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85
README.md
85
README.md
@@ -101,13 +101,13 @@
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3. **带幺九**:
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- **带幺九**:指玩家手上的牌全部是由1和9组成的顺子、刻子或对子。例如,123, 789, 111, 999, 11等。计为3番。
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- **带幺九**:指玩家手上的牌全部是由1和9组成的顺子、刻子或对子。例如,123, 789, 111, 999, 11等。计为3番。<!--存疑-->
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- **清带幺九**:指玩家手上的牌不仅全部由1和9组成,而且是同一花色(条、筒、万),即清一色的带幺九。计为1番。<!--存疑-->
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4. **七对**:手牌由7个对子组成,计为2番。
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5. **全求人**:所有牌都是通过碰、杠、吃别人打出的牌来完成的,计为6番。
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5. **全求人**:所有牌都是通过碰、杠别人打出的牌来完成的,计为6番。
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6. **龙七对**:七对中有一对是三张相同的牌,计为12番。
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@@ -142,4 +142,83 @@
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## 成都麻将规则建模
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麻将游戏引擎建模代码于项目根src/engine/目录下
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麻将游戏引擎建模代码于项目根src/engine/目录下。
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## PPO(Proximal Policy Optimization)算法
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TensorBoard 通常会记录和可视化多种训练指标。你提到的这些图表代表了 PPO 训练过程中的不同方面。下面是对每个图表的解释:
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### 1. `train/loss`
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- **含义**:总损失函数值。
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- **用途**:这是所有损失项的综合,包括策略梯度损失、价值函数损失等。通过观察这个指标,可以了解整个训练过程中的总体损失趋势。
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### 2. `train/policy_gradient_loss`
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- **含义**:策略梯度损失。
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- **用途**:这表示策略网络更新时的损失。PPO 通过剪裁来限制策略更新的幅度,以确保稳定的学习过程。观察这个指标可以帮助你了解策略更新的情况。
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### 3. `train/value_loss`
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- **含义**:价值函数损失。
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- **用途**:这表示价值网络(用于估计状态值或状态-动作对的价值)的损失。价值函数的准确性对于评估策略的好坏非常重要。通过观察这个指标,可以了解价值网络的学习情况。
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### 4. `train/learning_rate`
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- **含义**:当前的学习率。
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- **用途**:学习率是优化器的一个重要超参数,控制着每次更新时权重调整的幅度。观察学习率的变化可以帮助你了解学习率调度策略的效果。
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### 5. `train/explained_variance`
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- **含义**:解释方差。
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- **用途**:这是一个衡量价值函数预测与实际回报之间差异的指标。解释方差越接近 1,说明价值函数的预测越准确。通过观察这个指标,可以评估价值函数的性能。
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### 6. `train/entropy_loss`
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- **含义**:熵损失。
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- **用途**:熵损失鼓励策略具有一定的随机性,以防止过早收敛到局部最优解。通过观察这个指标,可以了解策略的探索程度。
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### 7. `train/clip_range`
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- **含义**:剪裁范围。
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- **用途**:PPO 使用剪裁来限制策略更新的幅度,以确保稳定性。剪裁范围是一个重要的超参数,决定了剪裁的严格程度。观察这个指标可以帮助你了解剪裁策略的效果。
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### 8. `train/clip_fraction`
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- **含义**:被剪裁的比例。
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- **用途**:这个指标表示有多少比例的更新被剪裁。如果剪裁比例很高,可能意味着你的策略更新过于激进,需要调整剪裁范围或其他超参数。
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### 9. `train/approx_kl`
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- **含义**:近似 KL 散度。
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- **用途**:KL 散度衡量新旧策略之间的差异。PPO 通过控制 KL 散度来确保策略更新的稳定性。通过观察这个指标,可以了解策略更新的幅度和稳定性。
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### 总结
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这些图表提供了关于 PPO 训练过程的全面视图,帮助你监控和调试模型。以下是每个图表的主要用途:
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- **`train/loss`**:总体损失,反映训练的整体进展。
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- **`train/policy_gradient_loss`**:策略梯度损失,反映策略网络的更新情况。
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- **`train/value_loss`**:价值函数损失,反映价值网络的学习情况。
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- **`train/learning_rate`**:学习率,反映优化器的设置。
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- **`train/explained_variance`**:解释方差,反映价值函数的准确性。
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- **`train/entropy_loss`**:熵损失,反映策略的探索程度。
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- **`train/clip_range`**:剪裁范围,反映策略更新的限制。
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- **`train/clip_fraction`**:被剪裁的比例,反映策略更新的稳定性。
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- **`train/approx_kl`**:近似 KL 散度,反映策略更新的幅度和稳定性。
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## 参考
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https://github.com/mangenotwork/CLI-Sichuan-Mahjong //golang命令行麻将
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https://github.com/lauyikfung/SichuaMahjongAI //SichuaMahjongAI
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https://github.com/risseraka/node-sichuan-mahjong //nodejs
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https://github.imc.re/latorc/MahjongCopilot //麻将 AI 助手,基于 mjai (Mortal模型) 实现的机器人。
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https://github.com/kennyzhang0819/Sichuan-Mahjong-AI-Testbed // Java 完整实现的四川麻将游戏的源代码
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@@ -1,4 +1,14 @@
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# configs/log_config.py
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from loguru import logger
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import os
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# 配置日志
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logger.add("mahjong_ai_{time}.log", rotation="10 MB", level="DEBUG", format="{time} {level} {message}")
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def setup_logging():
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# 确保日志目录存在
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log_dir = "../logs"
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os.makedirs(log_dir, exist_ok=True)
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# 清除所有现有日志处理器,防止重复配置
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logger.remove()
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# 配置日志,记录到 ../logs 目录下
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logger.add(os.path.join(log_dir, "chengdu_mj_engine.log"), rotation="10 MB", level="DEBUG", format="{time} {level} {message}")
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BIN
models/ppo_mahjong_model.zip
Normal file
BIN
models/ppo_mahjong_model.zip
Normal file
Binary file not shown.
35
scripts/train_chengdu_mahjong_model.py
Normal file
35
scripts/train_chengdu_mahjong_model.py
Normal file
@@ -0,0 +1,35 @@
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import gym
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from stable_baselines3 import PPO
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from src.environment.chengdu_majiang_env import MahjongEnv
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import torch
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from configs.log_config import setup_logging
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def train_model():
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# 创建 MahjongEnv 环境实例
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env = MahjongEnv()
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# 检查是否有可用的GPU
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device = "cuda" if torch.cuda.is_available() else "cpu"
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print(f"使用设备: {device}")
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# 使用 PPO 算法训练模型
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model = PPO("MlpPolicy", env, verbose=1, tensorboard_log="../logs/ppo_mahjong_tensorboard/", device=device)
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# 训练模型,训练总步数为100000
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model.learn(total_timesteps=100)
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# 保存训练后的模型
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model.save("../models/ppo_mahjong_model")
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# 测试模型
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obs = env.reset()
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done = False
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while not done:
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action, _states = model.predict(obs) # 使用训练好的模型来选择动作
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obs, reward, done, info = env.step(action) # 执行动作
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env.render() # 打印环境状态
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if __name__ == "__main__":
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# 调用配置函数来设置日志
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setup_logging()
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train_model()
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@@ -1,58 +1,124 @@
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from loguru import logger
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from utils import get_tile_name # 确保 get_tile_name 已在 utils.py 中定义并导入
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from src.engine.utils import get_tile_name
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def draw_tile(state):
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def draw_tile(engine):
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"""
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当前玩家摸牌的动作逻辑。
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当前玩家摸牌逻辑,记录牌的详细信息和游戏状态。
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"""
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if engine.state.remaining_tiles == 0:
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logger.warning("牌堆已空,游戏结束!")
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engine.game_over = True
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return 0, True # 游戏结束时返回 0 和 done = True
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tile = engine.state.deck.pop(0) # 从牌堆中取出一张牌
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engine.state.remaining_tiles -= 1 # 更新剩余牌数
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engine.state.hands[engine.state.current_player][tile] += 1 # 加入当前玩家手牌
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tile_name = get_tile_name(tile) # 获取具体的牌名
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logger.info(
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f"玩家 {engine.state.current_player} 摸到一张牌: {tile_name}(索引 {tile})。剩余牌堆数量: {engine.state.remaining_tiles}"
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)
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# 返回奖励和游戏是否结束的标志
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return 0, False # 奖励为 0,done 为 False(游戏继续)
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def discard_tile(self, tile):
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"""
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当前玩家打牌逻辑,记录打出的牌和当前牌河信息。
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"""
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if self.state.hands[self.state.current_player][tile] == 0:
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logger.error(f"玩家 {self.state.current_player} 尝试打出不存在的牌: 索引 {tile}")
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raise ValueError("玩家没有这张牌")
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self.state.hands[self.state.current_player][tile] -= 1 # 从手牌中移除
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self.state.discards[self.state.current_player].append(tile) # 加入牌河
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tile_name = get_tile_name(tile) # 获取具体的牌名
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logger.info(
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f"玩家 {self.state.current_player} 打出一张牌: {tile_name}(索引 {tile})。当前牌河: {[get_tile_name(t) for t in self.state.discards[self.state.current_player]]}"
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)
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def peng(self, tile):
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"""
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当前玩家碰牌逻辑,记录碰牌操作和手牌状态。
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"""
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player = self.state.current_player
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if self.state.hands[player][tile] < 2:
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logger.error(f"玩家 {player} 尝试碰牌失败: {get_tile_name(tile)}(索引 {tile})")
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raise ValueError("碰牌条件不满足")
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self.state.hands[player][tile] -= 2 # 减去两张牌
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self.state.melds[player].append(("peng", tile)) # 加入明牌列表
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tile_name = get_tile_name(tile)
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logger.info(f"玩家 {player} 碰了一张牌: {tile_name}(索引 {tile})。当前明牌: {self.state.melds[player]}")
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def gang(self, tile, mode):
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"""
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当前玩家杠牌逻辑,记录杠牌类型和状态更新。
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"""
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player = self.state.current_player
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tile_name = get_tile_name(tile)
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if mode == "ming" and self.state.hands[player][tile] == 3:
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self.state.hands[player][tile] -= 3
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self.state.melds[player].append(("ming_gang", tile))
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logger.info(f"玩家 {player} 明杠: {tile_name}(索引 {tile})")
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self.state.scores[player] += 1 # 奖励1分
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logger.info(f"玩家 {player} 因明杠获得1分")
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elif mode == "an" and self.state.hands[player][tile] == 4:
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self.state.hands[player][tile] -= 4
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self.state.melds[player].append(("an_gang", tile))
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logger.info(f"玩家 {player} 暗杠: {tile_name}(索引 {tile})")
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self.state.scores[player] += 1 # 奖励1分
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logger.info(f"玩家 {player} 因暗杠获得1分")
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else:
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logger.error(f"玩家 {player} 尝试杠牌失败: {tile_name}(索引 {tile}),条件不满足")
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raise ValueError("杠牌条件不满足")
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def check_blood_battle(self):
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"""
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检查游戏是否流局或血战结束,记录状态。
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"""
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if any(score <= 0 for score in self.state.scores):
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logger.info(f"游戏结束,某玩家分数小于等于0: {self.state.scores}")
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self.game_over = True
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if len(self.state.winners) >= 3 or self.state.remaining_tiles == 0:
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logger.info(f"游戏结束,赢家列表: {self.state.winners}")
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self.game_over = True
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def set_missing_suit(player, missing_suit, game_state):
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"""
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玩家设置缺门的动作。
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参数:
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- state: ChengduMahjongState 实例,表示当前游戏状态。
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返回:
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- tile: 当前玩家摸到的牌的索引。
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- player: 玩家索引(0-3)。
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- missing_suit: 玩家选择的缺门("条"、"筒" 或 "万")。
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- game_state: 当前的游戏状态(`ChengduMahjongState` 实例)。
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|
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异常:
|
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- ValueError: 如果牌堆已经空了(流局条件)。
|
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- ValueError: 如果缺门设置无效。
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"""
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if state.remaining_tiles == 0:
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logger.warning("牌堆已空,无法摸牌!")
|
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raise ValueError("牌堆已空") # 牌堆为空时不能摸牌
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valid_suits = ["条", "筒", "万"]
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if missing_suit not in valid_suits:
|
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logger.error(f"玩家 {player} 尝试设置无效的缺门: {missing_suit}")
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raise ValueError("缺门设置无效")
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|
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tile = state.deck.pop(0) # 从牌堆顶取出一张牌
|
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state.remaining_tiles -= 1 # 更新牌堆剩余数量
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state.hands[state.current_player][tile] += 1 # 将摸到的牌添加到当前玩家的手牌中
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if game_state.missing_suits[player] is not None:
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logger.error(f"玩家 {player} 已经设置了缺门,不能重复设置")
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raise ValueError("缺门已经设置,不能重复设置")
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tile_name = get_tile_name(tile) # 获取牌的具体名称
|
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logger.info(
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f"玩家 {state.current_player} 摸到一张牌: {tile_name}(索引 {tile})。剩余牌堆数量: {state.remaining_tiles}"
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)
|
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return tile
|
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game_state.missing_suits[player] = missing_suit
|
||||
logger.info(f"玩家 {player} 设置缺门为: {missing_suit}")
|
||||
|
||||
|
||||
def discard_tile(state, tile):
|
||||
"""
|
||||
当前玩家打出一张牌的动作逻辑。
|
||||
|
||||
参数:
|
||||
- state: ChengduMahjongState 实例,表示当前游戏状态。
|
||||
- tile: 玩家想要打出的牌的索引。
|
||||
|
||||
操作:
|
||||
- 从当前玩家手牌中移除指定的牌。
|
||||
- 将指定牌添加到当前玩家的牌河中。
|
||||
|
||||
异常:
|
||||
- ValueError: 如果当前玩家的手牌中没有这张牌。
|
||||
"""
|
||||
if state.hands[state.current_player][tile] == 0:
|
||||
logger.error(f"玩家 {state.current_player} 尝试打出不存在的牌: 索引 {tile}")
|
||||
raise ValueError("玩家没有这张牌") # 防止打出不存在的牌
|
||||
|
||||
state.hands[state.current_player][tile] -= 1 # 从手牌中移除该牌
|
||||
state.discards[state.current_player].append(tile) # 将牌添加到牌河
|
||||
|
||||
tile_name = get_tile_name(tile) # 获取牌的具体名称
|
||||
logger.info(
|
||||
f"玩家 {state.current_player} 打出一张牌: {tile_name}(索引 {tile})。当前牌河: {[get_tile_name(t) for t in state.discards[state.current_player]]}"
|
||||
)
|
||||
return game_state.missing_suits[player]
|
||||
@@ -67,13 +67,23 @@ def is_seven_pairs(hand):
|
||||
return sum(1 for count in hand if count == 2) == 7
|
||||
|
||||
|
||||
def is_cleared(hand):
|
||||
def is_cleared(hand, melds):
|
||||
"""
|
||||
检查手牌是否是清一色。
|
||||
"""
|
||||
suits = [tile // 36 for tile, count in enumerate(hand) if count > 0]
|
||||
return len(set(suits)) == 1
|
||||
检查手牌和明牌是否是清一色。
|
||||
|
||||
参数:
|
||||
- hand: 当前胡牌的手牌(长度为108的列表,表示每张牌的数量)。
|
||||
- melds: 碰杠等明牌列表。
|
||||
|
||||
返回:
|
||||
- bool: 是否为清一色。
|
||||
"""
|
||||
# 获取所有牌的花色
|
||||
all_tiles = hand + [tile for meld in melds for tile in meld]
|
||||
suits = [tile // 36 for tile in all_tiles if tile > 0]
|
||||
|
||||
# 检查是否有多种花色
|
||||
return len(set(suits)) == 1
|
||||
|
||||
def is_big_pairs(hand):
|
||||
"""
|
||||
|
||||
@@ -1,86 +1,47 @@
|
||||
from .game_state import ChengduMahjongState
|
||||
from .utils import get_tile_name # 确保 utils 中有 get_tile_name 定义
|
||||
import random
|
||||
|
||||
from loguru import logger
|
||||
|
||||
from .game_state import ChengduMahjongState
|
||||
|
||||
|
||||
class ChengduMahjongEngine:
|
||||
def __init__(self):
|
||||
self.state = ChengduMahjongState()
|
||||
self.state = ChengduMahjongState() # 创建游戏状态
|
||||
self.game_over = False
|
||||
self.game_started = False # 游戏是否已开始
|
||||
self.deal_tiles() # 发牌
|
||||
|
||||
def draw_tile(self):
|
||||
"""
|
||||
当前玩家摸牌逻辑,记录牌的详细信息和游戏状态。
|
||||
"""
|
||||
if self.state.remaining_tiles == 0:
|
||||
logger.warning("牌堆已空,游戏结束!")
|
||||
self.game_over = True
|
||||
return "牌堆已空"
|
||||
def deal_tiles(self):
|
||||
""" 发牌,每个玩家发13张牌,并设置缺门 """
|
||||
logger.info("发牌中...")
|
||||
|
||||
tile = self.state.deck.pop(0) # 从牌堆中取出一张牌
|
||||
self.state.remaining_tiles -= 1 # 更新剩余牌数
|
||||
self.state.hands[self.state.current_player][tile] += 1 # 加入当前玩家手牌
|
||||
# 洗牌(随机打乱牌堆)
|
||||
random.shuffle(self.state.deck)
|
||||
|
||||
tile_name = get_tile_name(tile) # 获取具体的牌名
|
||||
logger.info(
|
||||
f"玩家 {self.state.current_player} 摸到一张牌: {tile_name}(索引 {tile})。剩余牌堆数量: {self.state.remaining_tiles}"
|
||||
)
|
||||
return tile
|
||||
# 随机发牌给每个玩家
|
||||
for player in range(4):
|
||||
for _ in range(13): # 每个玩家13张牌
|
||||
tile = self.state.deck.pop() # 从牌堆抽取一张牌
|
||||
self.state.hands[player][tile] += 1 # 增加玩家手牌的计数
|
||||
|
||||
def discard_tile(self, tile):
|
||||
"""
|
||||
当前玩家打牌逻辑,记录打出的牌和当前牌河信息。
|
||||
"""
|
||||
if self.state.hands[self.state.current_player][tile] == 0:
|
||||
logger.error(f"玩家 {self.state.current_player} 尝试打出不存在的牌: 索引 {tile}")
|
||||
raise ValueError("玩家没有这张牌")
|
||||
# 设置缺门:每个玩家定缺(这里假设我们让每个玩家的缺门都为“条”)
|
||||
for player in range(4):
|
||||
missing_suit = "条" # 这里可以通过其他方式设置缺门,比如随机选择
|
||||
self.state.set_missing_suit(player, missing_suit)
|
||||
|
||||
self.state.hands[self.state.current_player][tile] -= 1 # 从手牌中移除
|
||||
self.state.discards[self.state.current_player].append(tile) # 加入牌河
|
||||
|
||||
tile_name = get_tile_name(tile) # 获取具体的牌名
|
||||
logger.info(
|
||||
f"玩家 {self.state.current_player} 打出一张牌: {tile_name}(索引 {tile})。当前牌河: {[get_tile_name(t) for t in self.state.discards[self.state.current_player]]}"
|
||||
)
|
||||
|
||||
def peng(self, tile):
|
||||
"""
|
||||
当前玩家碰牌逻辑,记录碰牌操作和手牌状态。
|
||||
"""
|
||||
player = self.state.current_player
|
||||
if self.state.hands[player][tile] < 2:
|
||||
logger.error(f"玩家 {player} 尝试碰牌失败: {get_tile_name(tile)}(索引 {tile})")
|
||||
raise ValueError("碰牌条件不满足")
|
||||
|
||||
self.state.hands[player][tile] -= 2 # 减去两张牌
|
||||
self.state.melds[player].append(("peng", tile)) # 加入明牌列表
|
||||
|
||||
tile_name = get_tile_name(tile)
|
||||
logger.info(f"玩家 {player} 碰了一张牌: {tile_name}(索引 {tile})。当前明牌: {self.state.melds[player]}")
|
||||
|
||||
def gang(self, tile, mode="ming"):
|
||||
"""
|
||||
当前玩家杠牌逻辑,记录杠牌类型和状态更新。
|
||||
"""
|
||||
player = self.state.current_player
|
||||
tile_name = get_tile_name(tile)
|
||||
|
||||
if mode == "ming" and self.state.hands[player][tile] == 3:
|
||||
self.state.hands[player][tile] -= 3
|
||||
self.state.melds[player].append(("ming_gang", tile))
|
||||
logger.info(f"玩家 {player} 明杠: {tile_name}(索引 {tile})")
|
||||
elif mode == "an" and self.state.hands[player][tile] == 4:
|
||||
self.state.hands[player][tile] -= 4
|
||||
self.state.melds[player].append(("an_gang", tile))
|
||||
logger.info(f"玩家 {player} 暗杠: {tile_name}(索引 {tile})")
|
||||
def start_game(self):
|
||||
""" 开始游戏 """
|
||||
if not self.game_started:
|
||||
self.game_started = True
|
||||
logger.info("游戏开始!")
|
||||
else:
|
||||
logger.error(f"玩家 {player} 尝试杠牌失败: {tile_name}(索引 {tile}),条件不满足")
|
||||
raise ValueError("杠牌条件不满足")
|
||||
logger.warning("游戏已经开始,不能重复启动!")
|
||||
|
||||
def check_blood_battle(self):
|
||||
"""
|
||||
检查游戏是否流局或血战结束,记录状态。
|
||||
"""
|
||||
if len(self.state.winners) >= 3 or self.state.remaining_tiles == 0:
|
||||
logger.info(f"游戏结束,赢家列表: {self.state.winners}")
|
||||
def check_game_over(self):
|
||||
""" 检查游戏是否结束 """
|
||||
# 你可以根据游戏规则检查是否有玩家胡牌或其他结束条件
|
||||
if len(self.state.deck) == 0:
|
||||
self.game_over = True
|
||||
logger.info("游戏结束!")
|
||||
|
||||
|
||||
@@ -4,7 +4,7 @@ from loguru import logger
|
||||
|
||||
class ChengduMahjongState:
|
||||
def __init__(self):
|
||||
# 每个玩家的手牌
|
||||
# 每个玩家的手牌,使用108个索引表示
|
||||
self.hands = [[0] * 108 for _ in range(4)] # 每个玩家108张牌的计数
|
||||
# 每个玩家的打出的牌
|
||||
self.discards = [[] for _ in range(4)] # 每个玩家的弃牌列表
|
||||
@@ -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 = [100, 100, 100, 100]
|
||||
# 剩余牌数量
|
||||
self.remaining_tiles = 108
|
||||
# 胜利玩家列表
|
||||
@@ -34,11 +36,8 @@ class ChengduMahjongState:
|
||||
"""
|
||||
valid_suits = ["条", "筒", "万"]
|
||||
if missing_suit not in valid_suits:
|
||||
logger.error(f"玩家 {player} 尝试设置无效的缺门: {missing_suit}")
|
||||
raise ValueError("缺门设置无效")
|
||||
|
||||
self.missing_suits[player] = missing_suit
|
||||
logger.info(f"玩家 {player} 设置缺门为: {missing_suit}")
|
||||
|
||||
def can_win(self, hand):
|
||||
"""
|
||||
|
||||
39
src/engine/hand.py
Normal file
39
src/engine/hand.py
Normal file
@@ -0,0 +1,39 @@
|
||||
from collections import defaultdict
|
||||
|
||||
from collections import defaultdict
|
||||
|
||||
class Hand:
|
||||
def __init__(self):
|
||||
# 存储所有的牌
|
||||
self.tiles = []
|
||||
# 存储每种牌的数量,默认值为 0
|
||||
self.tile_count = defaultdict(int)
|
||||
|
||||
def add_tile(self, tile):
|
||||
""" 向手牌中添加一张牌 """
|
||||
self.tiles.append(tile) # 将牌添加到手牌中
|
||||
self.tile_count[tile] += 1 # 增加牌的数量
|
||||
|
||||
def remove_tile(self, tile):
|
||||
""" 从手牌中移除一张牌 """
|
||||
if self.tile_count[tile] > 0:
|
||||
self.tiles.remove(tile)
|
||||
self.tile_count[tile] -= 1
|
||||
else:
|
||||
raise ValueError(f"手牌中没有该牌: {tile}")
|
||||
|
||||
def get_tile_count(self, tile):
|
||||
""" 获取手牌中某张牌的数量 """
|
||||
return self.tile_count[tile]
|
||||
|
||||
def can_peng(self, tile):
|
||||
""" 判断是否可以碰(即是否已经有2张相同的牌,摸一张牌后可以碰) """
|
||||
return self.tile_count[tile] == 2 # 摸一张牌后总数为 3 张,才可以碰
|
||||
|
||||
def can_gang(self, tile):
|
||||
""" 判断是否可以杠(即是否已经有3张相同的牌,摸一张牌后可以杠) """
|
||||
return self.tile_count[tile] == 3 # 摸一张牌后总数为 4 张,才可以杠
|
||||
|
||||
def __repr__(self):
|
||||
""" 返回手牌的字符串表示 """
|
||||
return f"手牌: {self.tiles}, 牌的数量: {dict(self.tile_count)}"
|
||||
20
src/engine/mahjong_tile.py
Normal file
20
src/engine/mahjong_tile.py
Normal file
@@ -0,0 +1,20 @@
|
||||
class MahjongTile:
|
||||
SUITS = ['条', '筒', '万']
|
||||
|
||||
def __init__(self, suit, value):
|
||||
if suit not in self.SUITS or not (1 <= value <= 9):
|
||||
raise ValueError("Invalid tile")
|
||||
self.suit = suit
|
||||
self.value = value
|
||||
|
||||
def __repr__(self):
|
||||
return f"{self.value}{self.suit}"
|
||||
|
||||
def __eq__(self, other):
|
||||
return self.suit == other.suit and self.value == other.value
|
||||
|
||||
def __hash__(self):
|
||||
return hash((self.suit, self.value))
|
||||
|
||||
|
||||
|
||||
@@ -1,52 +1,32 @@
|
||||
def calculate_score(fan: int, base_score: int, is_self_draw: bool, is_dealer: bool) -> dict:
|
||||
def calculate_score(fan: int, base_score: int, is_self_draw: bool) -> dict:
|
||||
"""
|
||||
根据规则计算得分。
|
||||
根据成都麻将规则计算得分(不区分庄家和闲家)。
|
||||
|
||||
参数:
|
||||
- fan: 总番数。
|
||||
- base_score: 底分。
|
||||
- is_self_draw: 是否为自摸。
|
||||
- is_dealer: 是否为庄家。
|
||||
|
||||
返回:
|
||||
- scores: 字典,包含赢家得分和输家扣分。
|
||||
"""
|
||||
# 翻倍计算基础分
|
||||
total_score = base_score * (2 ** fan)
|
||||
# 计算总分
|
||||
multiplier = 2 ** fan # 根据番数计算倍率
|
||||
total_score = base_score * multiplier
|
||||
|
||||
if is_self_draw:
|
||||
# 自摸,其他三家平摊
|
||||
if is_dealer:
|
||||
# 庄家自摸:每家付单倍总分
|
||||
per_loser_score = -total_score
|
||||
winner_score = total_score * 3 # 三家支付的总和
|
||||
return {
|
||||
"winner": winner_score,
|
||||
"loser": [per_loser_score] * 3
|
||||
}
|
||||
else:
|
||||
# 闲家自摸:庄家付双倍,其他两家付单倍
|
||||
dealer_loss = -total_score * 2
|
||||
other_loss = -total_score
|
||||
winner_score = -dealer_loss + 2 * -other_loss # 庄家和两闲家支付总和
|
||||
return {
|
||||
"winner": winner_score,
|
||||
"loser": [dealer_loss, other_loss, other_loss]
|
||||
}
|
||||
# 自摸:三家平摊分数
|
||||
per_loser_score = -total_score
|
||||
winner_score = total_score * 3 # 总赢家得分
|
||||
return {
|
||||
"winner": winner_score,
|
||||
"loser": [per_loser_score] * 3
|
||||
}
|
||||
else:
|
||||
# 点炮,点炮者独付
|
||||
# 点炮:点炮者独付
|
||||
loser_score = -total_score
|
||||
winner_score = total_score
|
||||
if is_dealer:
|
||||
# 庄家点炮
|
||||
return {
|
||||
"winner": winner_score,
|
||||
"loser": [loser_score, 0, 0]
|
||||
}
|
||||
else:
|
||||
# 闲家点炮
|
||||
return {
|
||||
"winner": winner_score,
|
||||
"loser": [loser_score, 0, 0]
|
||||
}
|
||||
|
||||
return {
|
||||
"winner": winner_score,
|
||||
"loser": [loser_score, 0, 0]
|
||||
}
|
||||
|
||||
@@ -1,29 +1,19 @@
|
||||
def get_suit(tile_index):
|
||||
"""
|
||||
根据牌的索引返回花色。
|
||||
条:索引 0-35,筒:索引 36-71,万:索引 72-107
|
||||
|
||||
参数:
|
||||
- tile_index: 牌的索引(0-107)。
|
||||
|
||||
返回:
|
||||
- 花色字符串: "条"、"筒" 或 "万"。
|
||||
"""
|
||||
suits = ["条", "筒", "万"]
|
||||
return suits[tile_index // 36]
|
||||
|
||||
if 0 <= tile_index <= 35:
|
||||
return "条"
|
||||
elif 36 <= tile_index <= 71:
|
||||
return "筒"
|
||||
elif 72 <= tile_index <= 107:
|
||||
return "万"
|
||||
else:
|
||||
raise ValueError(f"无效的牌索引: {tile_index}")
|
||||
|
||||
def get_tile_name(tile_index):
|
||||
"""
|
||||
根据牌的索引返回具体的牌(花色和数字)。
|
||||
|
||||
参数:
|
||||
- tile_index: 牌的索引(0-107)。
|
||||
|
||||
返回:
|
||||
- 具体牌的字符串: 例如 "1条"、"9筒"、"5万"。
|
||||
根据牌的索引返回牌名(例如:1条,2筒等)。
|
||||
"""
|
||||
suits = ["条", "筒", "万"]
|
||||
suit = suits[tile_index // 36] # 根据索引获取花色
|
||||
number = (tile_index % 36) // 4 + 1 # 计算具体数字(1-9)
|
||||
return f"{number}{suit}"
|
||||
suit = get_suit(tile_index)
|
||||
return f"{tile_index % 36 + 1}{suit}"
|
||||
|
||||
120
src/environment/chengdu_majiang_env.py
Normal file
120
src/environment/chengdu_majiang_env.py
Normal file
@@ -0,0 +1,120 @@
|
||||
import gym
|
||||
import numpy as np
|
||||
from gym import spaces
|
||||
from src.engine.actions import draw_tile, discard_tile, peng, gang, check_blood_battle
|
||||
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.scores = [100, 100, 100, 100] # 四位玩家初始分数
|
||||
self.base_score = 1 # 底分
|
||||
self.max_rounds = 100 # 最大轮数,防止游戏无限进行
|
||||
self.current_round = 0 # 当前轮数
|
||||
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
|
||||
self.current_round = 0
|
||||
return self.engine.state.hands[self.engine.state.current_player]
|
||||
|
||||
def step(self, action):
|
||||
"""
|
||||
执行玩家动作并更新游戏状态。
|
||||
|
||||
参数:
|
||||
- action: 玩家动作,0 代表摸牌,1 代表打牌,2 代表碰牌,3 代表杠牌
|
||||
|
||||
返回:
|
||||
- next_state: 当前玩家的手牌
|
||||
- reward: 奖励
|
||||
- done: 是否结束
|
||||
- info: 其他信息(如奖励历史等)
|
||||
"""
|
||||
done = False
|
||||
reward = 0
|
||||
|
||||
try:
|
||||
if action == 0: # 0代表摸牌
|
||||
reward, done = draw_tile(self.engine) # 调用摸牌函数
|
||||
elif action == 1: # 1代表打牌
|
||||
tile = self.engine.state.hands[self.engine.state.current_player][0] # 假设选择第一张牌
|
||||
discard_tile(self.engine, tile) # 调用打牌函数
|
||||
reward, done = -1, False
|
||||
elif action == 2: # 2代表碰牌
|
||||
tile = self.engine.state.hands[self.engine.state.current_player][0] # 假设选择第一张牌
|
||||
peng(self.engine, tile) # 调用碰牌函数
|
||||
reward, done = 0, False
|
||||
elif action == 3: # 3代表杠牌
|
||||
tile = self.engine.state.hands[self.engine.state.current_player][0] # 假设选择第一张牌
|
||||
gang(self.engine, tile, mode="ming") # 暂时假设为明杠
|
||||
reward, done = 0, False
|
||||
|
||||
# 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() # 胡牌时处理胜利逻辑
|
||||
|
||||
# 检查游戏结束条件
|
||||
check_blood_battle(self.engine)
|
||||
|
||||
if self.engine.game_over: # 检查是否游戏结束
|
||||
done = True
|
||||
|
||||
except ValueError:
|
||||
reward, done = -10, False # 非法操作扣分
|
||||
|
||||
# 切换到下一个玩家
|
||||
self.engine.state.current_player = (self.engine.state.current_player + 1) % 4
|
||||
self.current_round += 1
|
||||
|
||||
# 如果达到最大轮数,结束游戏
|
||||
if self.current_round >= self.max_rounds:
|
||||
done = True
|
||||
reward = 0 # 平局奖励或惩罚(可调整)
|
||||
|
||||
return self.engine.state.hands[self.engine.state.current_player], reward, done, {}
|
||||
|
||||
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)
|
||||
|
||||
conditions = {
|
||||
"is_cleared": is_cleared(hand, melds),
|
||||
"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"]
|
||||
self.engine.state.winners.append(winner) # 添加赢家到列表
|
||||
return reward, True # 胡牌结束当前局
|
||||
|
||||
def render(self, mode="human"):
|
||||
"""
|
||||
打印游戏状态信息,便于调试。
|
||||
"""
|
||||
print(f"当前轮数: {self.current_round}")
|
||||
print("玩家分数:", self.scores)
|
||||
print("当前玩家状态:", self.engine.state.hands[self.engine.state.current_player])
|
||||
|
||||
3
test.py
Normal file
3
test.py
Normal file
@@ -0,0 +1,3 @@
|
||||
import torch
|
||||
print(torch.cuda.is_available()) # 如果返回True,说明可以使用GPU
|
||||
print(torch.__version__)
|
||||
64
tests/test_hand.py
Normal file
64
tests/test_hand.py
Normal file
@@ -0,0 +1,64 @@
|
||||
from src.engine.hand import Hand
|
||||
|
||||
|
||||
def test_hand():
|
||||
# 创建一个玩家的手牌
|
||||
hand = Hand()
|
||||
|
||||
# 添加一些牌到手牌中
|
||||
hand.add_tile("1条")
|
||||
hand.add_tile("1条")
|
||||
hand.add_tile("2条")
|
||||
hand.add_tile("2条")
|
||||
hand.add_tile("2条")
|
||||
hand.add_tile("3条")
|
||||
|
||||
# 打印手牌
|
||||
print("\n当前手牌:", hand)
|
||||
|
||||
# 测试获取某张牌的数量
|
||||
assert hand.get_tile_count("1条") == 2, f"测试失败:1条应该有 2 张"
|
||||
assert hand.get_tile_count("2条") == 3, f"测试失败:2条应该有 3 张"
|
||||
assert hand.get_tile_count("3条") == 1, f"测试失败:3条应该有 1 张"
|
||||
|
||||
# 测试移除一张牌
|
||||
hand.remove_tile("1条")
|
||||
print("移除 1条 后的手牌:", hand)
|
||||
assert hand.get_tile_count("1条") == 1, f"测试失败:1条应该有 1 张"
|
||||
|
||||
# 确保移除后有足够的牌可以碰
|
||||
# 添加一张 1条,确保可以碰
|
||||
hand.add_tile("1条")
|
||||
print("添加 1条 后的手牌:", hand)
|
||||
|
||||
# 测试是否可以碰
|
||||
assert hand.can_peng("1条") == True, f"测试失败:1条应该可以碰"
|
||||
print("可以碰 1条 的牌:", hand.can_peng("1条"))
|
||||
assert hand.can_peng("3条") == False, f"测试失败:3条不可以碰"
|
||||
print("不可以碰 3条 的牌:", hand.can_peng("3条"))
|
||||
|
||||
# 测试是否可以杠
|
||||
assert hand.can_gang("1条") == False, f"测试失败:1条不可以杠"
|
||||
print("不可以杠 1条 的牌:", hand.can_gang("1条"))
|
||||
assert hand.can_gang("2条") == False, f"测试失败:2条不可以杠"
|
||||
print("不可以杠 2条 的牌:", hand.can_gang("2条"))
|
||||
|
||||
# 添加更多牌来形成杠
|
||||
hand.add_tile("2条")
|
||||
print("添加牌后手牌:", hand)
|
||||
hand.add_tile("2条")
|
||||
print("添加牌后手牌:", hand)
|
||||
assert hand.can_gang("2条") == False, f"测试失败:2条不可以杠" # still not enough for gang
|
||||
|
||||
# 添加一张更多的 2条 来形成杠
|
||||
hand.add_tile("2条")
|
||||
print("添加一张2条后:", hand)
|
||||
assert hand.can_gang("2条") == True, f"测试失败:2条应该可以杠"
|
||||
|
||||
print("所有测试通过!")
|
||||
|
||||
# 运行测试
|
||||
test_hand()
|
||||
|
||||
|
||||
|
||||
45
tests/test_mahjong_tile.py
Normal file
45
tests/test_mahjong_tile.py
Normal file
@@ -0,0 +1,45 @@
|
||||
from src.engine.mahjong_tile import MahjongTile
|
||||
|
||||
def test_mahjong_tile():
|
||||
# 测试合法的牌
|
||||
tile1 = MahjongTile("条", 5)
|
||||
assert tile1.suit == "条", f"测试失败:预期花色是 '条',但实际是 {tile1.suit}"
|
||||
assert tile1.value == 5, f"测试失败:预期面值是 5,但实际是 {tile1.value}"
|
||||
assert repr(tile1) == "5条", f"测试失败:预期牌名是 '5条',但实际是 {repr(tile1)}"
|
||||
|
||||
tile2 = MahjongTile("筒", 3)
|
||||
assert tile2.suit == "筒", f"测试失败:预期花色是 '筒',但实际是 {tile2.suit}"
|
||||
assert tile2.value == 3, f"测试失败:预期面值是 3,但实际是 {tile2.value}"
|
||||
assert repr(tile2) == "3筒", f"测试失败:预期牌名是 '3筒',但实际是 {repr(tile2)}"
|
||||
|
||||
tile3 = MahjongTile("万", 9)
|
||||
assert tile3.suit == "万", f"测试失败:预期花色是 '万',但实际是 {tile3.suit}"
|
||||
assert tile3.value == 9, f"测试失败:预期面值是 9,但实际是 {tile3.value}"
|
||||
assert repr(tile3) == "9万", f"测试失败:预期牌名是 '9万',但实际是 {repr(tile3)}"
|
||||
|
||||
# 测试非法的牌
|
||||
try:
|
||||
MahjongTile("条", 10) # 面值超出范围
|
||||
assert False, "测试失败:面值为 10 的牌应该抛出异常"
|
||||
except ValueError:
|
||||
pass # 正确抛出异常
|
||||
|
||||
try:
|
||||
MahjongTile("花", 5) # 花色无效
|
||||
assert False, "测试失败:花色为 '花' 的牌应该抛出异常"
|
||||
except ValueError:
|
||||
pass # 正确抛出异常
|
||||
|
||||
# 测试相等判断
|
||||
tile4 = MahjongTile("条", 5)
|
||||
assert tile1 == tile4, f"测试失败:预期 {tile1} 和 {tile4} 相等"
|
||||
tile5 = MahjongTile("筒", 5)
|
||||
assert tile1 != tile5, f"测试失败:预期 {tile1} 和 {tile5} 不相等"
|
||||
|
||||
# 测试哈希
|
||||
tile_set = {tile1, tile4, tile2}
|
||||
assert len(tile_set) == 2, f"测试失败:集合中应该有 2 张牌,而实际有 {len(tile_set)} 张"
|
||||
|
||||
print("所有测试通过!")
|
||||
|
||||
|
||||
@@ -1,72 +1,19 @@
|
||||
import pytest
|
||||
from src.engine.scoring import calculate_score
|
||||
|
||||
@pytest.mark.parametrize("fan, is_self_draw, base_score, expected_scores", [
|
||||
# 测试用例 1: 自摸,总番数 3
|
||||
(3, True, 5, {"winner": 120, "loser": [-40, -40, -40]}),
|
||||
|
||||
def test_dealer_self_draw():
|
||||
"""
|
||||
测试用例 1: 庄家自摸,总番数 3,底分 10
|
||||
"""
|
||||
fan = 3
|
||||
base_score = 10
|
||||
is_self_draw = True
|
||||
is_dealer = True
|
||||
# 测试用例 2: 点炮,总番数 2
|
||||
(2, False, 5, {"winner": 20, "loser": [-20, 0, 0]}),
|
||||
|
||||
scores = calculate_score(fan, base_score, is_self_draw, is_dealer)
|
||||
expected_scores = {"winner": 240, "loser": [-80, -80, -80]}
|
||||
assert scores == expected_scores, f"庄家自摸测试失败: {scores} != {expected_scores}"
|
||||
# 测试用例 3: 自摸,总番数 4
|
||||
(4, True, 5, {"winner": 240, "loser": [-80, -80, -80]}),
|
||||
|
||||
|
||||
def test_non_dealer_point_win():
|
||||
"""
|
||||
测试用例 2: 闲家点炮,总番数 2,底分 10
|
||||
"""
|
||||
fan = 2
|
||||
base_score = 10
|
||||
is_self_draw = False
|
||||
is_dealer = False
|
||||
|
||||
scores = calculate_score(fan, base_score, is_self_draw, is_dealer)
|
||||
expected_scores = {"winner": 40, "loser": [-40, 0, 0]}
|
||||
assert scores == expected_scores, f"闲家点炮测试失败: {scores} != {expected_scores}"
|
||||
|
||||
|
||||
def test_non_dealer_self_draw():
|
||||
"""
|
||||
测试用例 3: 闲家自摸,总番数 4,底分 10
|
||||
"""
|
||||
fan = 4
|
||||
base_score = 10
|
||||
is_self_draw = True
|
||||
is_dealer = False
|
||||
|
||||
scores = calculate_score(fan, base_score, is_self_draw, is_dealer)
|
||||
expected_scores = {"winner": 160, "loser": [-80, -40, -40]}
|
||||
assert scores == expected_scores, f"闲家自摸测试失败: {scores} != {expected_scores}"
|
||||
|
||||
|
||||
def test_dealer_point_win():
|
||||
"""
|
||||
测试用例 4: 庄家点炮,总番数 1,底分 5
|
||||
"""
|
||||
fan = 1
|
||||
base_score = 5
|
||||
is_self_draw = False
|
||||
is_dealer = True
|
||||
|
||||
scores = calculate_score(fan, base_score, is_self_draw, is_dealer)
|
||||
expected_scores = {"winner": 10, "loser": [-10, 0, 0]}
|
||||
assert scores == expected_scores, f"庄家点炮测试失败: {scores} != {expected_scores}"
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
# 单独执行测试
|
||||
test_dealer_self_draw()
|
||||
print("测试 1: 庄家自摸通过!")
|
||||
|
||||
test_non_dealer_point_win()
|
||||
print("测试 2: 闲家点炮通过!")
|
||||
|
||||
test_non_dealer_self_draw()
|
||||
print("测试 3: 闲家自摸通过!")
|
||||
|
||||
test_dealer_point_win()
|
||||
print("测试 4: 庄家点炮通过!")
|
||||
# 测试用例 4: 点炮,总番数 1
|
||||
(1, False, 5, {"winner": 10, "loser": [-10, 0, 0]}),
|
||||
])
|
||||
def test_calculate_score(fan, is_self_draw, base_score, expected_scores):
|
||||
scores = calculate_score(fan, base_score, is_self_draw)
|
||||
assert scores == expected_scores, f"测试失败: {scores} != {expected_scores}"
|
||||
|
||||
36
tests/test_utils.py
Normal file
36
tests/test_utils.py
Normal file
@@ -0,0 +1,36 @@
|
||||
from src.engine.utils import get_suit,get_tile_name
|
||||
|
||||
def test_get_suit():
|
||||
# 测试条花色(0-35)
|
||||
for i in range(36):
|
||||
assert get_suit(i) == "条", f"测试失败:索引 {i} 应该是 '条'"
|
||||
|
||||
# 测试筒花色(36-71)
|
||||
for i in range(36, 72):
|
||||
assert get_suit(i) == "筒", f"测试失败:索引 {i} 应该是 '筒'"
|
||||
|
||||
# 测试万花色(72-107)
|
||||
for i in range(72, 108):
|
||||
assert get_suit(i) == "万", f"测试失败:索引 {i} 应该是 '万'"
|
||||
|
||||
# 测试无效索引
|
||||
try:
|
||||
get_suit(108)
|
||||
assert False, "测试失败:索引 108 应该抛出 ValueError"
|
||||
except ValueError:
|
||||
pass # 如果抛出 ValueError,测试通过
|
||||
|
||||
print("get_suit 测试通过!")
|
||||
|
||||
def test_get_tile_name():
|
||||
# 测试每个牌的名称是否正确
|
||||
for i in range(108):
|
||||
tile_name = get_tile_name(i)
|
||||
assert tile_name == f"{i % 36 + 1}{get_suit(i)}", \
|
||||
f"测试失败:索引 {i} 应该是 '{i % 36 + 1}{get_suit(i)}',但实际返回 '{tile_name}'"
|
||||
|
||||
print("get_tile_name 测试通过!")
|
||||
|
||||
# 运行测试
|
||||
test_get_suit()
|
||||
test_get_tile_name()
|
||||
Reference in New Issue
Block a user