我正在阅读Deep Learning and the Game of Go。我是Python的新手。我有一个带有dlgo文件夹的eclipse python项目。我在dlgo /中有一个空的 init .py。其他两个文件位于dlgo /中:gotypes.py和goboard_slow.py(请参见下文)。
语句:从dlgo.gotypes import goboard_slow.py中的播放器获得:未解决的导入:goboard_slow.py / py1 / dlgo第3行PyDev问题
此代码来自其GitHub site。我只是将两个文件复制到项目中的dlgo /中。
python路径具有项目目录以及dlgo /。导入Player(或Point)的其他文件也有相同的问题。
gotypes.py:
# tag::enumimport[]
import enum
# end::enumimport[]
# tag::namedtuple[]
from collections import namedtuple
# end::namedtuple[]
__all__ = [
'Player',
'Point',
]
# tag::color[]
class Player(enum.Enum):
black = 1
white = 2
@property
def other(self):
return Player.black if self == Player.white else Player.white
# end::color[]
# tag::points[]
class Point(namedtuple('Point', 'row col')):
def neighbors(self):
return [
Point(self.row - 1, self.col),
Point(self.row + 1, self.col),
Point(self.row, self.col - 1),
Point(self.row, self.col + 1),
]
# end::points[]
def __deepcopy__(self, memodict={}):
# These are very immutable.
return self
goboard_slow.py
import numpy as np
# tag::imports[]
import copy
from dlgo.gotypes import Player
# end::imports[]
from dlgo.gotypes import Point
from dlgo.scoring import compute_game_result
__all__ = [
'Board',
'GameState',
'Move',
]
class IllegalMoveError(Exception):
pass
# tag::strings[]
class GoString(): # <1>
def __init__(self, color, stones, liberties):
self.color = color
self.stones = set(stones)
self.liberties = set(liberties)
def remove_liberty(self, point):
self.liberties.remove(point)
def add_liberty(self, point):
self.liberties.add(point)
def merged_with(self, go_string): # <2>
assert go_string.color == self.color
combined_stones = self.stones | go_string.stones
return GoString(
self.color,
combined_stones,
(self.liberties | go_string.liberties) - combined_stones)
@property
def num_liberties(self):
return len(self.liberties)
def __eq__(self, other):
return isinstance(other, GoString) and \
self.color == other.color and \
self.stones == other.stones and \
self.liberties == other.liberties
# <1> Go strings are stones that are linked by a chain of connected stones of the same color.
# <2> Return a new Go string containing all stones in both strings.
# end::strings[]
# tag::board_init[]
class Board(): # <1>
def __init__(self, num_rows, num_cols):
self.num_rows = num_rows
self.num_cols = num_cols
self._grid = {}
# <1> A board is initialized as empty grid with the specified number of rows and columns.
# end::board_init[]
# tag::board_place_0[]
def place_stone(self, player, point):
assert self.is_on_grid(point)
assert self._grid.get(point) is None
adjacent_same_color = []
adjacent_opposite_color = []
liberties = []
for neighbor in point.neighbors(): # <1>
if not self.is_on_grid(neighbor):
continue
neighbor_string = self._grid.get(neighbor)
if neighbor_string is None:
liberties.append(neighbor)
elif neighbor_string.color == player:
if neighbor_string not in adjacent_same_color:
adjacent_same_color.append(neighbor_string)
else:
if neighbor_string not in adjacent_opposite_color:
adjacent_opposite_color.append(neighbor_string)
new_string = GoString(player, [point], liberties)
# <1> First, we examine direct neighbors of this point.
# end::board_place_0[]
# tag::board_place_1[]
for same_color_string in adjacent_same_color: # <1>
new_string = new_string.merged_with(same_color_string)
for new_string_point in new_string.stones:
self._grid[new_string_point] = new_string
for other_color_string in adjacent_opposite_color: # <2>
other_color_string.remove_liberty(point)
for other_color_string in adjacent_opposite_color: # <3>
if other_color_string.num_liberties == 0:
self._remove_string(other_color_string)
# <1> Merge any adjacent strings of the same color.
# <2> Reduce liberties of any adjacent strings of the opposite color.
# <3> If any opposite color strings now have zero liberties, remove them.
# end::board_place_1[]
# tag::board_remove[]
def _remove_string(self, string):
for point in string.stones:
for neighbor in point.neighbors(): # <1>
neighbor_string = self._grid.get(neighbor)
if neighbor_string is None:
continue
if neighbor_string is not string:
neighbor_string.add_liberty(point)
self._grid[point] = None
# <1> Removing a string can create liberties for other strings.
# end::board_remove[]
# tag::board_utils[]
def is_on_grid(self, point):
return 1 <= point.row <= self.num_rows and \
1 <= point.col <= self.num_cols
def get(self, point): # <1>
string = self._grid.get(point)
if string is None:
return None
return string.color
def get_go_string(self, point): # <2>
string = self._grid.get(point)
if string is None:
return None
return string
# <1> Returns the content of a point on the board: a Player if there is a stone on that point or else None.
# <2> Returns the entire string of stones at a point: a GoString if there is a stone on that point or else None.
# end::board_utils[]
def __eq__(self, other):
return isinstance(other, Board) and \
self.num_rows == other.num_rows and \
self.num_cols == other.num_cols and \
self._grid == other._grid
# tag::moves[]
class Move(): # <1>
def __init__(self, point=None, is_pass=False, is_resign=False):
assert (point is not None) ^ is_pass ^ is_resign
self.point = point
self.is_play = (self.point is not None)
self.is_pass = is_pass
self.is_resign = is_resign
@classmethod
def play(cls, point): # <2>
return Move(point=point)
@classmethod
def pass_turn(cls): # <3>
return Move(is_pass=True)
@classmethod
def resign(cls): # <4>
return Move(is_resign=True)
# <1> Any action a player can play on a turn, either is_play, is_pass or is_resign will be set.
# <2> This move places a stone on the board.
# <3> This move passes.
# <4> This move resigns the current game
# end::moves[]
# tag::game_state[]
class GameState():
def __init__(self, board, next_player, previous, move):
self.board = board
self.next_player = next_player
self.previous_state = previous
self.last_move = move
def apply_move(self, move): # <1>
if move.is_play:
next_board = copy.deepcopy(self.board)
next_board.place_stone(self.next_player, move.point)
else:
next_board = self.board
return GameState(next_board, self.next_player.other, self, move)
@classmethod
def new_game(cls, board_size):
if isinstance(board_size, int):
board_size = (board_size, board_size)
board = Board(*board_size)
return GameState(board, Player.black, None, None)
# <1> Return the new GameState after applying the move.
# end::game_state[]
# tag::self_capture[]
def is_move_self_capture(self, player, move):
if not move.is_play:
return False
next_board = copy.deepcopy(self.board)
next_board.place_stone(player, move.point)
new_string = next_board.get_go_string(move.point)
return new_string.num_liberties == 0
# end::self_capture[]
# tag::is_ko[]
@property
def situation(self):
return (self.next_player, self.board)
def does_move_violate_ko(self, player, move):
if not move.is_play:
return False
next_board = copy.deepcopy(self.board)
next_board.place_stone(player, move.point)
next_situation = (player.other, next_board)
past_state = self.previous_state
while past_state is not None:
if past_state.situation == next_situation:
return True
past_state = past_state.previous_state
return False
# end::is_ko[]
# tag::is_valid_move[]
def is_valid_move(self, move):
if self.is_over():
return False
if move.is_pass or move.is_resign:
return True
return (
self.board.get(move.point) is None and
not self.is_move_self_capture(self.next_player, move) and
not self.does_move_violate_ko(self.next_player, move))
# end::is_valid_move[]
# tag::is_over[]
def is_over(self):
if self.last_move is None:
return False
if self.last_move.is_resign:
return True
second_last_move = self.previous_state.last_move
if second_last_move is None:
return False
return self.last_move.is_pass and second_last_move.is_pass
# end::is_over[]
def legal_moves(self):
moves = []
for row in range(1, self.board.num_rows + 1):
for col in range(1, self.board.num_cols + 1):
move = Move.play(Point(row, col))
if self.is_valid_move(move):
moves.append(move)
# These two moves are always legal.
moves.append(Move.pass_turn())
moves.append(Move.resign())
return moves
def winner(self):
if not self.is_over():
return None
if self.last_move.is_resign:
return self.next_playerI a
game_result = compute_game_result(self)
return game_result.winner
答案 0 :(得分:0)
在您设置为源文件夹的文件夹中似乎有问题。
在this?关于应该将哪些文件夹设置为源文件夹的说明。
尤其是,如果您的导入内容为:from dlgo.gotypes import Player
,则应该具有:
/ <-- set as source folder (will be added to the PYTHONPATH).
/dlgo <-- Folder with __init__.py file (should NOT be set as a source folder).
/dlgo/__init__.py
/dlgo/gotypes.py <-- File with Player class.