩家在3*3的棋盘中选择落子的横纵坐标。坐标点需要满足:1、该点在棋盘内;2、该点还未置子。
def player_first(chess_board): while(1): x = int(input('please input x:')) y = int(input('please input y:')) if(chess_board[x][y] != ' '): #若已被置子,则重新选择坐标 print('This position is already occupied!') pass elif(x >= MAX_ROW or y >= MAX_COL or x < 0 or y < 0): #所选坐标超出棋盘范围,重新选择坐标 print('This position is beyond the chessboard!') pass else: #若坐标可以落子,则将该坐标置为玩家的棋子U chess_board[x][y] = 'U' print_chess_board(chess_board) #return x,y break pass pass
电脑落子算法:
4.1、先检查一下棋盘,看电脑已占有棋面中是否已经有两子连成、即将成棋的状态。若已有,则获取可以促成胜利的坐标点,进行落子T;
4.2、若4.1不满足,则再去检查一下棋盘,看玩家已占有棋面中是否已经有两子连成、即将成棋的状态。若已有,则获取玩家即将胜利的坐标点,落子T进行拦截;
4.3、若4.1、4.2均不满足,则在棋面中选择电脑端有利的点进行落子;
A、先判断中心位置[1][1]处是否被占领,若未被占领,则这是最有利点。当占领[1][1]点时,则阻断了玩家的横、纵、正对角线、副对角线四条线路;
B、次有利点则是3*3棋盘的四个角,每占领一个角,则会阻断玩家的三条线路;
C、最后有利的点则是每条边的中心位置,会阻断玩家的两条线路;
def Intercept_player(chess_board,key): count2 = 0 index2 = [] intercept_index = {'x':-1,'y':-1} for i in range(MAX_ROW): index = [] count = 0 count1 = 0 index1 = [] allindex = [0,1,2] for j in range(MAX_ROW): if(chess_board[i][j] == key): #每一行的玩家落子情况 count += 1 index.append(j) if(chess_board[j][i] == key): #每一列的玩家落子情况 #print('j'+str(j)+',i'+str(i)+'='+chess_board[j][i]) count1 += 1 index1.append(j) if (i == j and chess_board[j][i] == key): # 在主对角线中的玩家落子情况 count2 += 1 index2.append(j) if(count == 2): #在每一行中 获取具体的可以拦截的位置坐标 需要排除掉已经填充的位置 result = list(set(allindex).difference(set(index))) result = result[0] if(chess_board[i][result] == ' '): #当这个位置可以进行拦截时,进行坐标返回 #return i,result intercept_index['x'] = i intercept_index['y'] = result return intercept_index #print(count1,'------->',index1) if (count1 == 2): # 在每一列中 获取具体的可以拦截的位置坐标 需要排除掉已经填充的位置 result = list(set(allindex).difference(set(index1))) result = result[0] #print('count1==2,result:',result) if (chess_board[result][i] == ' '): # 当这个位置可以进行拦截时,进行坐标返回 intercept_index['x'] = result intercept_index['y'] = i return intercept_index #return i, result if (count2 == 2): # 在主对角线上 获取具体的可以拦截的位置坐标 需要排除掉已经填充的位置 result = list(set(allindex).difference(set(index2))) result = result[0] if (chess_board[i][result] == ' '): # 当这个位置可以进行拦截时,进行坐标返回 intercept_index['x'] = i intercept_index['y'] = result return intercept_index #return i, result count3 = 0 if(chess_board[0][2] == key): count3 += 1 if (chess_board[1][1] == key): count3 += 1 if (chess_board[2][0] == key): count3 += 1 if(count3 == 2): if(chess_board[0][2] == ' '): intercept_index['x'] = 0 intercept_index['y'] = 2 elif (chess_board[1][1] == ' '): intercept_index['x'] = 1 intercept_index['y'] = 1 elif (chess_board[2][0] == ' '): intercept_index['x'] = 2 intercept_index['y'] = 0 return intercept_index def computer_second(chess_board): #电脑智能出棋 #1、先检查一下电脑是否两子成棋 若已有,则获取空位置坐标 自己先成棋 intercept_index = Intercept_player(chess_board, 'T') if (intercept_index['x'] == -1 and intercept_index['y'] == -1): pass else: # 电脑可落子 x = intercept_index['x'] y = intercept_index['y'] chess_board[x][y] = 'T' return #2、若玩家快成棋 则先进行拦截 intercept_index = Intercept_player(chess_board,'U') #若玩家已经两子成棋 则获取空位置的坐标 #print('intercept_index---:') #print(intercept_index) if(intercept_index['x'] == -1 and intercept_index['y'] == -1): pass else: #电脑可落子 x = intercept_index['x'] y = intercept_index['y'] chess_board[x][y] = 'T' return #3、如果没有,则电脑端排棋 以促进成棋 #3.1、 占领中心位置 如若中心位置[1,1]未被占领 if(chess_board[1][1] == ' '): chess_board[1][1] = 'T' return #3.2、 占领四角位置 若[0,0] [0,2] [2,0] [2,2]未被占领 if (chess_board[0][0] == ' '): chess_board[0][0] = 'T' return if (chess_board[0][2] == ' '): chess_board[0][2] = 'T' return if (chess_board[2][0] == ' '): chess_board[2][0] = 'T' return if (chess_board[2][2] == ' '): chess_board[2][2] = 'T' return # 3.3、 占领每一边中心位置 若[0,1] [1,0] [1,2] [2,1]未被占领 if (chess_board[0][1] == ' '): chess_board[0][1] = 'T' return if (chess_board[1][0] == ' '): chess_board[1][0] = 'T' return if (chess_board[1][2] == ' '): chess_board[1][2] = 'T' return if (chess_board[2][1] == ' '): chess_board[2][1] = 'T' return
最终的结果:输、赢、和棋D
判定流程:判断每个横线、纵线、对角线上是否有玩家U或电脑T连成三子的,若有则是该方胜出;当整个棋面都被占满,但玩家和电脑都未成棋时,则说明和棋。
def chess_board_isfull(chess_board): #判断棋盘是否填充满 for i in range(MAX_ROW): if (' ' in chess_board[i]): return 0 return 1 pass def Win_or_lose(chess_board): isfull = chess_board_isfull(chess_board) for i in range(MAX_ROW): #每一列的判断 if( chess_board[0][i] == chess_board[1][i] == chess_board[2][i]): return chess_board[0][i] pass pass for i in range(MAX_ROW): # 每一行的判断 if( chess_board[i][0] == chess_board[i][1] == chess_board[i][2]): return chess_board[i][0] pass pass if (chess_board[0][0] == chess_board[1][1] == chess_board[2][2]): # 判断棋盘正对角线 return chess_board[0][0] if (chess_board[0][2] == chess_board[1][1] == chess_board[2][0]): # 判断棋盘反对角线 return chess_board[0][2] if isfull: return 'D' # 经过以上的判断,都不满足(既没赢也没输),但是棋盘也已经填充满,则说明和棋 else: return ' '
# coding=utf-8import random MAX_ROW = 3 MAX_COL = 3 #array = ['0','0','0'] chess_board = [[0, 0, 0], [0, 0, 0], [0, 0, 0]] #[array] * 3 def init_cheaa_board(chess_board): for i in range(MAX_ROW): for j in range(MAX_COL): chess_board[i][j] = ' ' pass def print_chess_board(chess_board): print('*'+'-'*7+'*'+'-'*7+'*'+'-'*7+'*') for i in range(MAX_ROW): print('|'+' '*3+chess_board[i][0]+' '*3+'|'+' '*3+chess_board[i][1]+' '*3+'|'+' '*3+chess_board[i][2]+' '*3+'|') print('*' + '-' * 7 + '*' + '-' * 7 + '*' + '-' * 7 + '*') pass pass def player_first(chess_board): while(1): x = int(input('please input x:')) y = int(input('please input y:')) if(chess_board[x][y] != ' '): print('This position is already occupied!') pass elif(x >= MAX_ROW or y >= MAX_COL or x < 0 or y < 0): print('This position is beyond the chessboard!') pass else: chess_board[x][y] = 'U' print_chess_board(chess_board) #return x,y break pass pass def chess_board_isfull(chess_board): #判断棋盘是否填充满 for i in range(MAX_ROW): if (' ' in chess_board[i]): return 0 return 1 pass def Win_or_lose(chess_board): isfull = chess_board_isfull(chess_board) for i in range(MAX_ROW): #每一列的判断 if( chess_board[0][i] == chess_board[1][i] == chess_board[2][i]): return chess_board[0][i] pass pass for i in range(MAX_ROW): # 每一行的判断 if( chess_board[i][0] == chess_board[i][1] == chess_board[i][2]): return chess_board[i][0] pass pass if (chess_board[0][0] == chess_board[1][1] == chess_board[2][2]): # 判断棋盘正对角线 return chess_board[0][0] if (chess_board[0][2] == chess_board[1][1] == chess_board[2][0]): # 判断棋盘反对角线 return chess_board[0][2] if isfull: return 'D' # 经过以上的判断,都不满足(既没赢也没输),但是棋盘也已经填充满,则说明和棋 else: return ' ' def computer_second_random(chess_board): #电脑随机出棋 while(1): x = random.randint(0,2) y = random.randint(0,2) if(chess_board[x][y] != ' '): continue else: chess_board[x][y] = 'T' break def Intercept_player(chess_board,key): count2 = 0 index2 = [] intercept_index = {'x':-1,'y':-1} for i in range(MAX_ROW): index = [] count = 0 count1 = 0 index1 = [] allindex = [0,1,2] for j in range(MAX_ROW): if(chess_board[i][j] == key): #每一行的玩家落子情况 count += 1 index.append(j) if(chess_board[j][i] == key): #每一列的玩家落子情况 #print('j'+str(j)+',i'+str(i)+'='+chess_board[j][i]) count1 += 1 index1.append(j) if (i == j and chess_board[j][i] == key): # 在主对角线中的玩家落子情况 count2 += 1 index2.append(j) if(count == 2): #在每一行中 获取具体的可以拦截的位置坐标 需要排除掉已经填充的位置 result = list(set(allindex).difference(set(index))) result = result[0] if(chess_board[i][result] == ' '): #当这个位置可以进行拦截时,进行坐标返回 #return i,result intercept_index['x'] = i intercept_index['y'] = result return intercept_index #print(count1,'------->',index1) if (count1 == 2): # 在每一列中 获取具体的可以拦截的位置坐标 需要排除掉已经填充的位置 result = list(set(allindex).difference(set(index1))) result = result[0] #print('count1==2,result:',result) if (chess_board[result][i] == ' '): # 当这个位置可以进行拦截时,进行坐标返回 intercept_index['x'] = result intercept_index['y'] = i return intercept_index #return i, result if (count2 == 2): # 在主对角线上 获取具体的可以拦截的位置坐标 需要排除掉已经填充的位置 result = list(set(allindex).difference(set(index2))) result = result[0] if (chess_board[i][result] == ' '): # 当这个位置可以进行拦截时,进行坐标返回 intercept_index['x'] = i intercept_index['y'] = result return intercept_index #return i, result count3 = 0 if(chess_board[0][2] == key): count3 += 1 if (chess_board[1][1] == key): count3 += 1 if (chess_board[2][0] == key): count3 += 1 if(count3 == 2): if(chess_board[0][2] == ' '): intercept_index['x'] = 0 intercept_index['y'] = 2 elif (chess_board[1][1] == ' '): intercept_index['x'] = 1 intercept_index['y'] = 1 elif (chess_board[2][0] == ' '): intercept_index['x'] = 2 intercept_index['y'] = 0 return intercept_index def computer_second(chess_board): #电脑智能出棋 #1、先检查一下电脑是否两子成棋 若已有,则获取空位置坐标 自己先成棋 intercept_index = Intercept_player(chess_board, 'T') if (intercept_index['x'] == -1 and intercept_index['y'] == -1): pass else: # 电脑可落子 x = intercept_index['x'] y = intercept_index['y'] chess_board[x][y] = 'T' return #2、若玩家快成棋 则先进行拦截 intercept_index = Intercept_player(chess_board,'U') #若玩家已经两子成棋 则获取空位置的坐标 #print('intercept_index---:') #print(intercept_index) if(intercept_index['x'] == -1 and intercept_index['y'] == -1): pass else: #电脑可落子 x = intercept_index['x'] y = intercept_index['y'] chess_board[x][y] = 'T' return #3、如果没有,则电脑端排棋 以促进成棋 #3.1、 占领中心位置 如若中心位置[1,1]未被占领 if(chess_board[1][1] == ' '): chess_board[1][1] = 'T' return #3.2、 占领四角位置 若[0,0] [0,2] [2,0] [2,2]未被占领 if (chess_board[0][0] == ' '): chess_board[0][0] = 'T' return if (chess_board[0][2] == ' '): chess_board[0][2] = 'T' return if (chess_board[2][0] == ' '): chess_board[2][0] = 'T' return if (chess_board[2][2] == ' '): chess_board[2][2] = 'T' return # 3.3、 占领每一边中心位置 若[0,1] [1,0] [1,2] [2,1]未被占领 if (chess_board[0][1] == ' '): chess_board[0][1] = 'T' return if (chess_board[1][0] == ' '): chess_board[1][0] = 'T' return if (chess_board[1][2] == ' '): chess_board[1][2] = 'T' return if (chess_board[2][1] == ' '): chess_board[2][1] = 'T' return def begin_games(): global chess_board init_cheaa_board(chess_board) result = ' ' while(1): print_chess_board(chess_board) player_first(chess_board) result = Win_or_lose(chess_board) if(result != ' '): break else: #棋盘还没满,该电脑出棋 #computer_second_random(chess_board) computer_second(chess_board) result = Win_or_lose(chess_board) if (result != ' '): break print_chess_board(chess_board) if (result == 'U'): print('Congratulations on your victory!') elif (result == 'T'): print('Unfortunately, you failed to beat the computer.') elif (result == 'D'): print('The two sides broke even.') def menu(): print('-'*20) print('1---------------begin') print('2---------------exit') print('please select begin or exit') print('-' * 20) while(1): select = input('please input:') if select == '1': begin_games() pass elif select == '2': print('exit the game') break #pass pass if __name__ == "__main__": menu() pass
4.1 在以下截图中,展示了电脑拦截、占据有利位置、并率先成棋的过程
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