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pull/1/head
wsy182 2024-11-30 18:14:20 +08:00
parent 7632edd0e3
commit 14c811f6b9
3 changed files with 52 additions and 13 deletions

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@ -142,4 +142,5 @@
## 成都麻将规则建模
麻将游戏引擎建模代码于项目根src/engine/目录下
麻将游戏引擎建模代码于项目根src/engine/目录下。

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@ -14,6 +14,8 @@ class ChengduMahjongState:
self.deck = list(range(108)) # 0-107 表示108张牌
# 当前玩家索引
self.current_player = 0
# 玩家分数
self.scores = 0
# 剩余牌数量
self.remaining_tiles = 108
# 胜利玩家列表

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@ -1,34 +1,70 @@
import gym
from gym import spaces
import numpy as np
from gym import spaces
from src.engine.calculate_fan import calculate_fan, is_seven_pairs, is_cleared, is_big_pairs
from src.engine.chengdu_mahjong_engine import ChengduMahjongEngine
from src.engine.scoring import calculate_score
class MahjongEnv(gym.Env):
def __init__(self):
super(MahjongEnv, self).__init__()
self.engine = ChengduMahjongEngine()
self.action_space = spaces.Discrete(108) # 假设108种动作摸牌/打牌)
self.scores = [100, 100, 100, 100] # 四位玩家初始分数
self.base_score = 1 # 底分
self.action_space = spaces.Discrete(108) # 动作空间:打牌的索引
self.observation_space = spaces.Box(low=0, high=4, shape=(108,), dtype=np.int32)
def reset(self):
self.engine = ChengduMahjongEngine()
self.scores = [100, 100, 100, 100] # 每局重置分数
return self.engine.state.hands[self.engine.state.current_player]
def step(self, action):
reward = 0
done = False
try:
# 执行玩家动作
self.engine.discard_tile(action)
reward = self.calculate_reward() # 根据胡牌等状态定义奖励
# 检查是否胡牌
if self.engine.state.can_win(self.engine.state.hands[self.engine.state.current_player]):
reward, done = self.handle_win()
else:
reward, done = -1, False # 默认小惩罚
except ValueError:
reward = -10 # 非法操作扣分
reward, done = -10, False # 非法操作扣分
return self.engine.state.hands[self.engine.state.current_player], reward, done, {}
def calculate_reward(self):
if self.engine.state.can_win(self.engine.state.hands[self.engine.state.current_player]):
return 100 # 胡牌奖励
return -1 # 默认每步小惩罚
def handle_win(self):
"""
处理胡牌后的分数结算和奖励
"""
winner = self.engine.state.current_player
hand = self.engine.state.hands[winner]
melds = self.engine.state.melds[winner]
is_self_draw = True # 假设自摸(后续可动态判断)
is_cleared = is_cleared(hand)
conditions = {
"is_seven_pairs": is_seven_pairs(hand),
"is_big_pairs": is_big_pairs(hand),
# 添加其他条件...
}
# 动态计算番数
fan = calculate_fan(hand, melds, is_self_draw, is_cleared, conditions)
# 动态计算得分
scores = calculate_score(fan, self.base_score, is_self_draw)
self.scores[winner] += scores["winner"]
for i, score in enumerate(scores["loser"]):
self.scores[i] += score # 扣分
# 奖励设置为赢家得分
reward = scores["winner"]
done = True # 游戏结束
return reward, done
def render(self, mode="human"):
print("当前状态:", self.engine.state.hands)
print("当前分数:", self.scores)
print("当前状态:", self.engine.state.hands[self.engine.state.current_player])