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Update 2048的网页实现.py
Browse files- 2048的网页实现.py +292 -292
2048的网页实现.py
CHANGED
@@ -1,293 +1,293 @@
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import gradio as gr
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import numpy as np
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import random
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import torch
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import torch.nn as nn
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import torch.nn.functional as F
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from game2048 import Game2048
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# 创建游戏实例
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game = Game2048(size=4)
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# 方块颜色映射(根据数字值)
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TILE_COLORS = {
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0: "#cdc1b4", # 空白格子
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2: "#eee4da", # 2
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4: "#ede0c8", # 4
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8: "#f2b179", # 8
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16: "#f59563", # 16
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32: "#f67c5f", # 32
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64: "#f65e3b", # 64
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128: "#edcf72", # 128
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256: "#edcc61", # 256
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512: "#edc850", # 512
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1024: "#edc53f", # 1024
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2048: "#edc22e", # 2048
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4096: "#3c3a32", # 4096+
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}
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# 文本颜色映射(根据背景深浅)
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TEXT_COLORS = {
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0: "#776e65", # 空白格子
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2: "#776e65", # 2
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4: "#776e65", # 4
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8: "#f9f6f2", # 8+
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16: "#f9f6f2", # 16+
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32: "#f9f6f2", # 32+
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64: "#f9f6f2", # 64+
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128: "#f9f6f2", # 128+
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256: "#f9f6f2", # 256+
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512: "#f9f6f2", # 512+
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1024: "#f9f6f2", # 1024+
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2048: "#f9f6f2", # 2048+
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4096: "#f9f6f2", # 4096+
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}
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# 定义DQN网络结构(与训练时相同)
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class DQN(nn.Module):
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def __init__(self, input_channels, output_size):
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super(DQN, self).__init__()
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self.input_channels = input_channels
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# 卷积层
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self.conv1 = nn.Conv2d(input_channels, 128, kernel_size=3, padding=1)
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self.conv2 = nn.Conv2d(128, 128, kernel_size=3, padding=1)
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self.conv3 = nn.Conv2d(128, 128, kernel_size=3, padding=1)
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# Dueling DQN架构
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# 价值流
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self.value_conv = nn.Conv2d(128, 4, kernel_size=1)
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self.value_fc1 = nn.Linear(4 * 4 * 4, 128)
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self.value_fc2 = nn.Linear(128, 1)
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# 优势流
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self.advantage_conv = nn.Conv2d(128, 16, kernel_size=1)
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self.advantage_fc1 = nn.Linear(16 * 4 * 4, 128)
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self.advantage_fc2 = nn.Linear(128, output_size)
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def forward(self, x):
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x = F.relu(self.conv1(x))
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x = F.relu(self.conv2(x))
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x = F.relu(self.conv3(x))
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# 价值流
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value = F.relu(self.value_conv(x))
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value = value.view(value.size(0), -1)
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value = F.relu(self.value_fc1(value))
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value = self.value_fc2(value)
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# 优势流
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advantage = F.relu(self.advantage_conv(x))
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advantage = advantage.view(advantage.size(0), -1)
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advantage = F.relu(self.advantage_fc1(advantage))
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advantage = self.advantage_fc2(advantage)
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# 合并价值流和优势流
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q_values = value + advantage - advantage.mean(dim=1, keepdim=True)
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return q_values
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# 加载模型
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def load_model(model_path):
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model = DQN(4, 4) # 输入通道4,输出动作4个
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try:
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checkpoint = torch.load(model_path, map_location=torch.device('cpu'))
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model.load_state_dict(checkpoint['policy_net_state_dict'])
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model.eval()
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print("模型加载成功")
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return model
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except Exception as e:
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print(f"模型加载失败: {e}")
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return None
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# 尝试加载模型
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model_path = "
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model = load_model(model_path)
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def render_board(board):
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html = "<div style='background-color:#bbada0; padding:10px; border-radius:6px;'>"
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html += "<table style='border-spacing:10px; border-collapse:separate;'>"
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for i in range(game.size):
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html += "<tr>"
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for j in range(game.size):
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value = board[i][j]
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color = TILE_COLORS.get(value, "#3c3a32") # 默认深色
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text_color = TEXT_COLORS.get(value, "#f9f6f2") # 默认浅色
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font_size = "36px" if value < 100 else "30px" if value < 1000 else "24px"
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html += f"""
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<td style='background-color:{color};
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width:80px; height:80px;
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border-radius:4px;
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text-align:center;
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font-weight:bold;
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font-size:{font_size};
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color:{text_color};'>
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{value if value > 0 else ''}
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</td>
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"""
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html += "</tr>"
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html += "</table></div>"
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return html
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def make_move(direction):
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"""执行移动操作并更新界面"""
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direction_names = ["上", "右", "下", "左"]
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# 执行移动
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new_board, game_over = game.move(direction)
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# 渲染棋盘
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board_html = render_board(new_board)
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# 更新状态信息
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status = f"<b>移动方向:</b> {direction_names[direction]}"
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status += f"<br><b>当前分数:</b> {game.score}"
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status += f"<br><b>最大方块:</b> {np.max(game.board)}"
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if game.game_over:
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status += "<br><br><div style='color:#ff0000; font-weight:bold;'>游戏结束!</div>"
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status += f"<br><b>最终分数:</b> {game.score}"
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return board_html, status
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def reset_game():
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"""重置游戏"""
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global game
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game = Game2048(size=4)
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board = game.reset()
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# 渲染棋盘
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board_html = render_board(board)
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# 初始状态信息
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status = "<b>游戏已重置!</b>"
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status += f"<br><b>当前分数:</b> {game.score}"
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status += f"<br><b>最大方块:</b> {np.max(game.board)}"
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return board_html, status
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def ai_move():
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"""使用AI模型进行一步移动"""
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if model is None:
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return render_board(game.board), "<b>错误:</b> 未加载AI模型"
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# 获取当前状态
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state = game.get_state()
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# 获取有效移动
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valid_moves = game.get_valid_moves()
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if not valid_moves:
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return render_board(game.board), "<b>游戏结束!</b> 没有有效移动"
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# 转换状态为模型输入
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state_tensor = torch.tensor(state, dtype=torch.float).unsqueeze(0)
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# 模型预测
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with torch.no_grad():
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q_values = model(state_tensor).numpy().flatten()
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# 只考虑有效动作
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valid_q_values = np.full(4, -np.inf)
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for move in valid_moves:
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valid_q_values[move] = q_values[move]
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# 选择最佳动作
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action = np.argmax(valid_q_values)
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# 执行移动
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direction_names = ["上", "右", "下", "左"]
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new_board, game_over = game.move(action)
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# 渲染棋盘
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board_html = render_board(new_board)
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# 更新状态信息
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status = f"<b>AI移动方向:</b> {direction_names[action]}"
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status += f"<br><b>当前分数:</b> {game.score}"
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status += f"<br><b>最大方块:</b> {np.max(game.board)}"
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if game.game_over:
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status += "<br><br><div style='color:#ff0000; font-weight:bold;'>游戏结束!</div>"
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status += f"<br><b>最终分数:</b> {game.score}"
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return board_html, status
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# 创建Gradio界面
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with gr.Blocks(title="2048游戏", theme="soft") as demo:
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gr.Markdown("# 🎮 2048游戏")
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gr.Markdown("使用方向键或下方的按钮移动方块,相同数字的方块相撞时会合并!")
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with gr.Row():
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with gr.Column(scale=2):
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board_html = gr.HTML(render_board(game.board))
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with gr.Row(visible=False):
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status_display = gr.HTML("<b>当前分数:</b> 0<br><b>最大方块:</b> 2")
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with gr.Column():
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gr.Markdown("## 手动操作")
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with gr.Row():
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gr.Button("上 ↑", elem_id="up-btn").click(
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fn=lambda: make_move(0),
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outputs=[board_html, status_display]
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)
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gr.Button("左 ←", elem_id="left-btn").click(
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fn=lambda: make_move(3),
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outputs=[board_html, status_display]
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)
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with gr.Row():
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gr.Button("下 ↓", elem_id="down-btn").click(
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fn=lambda: make_move(2),
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outputs=[board_html, status_display]
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)
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gr.Button("右 →", elem_id="right-btn").click(
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fn=lambda: make_move(1),
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outputs=[board_html, status_display]
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)
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with gr.Row():
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gr.Button("🔄 重置游戏", elem_id="reset-btn").click(
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fn=reset_game,
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outputs=[board_html, status_display]
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)
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with gr.Row():
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status_display = gr.HTML("<b>当前分数:</b> 0<br><b>最大方块:</b> 2")
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with gr.Column():
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gr.Markdown("## AI操作")
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gr.Button("🤖 AI移动一步", elem_id="ai-btn").click(
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fn=ai_move,
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outputs=[board_html, status_display]
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)
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gr.Markdown("基于DQN神经网络提供支持")
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# 添加键盘快捷键支持
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demo.load(
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fn=None,
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inputs=None,
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outputs=None,
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js="""() => {
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document.addEventListener('keydown', function(e) {
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if (e.key === 'ArrowUp') {
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document.getElementById('up-btn').click();
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} else if (e.key === 'ArrowRight') {
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document.getElementById('right-btn').click();
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} else if (e.key === 'ArrowDown') {
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document.getElementById('down-btn').click();
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} else if (e.key === 'ArrowLeft') {
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document.getElementById('left-btn').click();
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} else if (e.key === 'r' || e.key === 'R') {
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document.getElementById('reset-btn').click();
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} else if (e.key === 'a' || e.key === 'A') {
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document.getElementById('ai-btn').click();
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}
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});
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}"""
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)
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gr.Markdown("### 📚 使用说明")
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gr.Markdown("1. 使用方向键或下方的按钮移动方块。")
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gr.Markdown("2. 相同数字的方块相撞时会合并。")
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gr.Markdown("3. 快捷键说明:上/下/左/右键移动方块,R键重置游戏,A键AI移动一步。")
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gr.Markdown("4. 点击 '🤖 AI移动一步' 按钮可以使用AI模型进行一步移动。")
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gr.Markdown("5. 游戏结束后,会显示最终分数和最大方块。")
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# 启动界面
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if __name__ == "__main__":
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demo.launch(share=True)
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import gradio as gr
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import numpy as np
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import random
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import torch
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import torch.nn as nn
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import torch.nn.functional as F
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from game2048 import Game2048
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# 创建游戏实例
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game = Game2048(size=4)
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# 方块颜色映射(根据数字值)
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TILE_COLORS = {
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0: "#cdc1b4", # 空白格子
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2: "#eee4da", # 2
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4: "#ede0c8", # 4
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8: "#f2b179", # 8
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16: "#f59563", # 16
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32: "#f67c5f", # 32
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64: "#f65e3b", # 64
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128: "#edcf72", # 128
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256: "#edcc61", # 256
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512: "#edc850", # 512
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1024: "#edc53f", # 1024
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2048: "#edc22e", # 2048
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4096: "#3c3a32", # 4096+
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}
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# 文本颜色映射(根据背景深浅)
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TEXT_COLORS = {
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0: "#776e65", # 空白格子
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2: "#776e65", # 2
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4: "#776e65", # 4
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8: "#f9f6f2", # 8+
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16: "#f9f6f2", # 16+
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32: "#f9f6f2", # 32+
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64: "#f9f6f2", # 64+
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128: "#f9f6f2", # 128+
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256: "#f9f6f2", # 256+
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512: "#f9f6f2", # 512+
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1024: "#f9f6f2", # 1024+
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2048: "#f9f6f2", # 2048+
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4096: "#f9f6f2", # 4096+
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}
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# 定义DQN网络结构(与训练时相同)
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class DQN(nn.Module):
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def __init__(self, input_channels, output_size):
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super(DQN, self).__init__()
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self.input_channels = input_channels
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# 卷积层
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self.conv1 = nn.Conv2d(input_channels, 128, kernel_size=3, padding=1)
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self.conv2 = nn.Conv2d(128, 128, kernel_size=3, padding=1)
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self.conv3 = nn.Conv2d(128, 128, kernel_size=3, padding=1)
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# Dueling DQN架构
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# 价值流
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self.value_conv = nn.Conv2d(128, 4, kernel_size=1)
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self.value_fc1 = nn.Linear(4 * 4 * 4, 128)
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self.value_fc2 = nn.Linear(128, 1)
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# 优势流
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self.advantage_conv = nn.Conv2d(128, 16, kernel_size=1)
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self.advantage_fc1 = nn.Linear(16 * 4 * 4, 128)
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self.advantage_fc2 = nn.Linear(128, output_size)
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def forward(self, x):
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69 |
+
x = F.relu(self.conv1(x))
|
70 |
+
x = F.relu(self.conv2(x))
|
71 |
+
x = F.relu(self.conv3(x))
|
72 |
+
|
73 |
+
# 价值流
|
74 |
+
value = F.relu(self.value_conv(x))
|
75 |
+
value = value.view(value.size(0), -1)
|
76 |
+
value = F.relu(self.value_fc1(value))
|
77 |
+
value = self.value_fc2(value)
|
78 |
+
|
79 |
+
# 优势流
|
80 |
+
advantage = F.relu(self.advantage_conv(x))
|
81 |
+
advantage = advantage.view(advantage.size(0), -1)
|
82 |
+
advantage = F.relu(self.advantage_fc1(advantage))
|
83 |
+
advantage = self.advantage_fc2(advantage)
|
84 |
+
|
85 |
+
# 合并价值流和优势流
|
86 |
+
q_values = value + advantage - advantage.mean(dim=1, keepdim=True)
|
87 |
+
return q_values
|
88 |
+
|
89 |
+
# 加载模型
|
90 |
+
def load_model(model_path):
|
91 |
+
model = DQN(4, 4) # 输入通道4,输出动作4个
|
92 |
+
try:
|
93 |
+
checkpoint = torch.load(model_path, map_location=torch.device('cpu'))
|
94 |
+
model.load_state_dict(checkpoint['policy_net_state_dict'])
|
95 |
+
model.eval()
|
96 |
+
print("模型加载成功")
|
97 |
+
return model
|
98 |
+
except Exception as e:
|
99 |
+
print(f"模型加载失败: {e}")
|
100 |
+
return None
|
101 |
+
|
102 |
+
# 尝试加载模型
|
103 |
+
model_path = "dqn_2048_best_tile.pth"
|
104 |
+
model = load_model(model_path)
|
105 |
+
|
106 |
+
def render_board(board):
|
107 |
+
html = "<div style='background-color:#bbada0; padding:10px; border-radius:6px;'>"
|
108 |
+
html += "<table style='border-spacing:10px; border-collapse:separate;'>"
|
109 |
+
|
110 |
+
for i in range(game.size):
|
111 |
+
html += "<tr>"
|
112 |
+
for j in range(game.size):
|
113 |
+
value = board[i][j]
|
114 |
+
color = TILE_COLORS.get(value, "#3c3a32") # 默认深色
|
115 |
+
text_color = TEXT_COLORS.get(value, "#f9f6f2") # 默认浅色
|
116 |
+
font_size = "36px" if value < 100 else "30px" if value < 1000 else "24px"
|
117 |
+
|
118 |
+
html += f"""
|
119 |
+
<td style='background-color:{color};
|
120 |
+
width:80px; height:80px;
|
121 |
+
border-radius:4px;
|
122 |
+
text-align:center;
|
123 |
+
font-weight:bold;
|
124 |
+
font-size:{font_size};
|
125 |
+
color:{text_color};'>
|
126 |
+
{value if value > 0 else ''}
|
127 |
+
</td>
|
128 |
+
"""
|
129 |
+
html += "</tr>"
|
130 |
+
|
131 |
+
html += "</table></div>"
|
132 |
+
return html
|
133 |
+
|
134 |
+
def make_move(direction):
|
135 |
+
"""执行移动操作并更新界面"""
|
136 |
+
direction_names = ["上", "右", "下", "左"]
|
137 |
+
|
138 |
+
# 执行移动
|
139 |
+
new_board, game_over = game.move(direction)
|
140 |
+
|
141 |
+
# 渲染棋盘
|
142 |
+
board_html = render_board(new_board)
|
143 |
+
|
144 |
+
# 更新状态信息
|
145 |
+
status = f"<b>移动方向:</b> {direction_names[direction]}"
|
146 |
+
status += f"<br><b>当前分数:</b> {game.score}"
|
147 |
+
status += f"<br><b>最大方块:</b> {np.max(game.board)}"
|
148 |
+
|
149 |
+
if game.game_over:
|
150 |
+
status += "<br><br><div style='color:#ff0000; font-weight:bold;'>游戏结束!</div>"
|
151 |
+
status += f"<br><b>最终分数:</b> {game.score}"
|
152 |
+
|
153 |
+
return board_html, status
|
154 |
+
|
155 |
+
def reset_game():
|
156 |
+
"""重置游戏"""
|
157 |
+
global game
|
158 |
+
game = Game2048(size=4)
|
159 |
+
board = game.reset()
|
160 |
+
|
161 |
+
# 渲染棋盘
|
162 |
+
board_html = render_board(board)
|
163 |
+
|
164 |
+
# 初始状态信息
|
165 |
+
status = "<b>游戏已重置!</b>"
|
166 |
+
status += f"<br><b>当前分数:</b> {game.score}"
|
167 |
+
status += f"<br><b>最大方块:</b> {np.max(game.board)}"
|
168 |
+
|
169 |
+
return board_html, status
|
170 |
+
|
171 |
+
def ai_move():
|
172 |
+
"""使用AI模型进行一步移动"""
|
173 |
+
if model is None:
|
174 |
+
return render_board(game.board), "<b>错误:</b> 未加载AI模型"
|
175 |
+
|
176 |
+
# 获取当前状态
|
177 |
+
state = game.get_state()
|
178 |
+
|
179 |
+
# 获取有效移动
|
180 |
+
valid_moves = game.get_valid_moves()
|
181 |
+
if not valid_moves:
|
182 |
+
return render_board(game.board), "<b>游戏结束!</b> 没有有效移动"
|
183 |
+
|
184 |
+
# 转换状态为模型输入
|
185 |
+
state_tensor = torch.tensor(state, dtype=torch.float).unsqueeze(0)
|
186 |
+
|
187 |
+
# 模型预测
|
188 |
+
with torch.no_grad():
|
189 |
+
q_values = model(state_tensor).numpy().flatten()
|
190 |
+
|
191 |
+
# 只考虑有效动作
|
192 |
+
valid_q_values = np.full(4, -np.inf)
|
193 |
+
for move in valid_moves:
|
194 |
+
valid_q_values[move] = q_values[move]
|
195 |
+
|
196 |
+
# 选择最佳动作
|
197 |
+
action = np.argmax(valid_q_values)
|
198 |
+
|
199 |
+
# 执行移动
|
200 |
+
direction_names = ["上", "右", "下", "左"]
|
201 |
+
new_board, game_over = game.move(action)
|
202 |
+
|
203 |
+
# 渲染棋盘
|
204 |
+
board_html = render_board(new_board)
|
205 |
+
|
206 |
+
# 更新状态信息
|
207 |
+
status = f"<b>AI移动方向:</b> {direction_names[action]}"
|
208 |
+
status += f"<br><b>当前分数:</b> {game.score}"
|
209 |
+
status += f"<br><b>最大方块:</b> {np.max(game.board)}"
|
210 |
+
|
211 |
+
if game.game_over:
|
212 |
+
status += "<br><br><div style='color:#ff0000; font-weight:bold;'>游戏结束!</div>"
|
213 |
+
status += f"<br><b>最终分数:</b> {game.score}"
|
214 |
+
|
215 |
+
return board_html, status
|
216 |
+
|
217 |
+
# 创建Gradio界面
|
218 |
+
with gr.Blocks(title="2048游戏", theme="soft") as demo:
|
219 |
+
gr.Markdown("# 🎮 2048游戏")
|
220 |
+
gr.Markdown("使用方向键或下方的按钮移动方块,相同数字的方块相撞时会合并!")
|
221 |
+
with gr.Row():
|
222 |
+
with gr.Column(scale=2):
|
223 |
+
board_html = gr.HTML(render_board(game.board))
|
224 |
+
with gr.Row(visible=False):
|
225 |
+
status_display = gr.HTML("<b>当前分数:</b> 0<br><b>最大方块:</b> 2")
|
226 |
+
with gr.Column():
|
227 |
+
gr.Markdown("## 手动操作")
|
228 |
+
with gr.Row():
|
229 |
+
gr.Button("上 ↑", elem_id="up-btn").click(
|
230 |
+
fn=lambda: make_move(0),
|
231 |
+
outputs=[board_html, status_display]
|
232 |
+
)
|
233 |
+
gr.Button("左 ←", elem_id="left-btn").click(
|
234 |
+
fn=lambda: make_move(3),
|
235 |
+
outputs=[board_html, status_display]
|
236 |
+
)
|
237 |
+
with gr.Row():
|
238 |
+
gr.Button("下 ↓", elem_id="down-btn").click(
|
239 |
+
fn=lambda: make_move(2),
|
240 |
+
outputs=[board_html, status_display]
|
241 |
+
)
|
242 |
+
gr.Button("右 →", elem_id="right-btn").click(
|
243 |
+
fn=lambda: make_move(1),
|
244 |
+
outputs=[board_html, status_display]
|
245 |
+
)
|
246 |
+
with gr.Row():
|
247 |
+
gr.Button("🔄 重置游戏", elem_id="reset-btn").click(
|
248 |
+
fn=reset_game,
|
249 |
+
outputs=[board_html, status_display]
|
250 |
+
)
|
251 |
+
with gr.Row():
|
252 |
+
status_display = gr.HTML("<b>当前分数:</b> 0<br><b>最大方块:</b> 2")
|
253 |
+
with gr.Column():
|
254 |
+
gr.Markdown("## AI操作")
|
255 |
+
gr.Button("🤖 AI移动一步", elem_id="ai-btn").click(
|
256 |
+
fn=ai_move,
|
257 |
+
outputs=[board_html, status_display]
|
258 |
+
)
|
259 |
+
gr.Markdown("基于DQN神经网络提供支持")
|
260 |
+
|
261 |
+
# 添加键盘快捷键支持
|
262 |
+
demo.load(
|
263 |
+
fn=None,
|
264 |
+
inputs=None,
|
265 |
+
outputs=None,
|
266 |
+
js="""() => {
|
267 |
+
document.addEventListener('keydown', function(e) {
|
268 |
+
if (e.key === 'ArrowUp') {
|
269 |
+
document.getElementById('up-btn').click();
|
270 |
+
} else if (e.key === 'ArrowRight') {
|
271 |
+
document.getElementById('right-btn').click();
|
272 |
+
} else if (e.key === 'ArrowDown') {
|
273 |
+
document.getElementById('down-btn').click();
|
274 |
+
} else if (e.key === 'ArrowLeft') {
|
275 |
+
document.getElementById('left-btn').click();
|
276 |
+
} else if (e.key === 'r' || e.key === 'R') {
|
277 |
+
document.getElementById('reset-btn').click();
|
278 |
+
} else if (e.key === 'a' || e.key === 'A') {
|
279 |
+
document.getElementById('ai-btn').click();
|
280 |
+
}
|
281 |
+
});
|
282 |
+
}"""
|
283 |
+
)
|
284 |
+
gr.Markdown("### 📚 使用说明")
|
285 |
+
gr.Markdown("1. 使用方向键或下方的按钮移动方块。")
|
286 |
+
gr.Markdown("2. 相同数字的方块相撞时会合并。")
|
287 |
+
gr.Markdown("3. 快捷键说明:上/下/左/右键移动方块,R键重置游戏,A键AI移动一步。")
|
288 |
+
gr.Markdown("4. 点击 '🤖 AI移动一步' 按钮可以使用AI模型进行一步移动。")
|
289 |
+
gr.Markdown("5. 游戏结束后,会显示最终分数和最大方块。")
|
290 |
+
|
291 |
+
# 启动界面
|
292 |
+
if __name__ == "__main__":
|
293 |
demo.launch(share=True)
|