この記事の説明
こんにちは。初めの投稿です。よろしくお願いします。
どこか間違ったら、指摘お願いします。
今日の本題はタイトルの通り四つ目並べゲームの操作をマウスで操作ではなく、
WEBカメラで手の認識でコインを落とすプログラムの動作の説明です。
この記事はライブラリのインストールの説明はしません。
四つ目並べの基本コード
# Four Python Game
import pygame
import numpy as np
import sys
import os
import time
from gtts import gTTS
from pygame import mixer
# import random
import math
# Welcome to Connect Four Python Game
welcome = "Welcome to Connect Four Python Game"
print(welcome)
def speach(txt):
tts1 = gTTS(text=txt, lang="ja")
if not os.path.exists(f"./fou_coin/mp3_file/{txt}.mp3"):
print("音声データ作成しました")
tts1.save(f"./fou_coin/mp3_file/{txt}.mp3")
print("use mp3 file")
mixer.init()
mixer.music.load(f"./fou_coin/mp3_file/{txt}.mp3")
mixer.music.play()
time.sleep(3)
speach(welcome)
time_text = "please input restart time must over zero:"
speach(time_text)
t = input(time_text)
if t == "":
print("defult restart time is 5 sec")
t = 5
else:
t = int(t)
# ボードの大きさ
row_count = 6
column_count = 7
BLUE = (0, 0, 255) # color setting
BLACK = (0, 0, 0) # color setting
RED = (255, 0, 0) # color setting
YELLOW = (255, 255, 0) # color setting
##################################
def creat_board():
board = np.zeros((row_count, column_count))
return board
def drop_piece(board, row, col, piece):
board[row][col] = piece
def is_volid_loction(board, col):
return board[row_count - 1][col] == 0
def get_next_open_row(board, col):
for r in range(row_count):
if board[r][col] == 0:
return r
def print_board(board):
print(np.flip(board, 0))
def winning_move(board, piece):
# 横連続 WIN判断
for c in range(column_count - 3):
for r in range(row_count):
if (
board[r][c] == piece
and board[r][c + 1] == piece
and board[r][c + 2] == piece
and board[r][c + 3] == piece
):
return True
# 縦連続 WIN判断
for c in range(column_count):
for r in range(row_count - 3):
if (
board[r][c] == piece
and board[r + 1][c] == piece
and board[r + 2][c] == piece
and board[r + 3][c] == piece
):
return True
# 正の傾きの対角線の判断
for c in range(column_count - 3):
for r in range(row_count - 3):
if (
board[r][c] == piece
and board[r + 1][c + 1] == piece
and board[r + 2][c + 2] == piece
and board[r + 3][c + 3] == piece
):
return True
# 負の傾きの対角線の判断
for c in range(column_count - 3):
for r in range(3, row_count):
if (
board[r][c] == piece
and board[r - 1][c + 1] == piece
and board[r - 2][c + 2] == piece
and board[r - 3][c + 3] == piece
):
return True
def draw_board(board):
for c in range(column_count):
for r in range(row_count):
pygame.draw.rect(
screen,
BLUE,
(c * squaresize, r * squaresize + squaresize, squaresize, squaresize),
)
pygame.draw.circle(
screen,
BLACK,
(
(
int(c * squaresize + squaresize / 2),
int(r * squaresize + squaresize + squaresize / 2),
)
),
radius,
)
for c in range(column_count):
for r in range(row_count):
if board[r][c] == 1:
pygame.draw.circle(
screen,
RED,
(
(
int(c * squaresize + squaresize / 2),
height - int(r * squaresize + squaresize / 2),
)
),
radius,
)
elif board[r][c] == 2:
pygame.draw.circle(
screen,
YELLOW,
(
(
int(c * squaresize + squaresize / 2),
height - int(r * squaresize + squaresize / 2),
)
),
radius,
)
pygame.display.update()
board = creat_board()
print(board)
game_over = False
turn = 0
pygame.init()
squaresize = 100
width = column_count * squaresize
height = (row_count + 1) * squaresize
size = (width, height)
radius = int(squaresize / 2 - 5)
chek_board = []
chek_board.append([0])
chek_board.append([1])
screen = pygame.display.set_mode(size)
draw_board(board)
# sysfont = pygame.font.SysFont(None, 75) #defults フォント設定 英語のみ
sysfont = pygame.font.Font("C:/Windows/Fonts/HGRPP1.TTC", 75)
pygame.display.update()
while not game_over:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
if event.type == pygame.MOUSEMOTION:
pygame.draw.rect(screen, BLACK, (0, 0, width, squaresize))
posx = event.pos[0]
if turn == 0:
pygame.draw.circle(screen, RED, (posx, int(squaresize / 2)), radius)
else:
pygame.draw.circle(screen, YELLOW, (posx, int(squaresize / 2)), radius)
pygame.display.update()
if event.type == pygame.MOUSEBUTTONDOWN:
pygame.draw.rect(screen, BLACK, (0, 0, width, squaresize))
# print("左クリックした座標:"+str(event.pos))
# player 1 input
if turn == 0:
chek_board[0] = board.tolist()
posx = event.pos[0]
col = int(math.floor(posx / squaresize))
# col = int(input("Player 1 Make your selection (0-6):") )
if is_volid_loction(board, col):
row = get_next_open_row(board, col)
print(row)
drop_piece(board, row, col, 1)
draw_board(board)
if winning_move(board, 1):
player_1_win = "Player1 WIN"
print(player_1_win + "!!!")
label = sysfont.render(player_1_win, 1, RED)
screen.blit(label, (40, 10))
pygame.display.update()
speach(player_1_win)
game_over = True
# player 2 input
else:
chek_board[0] = board.tolist()
posx = event.pos[0]
col = int(math.floor(posx / squaresize))
# col = int(input("Player 2 Make your selection (0-6):") )
if is_volid_loction(board, col):
row = get_next_open_row(board, col)
drop_piece(board, row, col, 2)
draw_board(board)
if winning_move(board, 2):
player_2_win = "Player2 WIN"
print(player_2_win + "!!!")
label = sysfont.render(player_2_win, 1, YELLOW)
screen.blit(label, (40, 10))
pygame.display.update()
speach(player_2_win)
game_over = True
print_board(board)
# print_board(board_copy1)
chek_board[1] = board.tolist()
# print(chek_board[0])
# print(chek_board[1])
"""if board_copy is board_copy1:
continue
else:
"""
if chek_board[0] == chek_board[-1]:
error = "error"
label = sysfont.render(error, 1, YELLOW)
screen.blit(label, (40, 10))
pygame.display.update()
continue
else:
turn += 1
turn = turn % 2
if game_over:
# t = 10
save_time = t
while t > 0:
pygame.draw.rect(screen, BLACK, (0, 0, width, squaresize))
# print(t)
label = sysfont.render(f"{t}sec RESET", 1, BLUE)
screen.blit(label, (40, 10))
pygame.display.update()
time.sleep(1)
t -= 1
time.sleep(1)
t = save_time
# pygame.time.wait(5000)
game_over = False
turn = 0
board = creat_board()
print(board)
draw_board(board)
pygame.display.update()
この基本コードを作って、理解することが重要です。
STEP1 画像の準備
MediaPipe の応用で撮った写真で学習して新たなモデル作成して、上のコードを改造することでコイン操作が可能になります。
何千何百枚の写真を撮ることは大変ですが、以下のコードで自動で写真を撮ります。
Windowsのカメラアプリを起動して。このコードを実行したら勝手にenterをクリックします。
# auto camera
import pyautogui
import time
pyautogui.click(1700, 500)
for i in range(10):
pyautogui.press("enter")
time.sleep(0.1)
STEP2 データの枚処理とMediaPipeの応用で.csvデータセットを作成
import os
import glob
import cv2
import pandas as pd
import mediapipe as mp
import numpy as np
from sklearn.preprocessing import LabelEncoder
from sklearn.model_selection import train_test_split
from sklearn.linear_model import LogisticRegression
import pickle
import random
df = []
for foldername in os.listdir('./fou_coin/photo_train/'):
imgs_path = './fou_coin/photo_train/' + foldername
imgs = sorted(glob.glob(imgs_path + '/' + '*.jpg'))
for name in imgs:
df.append((str(name), str(foldername)))
df = pd.DataFrame(df, columns=['img', 'label'])
print(df.head())
#検出器のインスタンス化 defult is 0.5 min_detection_confidence=0.5
hands = mp.solutions.hands.Hands(static_image_mode=True, min_detection_confidence=0.6)
#静止画モードmax_num_hands=1, #検出する手の数(じゃんけんは片手の想定なので1に)
df1 = []
for idx, file in enumerate(df['img']):
#print('No', idx)
#画像を読み込んで左右反転させる
image = cv2.flip(cv2.imread(file), 1)
#色をRGBにして手の検出を行う
results = hands.process(cv2.cvtColor(image, cv2.COLOR_BGR2RGB))
#手が検出されなければ次の画像へ
if not results.multi_hand_landmarks:
print('No', idx)
print('No Hand')
#print('-------------------------')
continue
mark_list = []
#21個の検出ポイントを取得
for i in range(21):
x = results.multi_hand_landmarks[0].landmark[i].x
y = results.multi_hand_landmarks[0].landmark[i].y
z = results.multi_hand_landmarks[0].landmark[i].z
mark_list.append(x)
mark_list.append(y)
mark_list.append(z)
#手のラベルと合わせてdf1に保存
mark_list.append(df['label'][idx])
df1.append(mark_list)
#rint(complete)
#print('-------------------------')
df1 = pd.DataFrame(df1)
print(df1.shape)#---> (5880, 64)
df2 = []
for idx, file in enumerate(df['img']):
#print('No', idx)
image = cv2.imread(file, 1) #flipしない→逆の手としてデータとれるはず
results = hands.process(cv2.cvtColor(image, cv2.COLOR_BGR2RGB))
if not results.multi_hand_landmarks:
print('No', idx)
print('No Hand')
#print('-------------------------')
continue
mark_list = []
for i in range(21):
x = results.multi_hand_landmarks[0].landmark[i].x
y = results.multi_hand_landmarks[0].landmark[i].y
z = results.multi_hand_landmarks[0].landmark[i].z
mark_list.append(x)
mark_list.append(y)
mark_list.append(z)
mark_list.append(df['label'][idx])
df2.append(mark_list)
#print('-------------------------')
df2 = pd.DataFrame(df2)
print(df2.shape)#---> (5858, 64)
df3 = pd.concat([df1, df2])
print(df3.shape)#---> (1195, 64)
print(df3.head())
df3.to_csv('./fou_coin/landmarkdata.csv', index=False)
STEP3 モデルの作成
import pandas as pd
import numpy as np
from sklearn.preprocessing import LabelEncoder
from sklearn.model_selection import train_test_split
from sklearn.linear_model import LogisticRegression
import pickle
#作成したcsvファイルの読み込み
df = pd.read_csv('./fou_coin/landmarkdata.csv')
#特徴量列とラベル列に分離
X = df.drop('63', axis=1)
y = df['63']
#ランダムフォレスト
from sklearn.ensemble import RandomForestClassifier
#回帰の場合は RandomForestRegressor を使う
from sklearn.model_selection import train_test_split
#警告非表示
import warnings
warnings.simplefilter('ignore')
#データ分割
X_train,X_test,Y_train,Y_test = train_test_split(X,y,random_state=42)
#インスタンス作成
#n_estimators 木の数
#max_depth 木の深さ
#max_features 使用する特徴量
forest = RandomForestClassifier(n_estimators=15)
#学習
forest.fit(X_train, Y_train)
#予測
pred = forest.predict(X_test)
print("Y_test:",*Y_test)
print("pred:",*pred)
print("Test set score: {:.2f}".format(np.mean(pred == Y_test)))
#0.99 (精度)
"""
a = X_test.iloc[0, :]
test = np.array([a[i] for i in range(len(a))])
pred = forest.predict(test.reshape(1, -1))
prob = forest.predict_proba(test.reshape(1, -1))[0][pred[0]]
"""
with open('./fou_coin/model/logistic.pkl', 'wb') as f:
pickle.dump(forest, f)
STEP4 最後に四つ目並べの操作コードと結合
コードを起動したら、ターミナルでゲームオーバーのリセットの秒数を設定する。
(音声あります)
# Four Python Game
import pygame
import numpy as np
import sys
import os
import time
from gtts import gTTS
from pygame import mixer
# import random
import math
import glob
import cv2
import pandas as pd
import mediapipe as mp
import pandas as pd
from sklearn.ensemble import RandomForestClassifier
from sklearn.preprocessing import LabelEncoder
from sklearn.model_selection import train_test_split
from sklearn.linear_model import LogisticRegression
import pickle
# Welcome to Connect Four Python Game
welcome = "Welcome to Connect Four Python Game"
print(welcome)
def speach(txt):
tts1 = gTTS(text=txt, lang="ja")
if not os.path.exists(f"./fou_coin/mp3_file/{txt}.mp3"):
print("音声データ作成しました")
tts1.save(f"./fou_coin/mp3_file/{txt}.mp3")
print("use mp3 file")
mixer.init()
mixer.music.load(f"./fou_coin/mp3_file/{txt}.mp3")
mixer.music.play()
time.sleep(3)
speach(welcome)
time_text = "please input restart time must over zero:"
speach(time_text)
t = input(time_text)
if t == "":
print("defult restart time is 5 sec")
t = 5
else:
t = int(t)
# ボードの大きさ
row_count = 6
column_count = 7
BLUE = (0, 0, 255) # color setting
BLACK = (0, 0, 0) # color setting
GRAY = (128, 128, 128) # color setting
RED = (255, 0, 0) # color setting
YELLOW = (255, 255, 0) # color setting
##################################
def creat_board():
board = np.zeros((row_count, column_count))
return board
def drop_piece(board, row, col, piece):
board[row][col] = piece
def is_volid_loction(board, col):
return board[row_count - 1][col] == 0
def get_next_open_row(board, col):
for r in range(row_count):
if board[r][col] == 0:
return r
def print_board(board):
print(np.flip(board, 0))
def winning_move(bord, piece):
# 横連続 WIN判断
for c in range(column_count - 3):
for r in range(row_count):
if (
board[r][c] == piece
and board[r][c + 1] == piece
and board[r][c + 2] == piece
and board[r][c + 3] == piece
):
return True
# 縦連続 WIN判断
for c in range(column_count):
for r in range(row_count - 3):
if (
board[r][c] == piece
and board[r + 1][c] == piece
and board[r + 2][c] == piece
and board[r + 3][c] == piece
):
return True
# 正の傾きの対角線の判断
for c in range(column_count - 3):
for r in range(row_count - 3):
if (
board[r][c] == piece
and board[r + 1][c + 1] == piece
and board[r + 2][c + 2] == piece
and board[r + 3][c + 3] == piece
):
return True
# 負の傾きの対角線の判断
for c in range(column_count - 3):
for r in range(3, row_count):
if (
board[r][c] == piece
and board[r - 1][c + 1] == piece
and board[r - 2][c + 2] == piece
and board[r - 3][c + 3] == piece
):
return True
def draw_board(board):
for c in range(column_count):
for r in range(row_count):
pygame.draw.rect(
screen,
BLUE,
(c * squaresize, r * squaresize + squaresize, squaresize, squaresize),
)
pygame.draw.circle(
screen,
GRAY,
(
(
int(c * squaresize + squaresize / 2),
int(r * squaresize + squaresize + squaresize / 2),
)
),
radius,
)
for c in range(column_count):
for r in range(row_count):
if board[r][c] == 1:
pygame.draw.circle(
screen,
RED,
(
(
int(c * squaresize + squaresize / 2),
height - int(r * squaresize + squaresize / 2),
)
),
radius,
)
elif board[r][c] == 2:
pygame.draw.circle(
screen,
YELLOW,
(
(
int(c * squaresize + squaresize / 2),
height - int(r * squaresize + squaresize / 2),
)
),
radius,
)
pygame.display.update()
board = creat_board()
print(board)
game_over = False
turn = 0
pygame.init()
squaresize = 100
width = column_count * squaresize
height = (row_count + 1) * squaresize
size = (width, height)
print(size)
radius = int(squaresize / 2 - 5)
screen = pygame.display.set_mode(size)
draw_board(board)
# sysfont = pygame.font.SysFont(None, 75)
sysfont = pygame.font.Font("C:/Windows/Fonts/HGRPP1.TTC", 75)
pygame.display.update()
# 後で使う対応表の作成
# label_dict = {0: 'b', 1: 'a', 2: 'c'}
# dic = {"a": "wait_magic", "b": "magic_attack", "c": "magic_defense"}
# 前工程で作ったモデルの取得
with open("./fou_coin/model/logistic.pkl", "rb") as f:
model = pickle.load(f)
# 検出器のインスタンス化
# 検出器のインスタンス化 defult is 0.5 min_detection_confidence=0.5
hands = mp.solutions.hands.Hands(
static_image_mode=True, max_num_hands=1, min_detection_confidence=0.6
)
cap = cv2.VideoCapture(0)
chek_board = []
chek_board.append([0])
chek_board.append([1])
command_list = []
command_list.append("Start")
command_list.append("Start")
close_loop=False
game_over1=False
while not game_over1:
for event in pygame.event.get():
if event.type == pygame.QUIT:
print("QUIT GAME")
pygame.quit()
sys.exit()
while True:
try:
# カメラからの画像取得
ret, frame = cap.read()
# カメラの画像から手を検出
image = cv2.cvtColor(cv2.flip(frame, 1), cv2.COLOR_BGR2RGB)
results = hands.process(image)
mark_list = []
if results.multi_hand_landmarks:
for hand_landmarks in results.multi_hand_landmarks:
for i in range(21):
x = hand_landmarks.landmark[i].x
y = hand_landmarks.landmark[i].y
z = hand_landmarks.landmark[i].z
# print("x:",int(x*700))
# print("y:",int(y*700))
mark_list.append(x)
mark_list.append(y)
mark_list.append(z)
if results.multi_hand_landmarks:
pygame.draw.rect(
screen, GRAY, (0, 0, width, squaresize)
)
if int(x * 699) <= 0:
posx = 0
elif int(x * 699) < 699:
posx = int(x * 699)
else:
posx = 699
if turn == 0:
pygame.draw.circle(
screen, RED, (posx, int(squaresize / 2)), radius
)
else:
pygame.draw.circle(
screen,
YELLOW,
(posx, int(squaresize / 2)),
radius,
)
mark_list = np.array(mark_list)
# print(mark_list)
# ロジスティック回帰モデルを使ってじゃんけんの手を予測
# mark_listが空だとValueErrorになってtryから脱出
pred = model.predict(mark_list.reshape(1, -1))
print(pred[0])
# print("Test set score: {:.2f}".format(np.mean(pred == Y_test)))
# 描き
cv2.putText(
frame,
text=str(pred[0]),
org=(0, 50),
fontFace=cv2.FONT_HERSHEY_TRIPLEX,
fontScale=1.0,
color=(0, 255, 0),
thickness=2,
lineType=cv2.LINE_4,
)
# カメラの画像の出力(windows)
cv2.imshow("camera", frame)
###########AI###########
########################
print("x:", int(x * 699))
pygame.display.update()
if str(pred[0]) == "catch_coin":
print("append")
# print(command_list)
command_list[1] = "catch"
elif str(pred[0]) == "put_coin":
# print(command_list)
# if results.multi_hand_landmarks and str(pred[0]) == "put_coin":
# elif command_list[-1] == "catch" and str(pred[0]) == "put_coin":
if command_list[1] == "catch":
pygame.draw.rect(screen, GRAY, (0, 0, width, squaresize))
# print("左クリックした座標:"+str(event.pos))
# player 1 input
# 正規化された座標を変換して、boardの大きさの制限を設定
if turn == 0:
chek_board[0] = board.tolist()
if int(x * 699) <= 0:
posx = 0
elif int(x * 699) < 699:
posx = int(x * 699)
else:
posx = 699
col = int(math.floor(posx / squaresize))
print(col)
# col = int(input("Player 1 Make your selection (0-6):") )
if is_volid_loction(board, col):
row = get_next_open_row(board, col)
drop_piece(board, row, col, 1)
draw_board(board)
# 勝利判断
if winning_move(board, 1):
player_1_win = "Player1 WIN"
print(player_1_win + "!!!")
label = sysfont.render(player_1_win, 1, RED)
screen.blit(label, (40, 10))
pygame.display.update()
speach(player_1_win)
game_over = True
time.sleep(1)
# player 2 input
else:
chek_board[0] = board.tolist()
# 正規化された座標を変換して、boardの大きさの制限を設定
if int(x * 699) <= 0:
posx = 0
elif int(x * 699) < 699:
posx = int(x * 699)
else:
posx = 699
col = int(math.floor(posx / squaresize))
print(col)
# col = int(input("Player 2 Make your selection (0-6):") )
if is_volid_loction(board, col):
row = get_next_open_row(board, col)
drop_piece(board, row, col, 2)
draw_board(board)
# 勝利判断
if winning_move(board, 2):
player_2_win = "Player2 WIN"
print(player_2_win + "!!!")
label = sysfont.render(player_2_win, 1, YELLOW)
screen.blit(label, (40, 10))
pygame.display.update()
speach(player_2_win)
game_over = True
time.sleep(1)
print_board(board)
chek_board[1] = board.tolist()
if chek_board[0] == chek_board[-1]:
continue
else:
turn += 1
turn = turn % 2
command_list[1] = "put_coin"
print(board[0])
# turn += 1
# turn = turn % 2
# elif str(pred[0]) == "catch_coin":
###################
#######AI_END############
####################
"""
elif event.type == pygame.MOUSEBUTTONDOWN:
pygame.draw.rect(screen, GRAY, (0, 0, width, squaresize))
print("左クリックした座標:" + str(event.pos))
# player 1 input
if turn == 0:
posx = event.pos[0]
col = int(math.floor(posx / squaresize))
# col = int(input("Player 1 Make your selection (0-6):") )
if is_volid_loction(board, col):
row = get_next_open_row(board, col)
drop_piece(board, row, col, 1)
draw_board(board)
#勝利判断
if winning_move(board, 1):
player_1_win = "Player1 WIN"
print(player_1_win + "!!!")
label = sysfont.render(player_1_win, 1, RED)
screen.blit(label, (40, 10))
pygame.display.update()
#音声関数でplayer_1_winを読み上げ
speach(player_1_win)
game_over = True
# player 2 input
else:
posx = event.pos[0]
col = int(math.floor(posx / squaresize))
# col = int(input("Player 2 Make your selection (0-6):") )
if is_volid_loction(board, col):
row = get_next_open_row(board, col)
drop_piece(board, row, col, 2)
draw_board(board)
#勝利判断
if winning_move(board, 2):
player_2_win = "Player2 WIN"
print(player_2_win + "!!!")
label = sysfont.render(player_2_win, 1, YELLOW)
screen.blit(label, (40, 10))
pygame.display.update()
#音声関数でplayer_1_winを読み上げ
speach(player_2_win)
game_over = True
#boardの情報をprint
print_board(board)
#先手が終わった後の順番の仕組み
turn += 1
turn = turn % 2
"""
if game_over:
save_time = t
print(t)
# t = 10
while t > 0:
pygame.draw.rect(screen, GRAY, (0, 0, width, squaresize))
# print(t)
label = sysfont.render(f"{t}sec RESET", 1, BLACK)
screen.blit(label, (40, 10))
pygame.display.update()
time.sleep(1)
t -= 1
time.sleep(1)
t = save_time
# pygame.time.wait(5000)
# 一秒後restart game over false loop続く
game_over = False
# turn はrestart後の先手、後手の設定
turn = 0
# boardをreset
board = creat_board()
print(board)
draw_board(board)
# 画面情報GUIを更新
pygame.display.update()
# print(user_choice)
# 座標list
# print(mark_list)
# 繰り返し分から抜けるためのif文
key = cv2.waitKey(10)
if key == 27 :
print("close game")
game_over1=True
break
except ValueError:
pass
# メモリを解放して終了するためのコマンド
cap.release()
cv2.destroyAllWindows()
作成したコードはgithubにもアップロードしました。↓↓↓↓リンク
参考用リンク1
参考用リンク2
Jetson AI Specialist入手の流れは以下のサイトで参考してください
最後まで見てくれてありがとうございます。ちなみに、無事githubにアップロードして、Jetson AI Specialist
を入手しました。
目標はオンラインゲーム化