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minesweeper.py
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minesweeper.py
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import itertools
import random
class Minesweeper():
"""
Minesweeper game representation
"""
def __init__(self, height=8, width=8, mines=8):
# Set initial width, height, and number of mines
self.height = height
self.width = width
self.mines = set()
# Initialize an empty field with no mines
self.board = []
for i in range(self.height):
row = []
for j in range(self.width):
row.append(False)
self.board.append(row)
# Add mines randomly
while len(self.mines) != mines:
i = random.randrange(height)
j = random.randrange(width)
if not self.board[i][j]:
self.mines.add((i, j))
self.board[i][j] = True
# At first, player has found no mines
self.mines_found = set()
def print(self):
"""
Prints a text-based representation
of where mines are located.
"""
for i in range(self.height):
print("--" * self.width + "-")
for j in range(self.width):
if self.board[i][j]:
print("|X", end="")
else:
print("| ", end="")
print("|")
print("--" * self.width + "-")
def is_mine(self, cell):
i, j = cell
return self.board[i][j]
def nearby_mines(self, cell):
"""
Returns the number of mines that are
within one row and column of a given cell,
not including the cell itself.
"""
# Keep count of nearby mines
count = 0
# Loop over all cells within one row and column
for i in range(cell[0] - 1, cell[0] + 2):
for j in range(cell[1] - 1, cell[1] + 2):
# Ignore the cell itself
if (i, j) == cell:
continue
# Update count if cell in bounds and is mine
if 0 <= i < self.height and 0 <= j < self.width:
if self.board[i][j]:
count += 1
return count
def won(self):
"""
Checks if all mines have been flagged.
"""
return self.mines_found == self.mines
class Sentence():
"""
Logical statement about a Minesweeper game
A sentence consists of a set of board cells,
and a count of the number of those cells which are mines.
"""
def __init__(self, cells, count):
self.cells = set(cells)
self.count = count
def __eq__(self, other):
"""
Checks if two Sentence instances are equal.
"""
return self.cells == other.cells and self.count == other.count
def __str__(self):
return f"{self.cells} = {self.count}"
def known_mines(self):
"""
Returns the set of all cells in self.cells known to be mines.
"""
if self.count == len(self.cells):
return self.cells
return None
def known_safes(self):
"""
Returns the set of all cells in self.cells known to be safe.
"""
if self.count == 0:
return self.cells
return None
def mark_mine(self, cell):
"""
Updates internal knowledge representation given the fact that
a cell is known to be a mine.
"""
if cell in self.cells:
self.cells.remove(cell)
self.count = self.count - 1
def mark_safe(self, cell):
"""
Updates internal knowledge representation given the fact that
a cell is known to be safe.
"""
if cell in self.cells:
self.cells.remove(cell)
class MinesweeperAI():
"""
Minesweeper game player
"""
def __init__(self, height=8, width=8):
# Set initial height and width
self.height = height
self.width = width
# Keep track of which cells have been clicked on
self.moves_made = set()
# Keep track of cells known to be safe or mines
self.mines = set()
self.safes = set()
# List of sentences about the game known to be true
self.knowledge = []
def mark_mine(self, cell):
"""
Marks a cell as a mine, and updates all knowledge
to mark that cell as a mine as well.
"""
self.mines.add(cell)
for sentence in self.knowledge:
sentence.mark_mine(cell)
def mark_safe(self, cell):
"""
Marks a cell as safe, and updates all knowledge
to mark that cell as safe as well.
"""
self.safes.add(cell)
for sentence in self.knowledge:
sentence.mark_safe(cell)
def add_knowledge(self, cell, count):
"""
Called when the Minesweeper board tells us, for a given
safe cell, how many neighboring cells have mines in them.
This function should:
1) mark the cell as a move that has been made
2) mark the cell as safe
3) add a new sentence to the AI's knowledge base
based on the value of `cell` and `count`
4) mark any additional cells as safe or as mines
if it can be concluded based on the AI's knowledge base
5) add any new sentences to the AI's knowledge base
if they can be inferred from existing knowledge
"""
# 1)
self.moves_made.add(cell)
# 2)
self.mark_safe(cell)
# 3)
neighboring = []
# Loop over all cells within one row and column
for i in range(cell[0] - 1, cell[0] + 2):
for j in range(cell[1] - 1, cell[1] + 2):
# Ignore the cell itself
if (i, j) == cell:
continue
# Update neighboring if cell in bounds
if 0 <= i < self.height and 0 <= j < self.width:
neighboring.append((i,j))
sentence = Sentence(cells=neighboring, count=count)
for cell in neighboring:
if cell in self.mines:
sentence.mark_mine(cell)
elif cell in self.safes:
sentence.mark_safe(cell)
self.knowledge.append(sentence)
# 4)
for sentence in self.knowledge:
newMines = sentence.known_mines()
if newMines != None:
nM = newMines.copy()
for mine in nM:
self.mark_mine(mine)
newSafes = sentence.known_safes()
if newSafes != None:
nS = newSafes.copy()
for safe in nS:
self.mark_safe(safe)
# 5)
for i, sentence1 in enumerate(self.knowledge):
for j, sentence2 in enumerate(self.knowledge):
sentence1: Sentence
sentence2: Sentence
if len(sentence1.cells) == 0 and sentence1.count == 0:
continue
if len(sentence2.cells) == 0 and sentence2.count == 0:
continue
if(sentence1.cells < sentence2.cells and i < j):
cells = sentence2.cells - sentence1.cells
counter = sentence2.count - sentence1.count
sentence = Sentence(cells=cells, count=counter)
self.knowledge.append(sentence)
def make_safe_move(self):
"""
Returns a safe cell to choose on the Minesweeper board.
The move must be known to be safe, and not already a move
that has been made.
This function may use the knowledge in self.mines, self.safes
and self.moves_made, but should not modify any of those values.
"""
safeCells = self.safes - self.moves_made
if not safeCells:
return None
move = safeCells.pop()
return move
def make_random_move(self):
"""
Returns a move to make on the Minesweeper board.
Should choose randomly among cells that:
1) have not already been chosen, and
2) are not known to be mines
"""
all_moves = set()
for i in range(self.height):
for j in range(self.width):
if (i,j) not in self.mines and (i,j) not in self.moves_made:
all_moves.add((i,j))
# No moves left
if len(all_moves) == 0:
return None
# Return available
move = random.choice(tuple(all_moves))
return move