1. Basic process
The implementation logic of the three-piece chess game is as follows:
1. Create an initialized 3*3 chessboard;
2. The player holds the U piece and moves the piece first;
3. Determination of victory or defeat [win, loss, draw], if the outcome is not decided, continue as follows
4. The computer holds the T piece and makes a move;
5. Determination of victory or defeat, if the victory is If the result is negative, continue from step 2
2. Basic steps
1. Menu interface
Select 1 to start the game, and select 2 to exit the game
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
2. Initialize the chessboard and print the chessboard
The three-piece chess board is a 3*3 square matrix and is stored in a list in python.
chess_board = [[0, 0, 0], [0, 0, 0], [0, 0, 0]]
So how to print out this storage list and turn it into a chessboard?
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
3. Player’s move
The player selects the horizontal and vertical coordinates of the move on the 3*3 chessboard. The coordinate point needs to meet the following requirements: 1. The point is within the chessboard; 2. The point has not yet been placed.
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
4. Computer placement
Computer placement algorithm:
4.1. First check the chessboard to see if there are two consecutive pieces on the chessboard occupied by the computer. The state of chess. If it already exists, get the coordinate point that can promote victory and make a move T;
4.2. If 4.1 is not satisfied, check the chessboard again to see if there are already two pieces in a row on the board that the player has occupied. The state of becoming or about to become a chess piece. If it already exists, get the coordinate point where the player is about to win, and move the T to intercept;
4.3. If 4.1 and 4.2 are not satisfied, select a favorable point on the computer side to make the move;
A. First determine whether the central position [1][1] is occupied. If not, this is the most advantageous point. When the [1][1] point is occupied, the player's four horizontal, vertical, diagonal, and sub-diagonal lines are blocked;
B, the secondary advantageous points are the four on the 3*3 chessboard Corner, each corner occupied will block the player's three routes;
C. The last advantageous point is the center of each side, which will block the player's two routes;
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
5. Win or Lose Determination
Final result: Lose, win, draw D
Determination process: Determine whether player U or computer T connects three pieces on each horizontal line, vertical line, and diagonal line , if so, that side wins; when the entire chess surface is occupied but neither the player nor the computer succeeds, it means a draw.
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 ' '
3. Overall code
# 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. Result display
4.1 The following screenshot shows the process of computer interception, occupying a favorable position, and taking the lead in making a move
The above is the detailed content of How to implement three-piece chess game in python. For more information, please follow other related articles on the PHP Chinese website!

To maximize the efficiency of learning Python in a limited time, you can use Python's datetime, time, and schedule modules. 1. The datetime module is used to record and plan learning time. 2. The time module helps to set study and rest time. 3. The schedule module automatically arranges weekly learning tasks.

Python excels in gaming and GUI development. 1) Game development uses Pygame, providing drawing, audio and other functions, which are suitable for creating 2D games. 2) GUI development can choose Tkinter or PyQt. Tkinter is simple and easy to use, PyQt has rich functions and is suitable for professional development.

Python is suitable for data science, web development and automation tasks, while C is suitable for system programming, game development and embedded systems. Python is known for its simplicity and powerful ecosystem, while C is known for its high performance and underlying control capabilities.

You can learn basic programming concepts and skills of Python within 2 hours. 1. Learn variables and data types, 2. Master control flow (conditional statements and loops), 3. Understand the definition and use of functions, 4. Quickly get started with Python programming through simple examples and code snippets.

Python is widely used in the fields of web development, data science, machine learning, automation and scripting. 1) In web development, Django and Flask frameworks simplify the development process. 2) In the fields of data science and machine learning, NumPy, Pandas, Scikit-learn and TensorFlow libraries provide strong support. 3) In terms of automation and scripting, Python is suitable for tasks such as automated testing and system management.

You can learn the basics of Python within two hours. 1. Learn variables and data types, 2. Master control structures such as if statements and loops, 3. Understand the definition and use of functions. These will help you start writing simple Python programs.

How to teach computer novice programming basics within 10 hours? If you only have 10 hours to teach computer novice some programming knowledge, what would you choose to teach...

How to avoid being detected when using FiddlerEverywhere for man-in-the-middle readings When you use FiddlerEverywhere...


Hot AI Tools

Undresser.AI Undress
AI-powered app for creating realistic nude photos

AI Clothes Remover
Online AI tool for removing clothes from photos.

Undress AI Tool
Undress images for free

Clothoff.io
AI clothes remover

AI Hentai Generator
Generate AI Hentai for free.

Hot Article

Hot Tools

Notepad++7.3.1
Easy-to-use and free code editor

Zend Studio 13.0.1
Powerful PHP integrated development environment

SecLists
SecLists is the ultimate security tester's companion. It is a collection of various types of lists that are frequently used during security assessments, all in one place. SecLists helps make security testing more efficient and productive by conveniently providing all the lists a security tester might need. List types include usernames, passwords, URLs, fuzzing payloads, sensitive data patterns, web shells, and more. The tester can simply pull this repository onto a new test machine and he will have access to every type of list he needs.

DVWA
Damn Vulnerable Web App (DVWA) is a PHP/MySQL web application that is very vulnerable. Its main goals are to be an aid for security professionals to test their skills and tools in a legal environment, to help web developers better understand the process of securing web applications, and to help teachers/students teach/learn in a classroom environment Web application security. The goal of DVWA is to practice some of the most common web vulnerabilities through a simple and straightforward interface, with varying degrees of difficulty. Please note that this software

SAP NetWeaver Server Adapter for Eclipse
Integrate Eclipse with SAP NetWeaver application server.