Build a Simple AI‑Powered Tetris Game with Python
This tutorial shows how to create a Tetris mini‑game with AI using a straightforward algorithm, Python 3.6, PyQt5, and detailed code that evaluates board states based on cleared lines, holes, heights, and other metrics to select optimal moves.
Preface
Use a simple algorithm to create an AI‑enabled Tetris mini‑game.
Demo
Development Tools
Python version 3.6.4, PyQt5 module, and standard Python libraries.
Environment Setup
Install Python, add it to the system PATH, then use pip to install the required modules.
Principle Overview
AI source code implementation
The algorithm enumerates all possible placements of the current and next tetromino, evaluates each resulting board, and selects the action with the highest score.
# Simple AI algorithm
for d_now in current_direction_range:
x_now_min, x_now_max, y_now_min, y_now_max = self.inner_board.current_tetris.getRelativeBoundary(d_now)
for x_now in range(-x_now_min, self.inner_board.width - x_now_max):
board = self.getFinalBoardData(d_now, x_now)
for d_next in next_direction_range:
x_next_min, x_next_max, y_next_min, y_next_max = self.inner_board.next_tetris.getRelativeBoundary(d_next)
distances = self.getDropDistances(board, d_next, range(-x_next_min, self.inner_board.width-x_next_max))
for x_next in range(-x_next_min, self.inner_board.width-x_next_max):
score = self.calcScore(copy.deepcopy(board), d_next, x_next, distances)
if not action or action[2] < score:
action = [d_now, x_now, score]
return actionThe evaluation considers cleared lines, holes, block count, highest column, height variance, first‑order differences, and the range between highest and lowest points.
# Hole statistics
hole_statistic_0 = [0] * width
hole_statistic_1 = [0] * width
# Block count
num_blocks = 0
# Hole count
num_holes = 0
# Highest point per column
roof_y = [0] * width
for y in range(height-1, -1, -1):
has_hole = False
has_block = False
for x in range(width):
if board[x + y * width] == tetrisShape().shape_empty:
has_hole = True
hole_statistic_0[x] += 1
else:
has_block = True
roof_y[x] = height - y
if hole_statistic_0[x] > 0:
hole_statistic_1[x] += hole_statistic_0[x]
hole_statistic_0[x] = 0
if hole_statistic_1[x] > 0:
num_blocks += 1
if not has_block:
break
if not has_hole and has_block:
removed_lines += 1
num_holes = sum([i ** .7 for i in hole_statistic_1])
max_height = max(roof_y) - removed_lines
roof_dy = [roof_y[i]-roof_y[i+1] for i in range(len(roof_y)-1)]
if len(roof_y) <= 0:
roof_y_std = 0
else:
roof_y_std = math.sqrt(sum([y**2 for y in roof_y]) / len(roof_y) - (sum(roof_y) / len(roof_y)) ** 2)
if len(roof_dy) <= 0:
roof_dy_std = 0
else:
roof_dy_std = math.sqrt(sum([dy**2 for dy in roof_dy]) / len(roof_dy) - (sum(roof_dy) / len(roof_dy)) ** 2)
abs_dy = sum([abs(dy) for dy in roof_dy])
max_dy = max(roof_y) - min(roof_y)
score = removed_lines * 1.8 - num_holes * 1.0 - num_blocks * 0.5 - max_height ** 1.5 * 0.02 - roof_y_std * 1e-5 - roof_dy_std * 0.01 - abs_dy * 0.2 - max_dy * 0.3
return scoreSigned-in readers can open the original source through BestHub's protected redirect.
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