日拱一卒,伯克利Python入门项目,手把手教你写个简单ai

2022-08-26 14:42:56 浏览数 (1)

作者 | 梁唐

大家好,日拱一卒,我是梁唐。

咱们继续来聊聊伯克利的CS61A,这次分享的是这门课的第一个project。虽然说是project,但其实代码量不大。难度也不高,需要了解一点Python的基础语法和基本的函数式编程的思想。如果对于函数式编程还不太熟悉的,可以去历史记录里回看一下上一篇文章。

整个项目的代码量并不大,但代码质量很高,非常严谨符合规范。非常适合新手学习,既可以加深理解,也可以提高代码质量和设计规范。

由于原文档为英文,对于一些小伙伴来说可能比较吃力。所以我把它做了一个翻译,有些地方加上了一些说明。想要查看完整的代码 实现的同学可以点击【阅读原文】访问我的GitHub仓库。

项目原始文档:https://inst.eecs.berkeley.edu/~cs61a/sp18/proj/hog/

简介

我们需要实现一个小游戏Hog的核心代码,Hog是两名玩家轮流掷骰子拼点数的比拼游戏。玩家每次可以选择掷0至10颗骰子,不同的策略可以获取不同的积分,积分先到100的玩家获胜。

计算骰子点数有以下规则:

  • Pig Out:如果玩家掷出的骰子当中有骰子是1点,那么该回合只能获取1点,否则获取所有骰子点数之和
    • 案例1:玩家掷出7枚骰子,其中第三枚为1点,玩家此回合获取1分
    • 案例2:玩家掷出4枚骰子,均为3点,玩家此回合获取12分
  • Free Bacon:当玩家选择掷出0枚骰子时,触发Free Bacon规则。获取积分为对手玩家积分个位和十位分差绝对值再加2。
    • 案例1:对手有42分,free bacon可以获得|4-2| 2=4分
    • 案例2:对手有48分,free bacon可以获得|4-8| 2=6分
    • 案例3:对手有7分,free bacon可以获得|0-7| 2=9分
  • Swine Swap:当两名玩家积分均大于1,并且其中一名为另外一名倍数时,两人积分互换
    • 案例1:玩家0当前有37分,对手有92分,此回合获得9分之后变成了46分,92是46的两倍。触发Swine Swap,于是两人分数互换
    • 案例2:玩家0当前有91分,对手有37分,此回合获得20分,积分变成111。但由于111是37的三倍,于是触发Swine Swap,两人积分互换,玩家1拥有超过100分,玩家1获胜

整个项目的框架已经搭好,只需要我们按照要求实现其中一些具体的函数。

最后当我们实现完成所有功能以及策略,可以和指定的策略进行比拼,统计获胜率。全项目一共有三个阶段11题,可以理解成一共有11个函数需要我们实现。

每一个阶段完成之后,都会有一个阶段性成果。难度不大,但很有意思,非常推荐刚入门的同学练习。

阶段1

阶段1主要实现游戏功能的主体,完成之后我们可以通过项目里提供的gui进行双人比赛。

Problem 1:

实现roll_dice函数,roll_dice函数拥有两个参数,第一个参数是一个整数,表示投掷的次数。第二个参数是一个函数,表示骰子的类型。返回投掷num_rolls次之后获得的积分,当出现Pig Out获得1分,否则为骰子点数之和。

调用dice()函数获取骰子掷出的点数,必须要投掷num_rolls次骰子,即使中途出现了Pig Out。

代码语言:javascript复制
def roll_dice(num_rolls, dice=six_sided):
    """Simulate rolling the DICE exactly NUM_ROLLS > 0 times. Return the sum of
    the outcomes unless any of the outcomes is 1. In that case, return 1.

    num_rolls:  The number of dice rolls that will be made.
    dice:       A function that simulates a single dice roll outcome.
    """
    # These assert statements ensure that num_rolls is a positive integer.
    assert type(num_rolls) == int, 'num_rolls must be an integer.'
    assert num_rolls > 0, 'Must roll at least once.'
    # BEGIN PROBLEM 1
    "*** YOUR CODE HERE ***"
    # END PROBLEM 1

我们只需要使用循环重复执行num_rolls次,然后判断一下当中有没有出现1即可。

代码语言:javascript复制
def roll_dice(num_rolls, dice=six_sided):
    """Simulate rolling the DICE exactly NUM_ROLLS > 0 times. Return the sum of
    the outcomes unless any of the outcomes is 1. In that case, return 1.

    num_rolls:  The number of dice rolls that will be made.
    dice:       A function that simulates a single dice roll outcome.
    """
    # These assert statements ensure that num_rolls is a positive integer.
    assert type(num_rolls) == int, 'num_rolls must be an integer.'
    assert num_rolls > 0, 'Must roll at least once.'
    # BEGIN PROBLEM 1
    "*** YOUR CODE HERE ***"
    ret = 0
    pigout = False
    for _ in range(num_rolls):
        score = dice()
        if score == 1:
            pigout = True
            continue
        ret  = score
    return 1 if pigout else ret
    # END PROBLEM 1

Problem 2:

实现free_bacon函数,返回当掷出0颗骰子时获取的点数。输入为对手玩家的分数,可以假设分数一定小于100,如果分数小于10,那么十位视作0。

代码语言:javascript复制
def free_bacon(score):
    """Return the points scored from rolling 0 dice (Free Bacon).

    score:  The opponent's current score.
    """
    assert score < 100, 'The game should be over.'
    # BEGIN PROBLEM 2
    "*** YOUR CODE HERE ***"
    # END PROBLEM 2

计算出分数的十位和个位,作差之后求绝对值,再加上2即可。

代码语言:javascript复制
def free_bacon(score):
    """Return the points scored from rolling 0 dice (Free Bacon).

    score:  The opponent's current score.
    """
    assert score < 100, 'The game should be over.'
    # BEGIN PROBLEM 2
    "*** YOUR CODE HERE ***"
    return abs(score // 10 - score % 10)   2
    # END PROBLEM 2

Problem 3:

实现take_turn函数,给定num_rollsdice,返回玩家此回合获得的分数。

你需要先实现free_bacon函数,你实现的take_turn函数当中必须要调用roll_dicefree_bacon函数。

代码语言:javascript复制
def take_turn(num_rolls, opponent_score, dice=six_sided):
    """Simulate a turn rolling NUM_ROLLS dice, which may be 0 (Free Bacon).
    Return the points scored for the turn by the current player.

    num_rolls:       The number of dice rolls that will be made.
    opponent_score:  The total score of the opponent.
    dice:            A function that simulates a single dice roll outcome.
    """
    # Leave these assert statements here; they help check for errors.
    assert type(num_rolls) == int, 'num_rolls must be an integer.'
    assert num_rolls >= 0, 'Cannot roll a negative number of dice in take_turn.'
    assert num_rolls <= 10, 'Cannot roll more than 10 dice.'
    assert opponent_score < 100, 'The game should be over.'
    # BEGIN PROBLEM 3
    "*** YOUR CODE HERE ***"
    # END PROBLEM 3

根据num_rolls判断是投掷骰子,还是执行free bacon。只要看懂了题意,同样没有难度。

代码语言:javascript复制
def take_turn(num_rolls, opponent_score, dice=six_sided):
    """Simulate a turn rolling NUM_ROLLS dice, which may be 0 (Free Bacon).
    """
    # Leave these assert statements here; they help check for errors.
    assert type(num_rolls) == int, 'num_rolls must be an integer.'
    assert num_rolls >= 0, 'Cannot roll a negative number of dice in take_turn.'
    assert num_rolls <= 10, 'Cannot roll more than 10 dice.'
    assert opponent_score < 100, 'The game should be over.'
    # BEGIN PROBLEM 3
    "*** YOUR CODE HERE ***"
    if num_rolls == 0:
        return free_bacon(opponent_score)
    else:
        return roll_dice(num_rolls, dice)
    # END PROBLEM 3

Problem 4:

实现is_swap函数,返回当前玩家的分数是否会触发交换

代码语言:javascript复制
def is_swap(score0, score1):
    """Return whether one of the scores is an integer multiple of the other."""
    # BEGIN PROBLEM 4
    "*** YOUR CODE HERE ***"
    # END PROBLEM 4

考虑分数为0的情况,分数为0时不应该触发is_swap

判断两个人的分数是否成倍数关系即可:

代码语言:javascript复制
def is_swap(score0, score1):
    """Return whether one of the scores is an integer multiple of the other."""
    # BEGIN PROBLEM 4
    "*** YOUR CODE HERE ***"
    if score0 <= 1 or score1 <= 1:
        return False
    return score0 % score1 == 0 or score1 % score0 == 0
    # END PROBLEM 4

Problem 5:

实现play函数,它模拟了一整局游戏。玩家轮流行动,每次行动时都会使用它们指定的策略。如玩家0,使用的策略就是strategy0,直到有玩家分数达到目标goal。当游戏结束时,按顺序返回两名玩家的分数,玩家0在先,玩家1在后。

提示:

  • 必须要调用刚刚开发的函数,需要调用take_turn并传入对应的三个参数
  • 每一回合只能调用一次take_turn
  • 考虑所有边界情况
  • 当回合结束时,你可以调用函数other,获取下一名玩家
  • 你可以无视say参数
  • strategy0strategy1本身都是函数,传入当前玩家和对手玩家的分数之后,它会返回玩家需要投掷的骰子数量。每回合只能调用strategy一次。
代码语言:javascript复制
def play(strategy0, strategy1, score0=0, score1=0, dice=six_sided,
         goal=GOAL_SCORE, say=silence):
    """Simulate a game and return the final scores of both players, with Player
    0's score first, and Player 1's score second.

    A strategy is a function that takes two total scores as arguments (the
    current player's score, and the opponent's score), and returns a number of
    dice that the current player will roll this turn.

    strategy0:  The strategy function for Player 0, who plays first.
    strategy1:  The strategy function for Player 1, who plays second.
    score0:     Starting score for Player 0
    score1:     Starting score for Player 1
    dice:       A function of zero arguments that simulates a dice roll.
    goal:       The game ends and someone wins when this score is reached.
    say:        The commentary function to call at the end of the first turn.
    """
    player = 0  # Which player is about to take a turn, 0 (first) or 1 (second)
    # BEGIN PROBLEM 5
    "*** YOUR CODE HERE ***"
    # END PROBLEM 5

照着题目意思实现逻辑即可,基本上没有难度。

代码语言:javascript复制
def play(strategy0, strategy1, score0=0, score1=0, dice=six_sided,
         goal=GOAL_SCORE, say=silence):
    """Simulate a game and return the final scores of both players, with Player
        0's score first, and Player 1's score second.
    """
    player = 0  # Which player is about to take a turn, 0 (first) or 1 (second)
    # BEGIN PROBLEM 5
    "*** YOUR CODE HERE ***"
    while True:
        if score0 >= goal or score1 >= goal:
            break
        if player == 0:
            num = strategy0(score0, score1)
            score0  = take_turn(num, score1, dice)
        else:
            num = strategy1(score1, score0)
            score1  = take_turn(num, score0, dice)
        if is_swap(score0, score1):
            score0, score1 = score1, score0
        player = other(player)
    # END PROBLEM 5
    return score0, score1

阶段2

阶段2主要实现一些评论函数,可以在一些关键节点打印出日志给玩家以提示。

类似这种"22 points! That's the biggest gain yet for Player 1.",玩家1打破了记录,获得了22分。

老师给了评论函数的一个例子:

代码语言:javascript复制
def say_scores(score0, score1):
    """A commentary function that announces the score for each player."""
    print("Player 0 now has", score0, "and Player 1 now has", score1)
    return say_scores

注意这个say_scores函数最后返回了它自己,我们每一轮调用的都是同样的函数。

announce_lead_changes是使用函数式编程返回领先玩家的例子:

代码语言:javascript复制
def announce_lead_changes(previous_leader=None):
    """Return a commentary function that announces lead changes.

    >>> f0 = announce_lead_changes()
    >>> f1 = f0(5, 0)
    Player 0 takes the lead by 5
    >>> f2 = f1(5, 12)
    Player 1 takes the lead by 7
    >>> f3 = f2(8, 12)
    >>> f4 = f3(8, 13)
    >>> f5 = f4(15, 13)
    Player 0 takes the lead by 2
    """
    def say(score0, score1):
        if score0 > score1:
            leader = 0
        elif score1 > score0:
            leader = 1
        else:
            leader = None
        if leader != None and leader != previous_leader:
            print('Player', leader, 'takes the lead by', abs(score0 - score1))
        return announce_lead_changes(leader)
    return say

在开发之前,你需要先看懂下面这个both函数:

代码语言:javascript复制
def both(f, g):
    """Return a commentary function that says what f says, then what g says.

    >>> h0 = both(say_scores, announce_lead_changes())
    >>> h1 = h0(10, 0)
    Player 0 now has 10 and Player 1 now has 0
    Player 0 takes the lead by 10
    >>> h2 = h1(10, 6)
    Player 0 now has 10 and Player 1 now has 6
    >>> h3 = h2(6, 18) # Player 0 gets 8 points, then Swine Swap applies
    Player 0 now has 6 and Player 1 now has 18
    Player 1 takes the lead by 12
    """
    def say(score0, score1):
        return both(f(score0, score1), g(score0, score1))
    return say

它接收两个评论函数fg,并且返回一个全新的评论函数。这个返回的函数中的fg这两个参数,又是调用fg之后获得的结果。

这一段涉及函数式编程的嵌套,会显得有些绕,最好根据这个例子理解:

代码语言:javascript复制
>>> h0 = both(say_scores, announce_lead_changes())
>>> h1 = h0(10, 0)
Player 0 now has 10 and Player 1 now has 0
Player 0 takes the lead by 10
>>> h2 = h1(10, 6)
Player 0 now has 10 and Player 1 now has 6
>>> h3 = h2(6, 18) # Player 0 gets 8 points, then Swine Swap applies
Player 0 now has 6 and Player 1 now has 18
Player 1 takes the lead by 12

Problem 6:

更新的你play函数,使得在每一个回合的结束都调用一下评论函数。评论函数调用之后会返回一个新的评论函数用在下一个回合。

比如说say(score0, score1)将在第一个回合结束时调用,它会返回另外一个评论函数,返回的这个函数需要在第二个回合调用。也就是说每个回合调用的评论函数都是上一个回合返回的。

看懂了say函数之后,我们只需要在play函数当中加上say方法的调用即可。

由于say函数是一个高阶函数,它运行之后会返回一个函数,注意这点,不难实现。

代码语言:javascript复制
def play(strategy0, strategy1, score0=0, score1=0, dice=six_sided,
         goal=GOAL_SCORE, say=silence):
    """Simulate a game and return the final scores of both players, with Player
    0's score first, and Player 1's score second.
    """
    player = 0  # Which player is about to take a turn, 0 (first) or 1 (second)
    # BEGIN PROBLEM 5
    "*** YOUR CODE HERE ***"
    while True:
        if score0 >= goal or score1 >= goal:
            break
        if player == 0:
            num = strategy0(score0, score1)
            score0  = take_turn(num, score1, dice)
        else:
            num = strategy1(score1, score0)
            score1  = take_turn(num, score0, dice)
        if is_swap(score0, score1):
            score0, score1 = score1, score0
        player = other(player)
        say = say(score0, score1)
    # END PROBLEM 5
    return score0, score1

Problem 7:

实现announce_highest函数,它是一个高阶函数,返回一个评论函数。这个评论函数会在指定玩家单个回合获得新的最大得分时打印日志。要实现这点,它必须要计算当前得分,并且和历史最高得分进行比较。函数的第一个参数who指定了需要跟踪记录的玩家,其他玩家的得分可以忽略。

需要注意,在打印得分时,需要注意单复数。得分大于1时,使用points,只有1分时,使用point

代码语言:javascript复制
def announce_highest(who, previous_high=0, previous_score=0):
    """Return a commentary function that announces when WHO's score
    increases by more than ever before in the game.

    >>> f0 = announce_highest(1) # Only announce Player 1 score gains
    >>> f1 = f0(11, 0)
    >>> f2 = f1(11, 1)
    1 point! That's the biggest gain yet for Player 1
    >>> f3 = f2(20, 1)
    >>> f4 = f3(5, 20) # Player 1 gets 4 points, then Swine Swap applies
    19 points! That's the biggest gain yet for Player 1
    >>> f5 = f4(20, 40) # Player 0 gets 35 points, then Swine Swap applies
    20 points! That's the biggest gain yet for Player 1
    >>> f6 = f5(20, 55) # Player 1 gets 15 points; not enough for a new high
    """
    assert who == 0 or who == 1, 'The who argument should indicate a player.'
    # BEGIN PROBLEM 7
    "*** YOUR CODE HERE ***"
    # END PROBLEM 7

这题稍稍有些难,多关注一下注释中的测试样例。

主要思路是在announce_highest中实现一个函数,我这里函数名叫say。然后通过这两个函数的互相调用来实现功能。

如果想不明白可以看一下公开课的视频,老师专门开了一个小节讲这题。

代码语言:javascript复制
def announce_highest(who, previous_high=0, previous_score=0):
    """Return a commentary function that announces when WHO's score
    increases by more than ever before in the game.
    """
    assert who == 0 or who == 1, 'The who argument should indicate a player.'
    # BEGIN PROBLEM 7
    "*** YOUR CODE HERE ***"
    def say(score0, score1):
        if who == 0:
            gain = score0 - previous_score
            new_score = score0
        else:
            gain = score1 - previous_score
            new_score = score1

        new_high = previous_high
        if gain > previous_high:
            new_high = gain
            print("{} {}! That's the biggest gain yet for Player {}".format(gain, 'points' if gain > 1 else 'point', who))
        return announce_highest(who, new_high, new_score)
    return say
    # END PROBLEM 7

阶段3

在第三个阶段,需要实现一些游戏策略,设计一些简单的ai。

Problem 8:

实现make_averaged函数,它是一个高阶函数。接收一个参数fnfn是一个函数。make_averaged函数返回一个函数,它接收和fn同样的参数。这个返回的参数和fn不同,它返回调用fn函数num_samples之后结果的均值。

说起来有些拗口,稍微解释一下。即我们要实现一个高阶函数make_averaged,它返回一个函数,我们把这个返回的函数称为rr函数接收的参数和fn一样,调用r会得到将fn函数调用num_samples次之后的均值。

这里最大的问题在于我们不知道fn会接收什么样的参数,那又怎么来确定r的接收参数格式呢?

这里需要用到一个小技巧,在Python传参的过程当中,当我们不知道具体传入的参数数量时,我们可以把若干个连续的必填参数写成*arg。这里的arg表示一个列表,*arg表示将列表展开。其实*符号后面跟什么名字都行,都表示一个列表名。

作业当中提供了一个例子:

代码语言:javascript复制
>>> def printed(fn):
...     def print_and_return(*args):
...         result = fn(*args)
...         print('Result:', result)
...         return result
...     return print_and_return
>>> printed_pow = printed(pow)
>>> printed_pow(2, 8)
Result: 256
256
>>> printed_abs = printed(abs)
>>> printed_abs(-10)
Result: 10
10

在这个例子当中,print_and_return函数接收的参数就是*args,它可以接收若干个参数。在print_and_return函数当中,我们又调用了fn函数,将*args又传给了fn。通过这种方式,其实就把fn函数的接收参数通过print_and_return传递了进来。

在本题当中,我们也需要使用类似的方法实现:

代码语言:javascript复制
def make_averaged(fn, num_samples=1000):
    """Return a function that returns the average value of FN when called.
    """
    # BEGIN PROBLEM 8
    "*** YOUR CODE HERE ***"
    def process(*args):
        tot = 0
        for _ in range(num_samples):
            tot  = fn(*args)
        return tot / num_samples
    return process
    # END PROBLEM 8

Problem 9:

实现max_scoring_num_rolls函数,它接收两个参数dicenum_samples,其中dice表示骰子的类型,num_samples表示实验的次数。它返回num_samples实验之后,收益均值最大的骰子的数量。

你需要调用你刚刚实现的make_averagedroll_dice函数来完成。返回的结果在1到10之间(包括1和10)。当两种情况得分相同时,返回骰子数量少的。比如3个骰子和6个骰子的得分相同,返回3。

只要开发出了make_averaged,基本上没有难度,枚举一下所有骰子的可能,选出平均收益(收益期望)最大的即可。

代码语言:javascript复制
def max_scoring_num_rolls(dice=six_sided, num_samples=1000):
    """Return the number of dice (1 to 10) that gives the highest average turn
    score by calling roll_dice with the provided DICE over NUM_SAMPLES times.
    Assume that the dice always return positive outcomes.

    >>> dice = make_test_dice(1, 6)
    >>> max_scoring_num_rolls(dice)
    1
    """
    # BEGIN PROBLEM 9
    "*** YOUR CODE HERE ***"
    ret, max_score = 1, 0
    for i in range(1, 11):
        avearge_dice = make_averaged(roll_dice, num_samples)
        score = avearge_dice(i, dice)
        if score > max_score:
            ret, max_score = i, score
    return ret
    # END PROBLEM 9

Problem 10:

实现bacon_strategy函数,这个策略会在投掷0收益最优时尽可能投掷0颗骰子。

具体逻辑为:当投掷0颗骰子的收益大于等参数margin时,投掷0颗骰子,否则投掷num_rolls颗。

代码语言:javascript复制
def bacon_strategy(score, opponent_score, margin=8, num_rolls=4):
    """This strategy rolls 0 dice if that gives at least MARGIN points, and
    rolls NUM_ROLLS otherwise.
    """
    # BEGIN PROBLEM 10
    gain = free_bacon(opponent_score)
    if gain >= margin:
        return 0
    return num_rolls
    # END PROBLEM 10

Problem 11:

实现swap_strategy策略,这个策略会尽可能利用Swine Swap规则。当投掷0会触发Swine Swap,并且获得很大收益时投掷0。如果投掷0颗收益大于等于参数margin,并且不会触发Swine Swap时也投掷0。否则投掷num_rolls

代码语言:javascript复制
def swap_strategy(score, opponent_score, margin=8, num_rolls=4):
    """This strategy rolls 0 dice when it triggers a beneficial swap. It also
    rolls 0 dice if it gives at least MARGIN points. Otherwise, it rolls
    NUM_ROLLS.
    """
    # BEGIN PROBLEM 11
    gain = free_bacon(opponent_score)
    score  = gain
    if gain >= margin and not is_swap(score, opponent_score):
        return 0
    if is_swap(score, opponent_score) and opponent_score >= score   margin:
        return 0
    return num_rolls
    # END PROBLEM 11

Problem 12:

附加题,发挥你个人的才智将上述实现的策略进行结合实现终极策略,尽可能和在始终投掷4的ai比拼当中获得更高的胜率。一些建议:

  • swap_strategy是一个很好的默认策略
  • 获得超过100分没有意义,查看能否通过掷出0、1、2枚骰子获胜,如果领先,可以投掷少一些的骰子降低风险
  • 尝试获得有收益的交换
  • 谨慎选择num_rollsmargin

这题没有标准答案,大家可以自由发挥。提供一个我根据提示实现的版本:

代码语言:javascript复制
def final_strategy(score, opponent_score):
    """Write a brief description of your final strategy.

    *** YOUR DESCRIPTION HERE ***
    """
    # BEGIN PROBLEM 12
    # 落后时,如果获得1分可以与对手交换,那么就投10个骰子
    if opponent_score > score and is_swap(score 1, opponent_score):
        return 10
    # 领先时,如果获得1分会被交换,返回0
    if score > opponent_score and is_swap(score 1, opponent_score):
        return 0
    # 判断free bacon是否可以获胜
    max_roll = max_scoring_num_rolls(num_samples=100)
    num = swap_strategy(score, opponent_score, 100-score, max_roll)
    if num == 0:
        return 0
    # 不投0颗,是否有获胜可能
    avg_dice = make_averaged(roll_dice, 100)
    for i in range(1, 4):
        gain = avg_dice(i)
        if score   gain >= 100:
            return i
    # 判断投掷0颗是否可以反超,如果领先,则以获得6分以上为期望
    margin = opponent_score - score   1 if opponent_score > score else 6
    return swap_strategy(score, opponent_score, margin, max_roll)
    # END PROBLEM 12

到这里整个项目就算是开发完了,我们可以调用一下老师提供的工具,计算一下我们开发的策略对战一直投掷4个骰子策略的胜率。

目前我在基于规则的情况下只能获得60%左右的胜率,我后来使用强化学习训练了模型,但是最好情况下也只获得了61%的胜率,比基于策略的略高一点而已。大家不妨也试试看,看看有没有更好的策略。

我们也可以调用现成的gui界面,和我们开发的策略对战:

代码语言:javascript复制
python3 hog_gui.py -f

这个游戏看起来虽然简单,但是完整地顺着老师的思路把代码一点点实现下来,还是很有成就感的,并且难度梯度做得很好,虽然项目本身不小,但实现难度并不大。

另外,游戏本身也很值得我们深挖,由于Pig Out规则的存在,导致收益存在一个巨大的波动。投掷的骰子多了,很容易影响收益。投的少了,收益也少。在这种情况下想要设计出一个厉害的ai还是挺有难度的。非常非常强烈推荐大家亲自试试。

好了,关于这个项目就先聊到这里,感谢大家的阅读。

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