雲頂之弈陣容助手-基於遺傳算法

概述

本人云頂新手,好多年不玩LOL了,被朋友安利雲頂之弈,玩了兩天覺得有點意思。但是這個遊戲陣容可搭配太多了,如果不是天天研究這個遊戲的,很難喫雞。所以我就心血來潮想寫個陣容助手(python),給定幾個你想玩的英雄,基於遺傳算法向玩家推薦陣容。目前適配9.19版本,不過後面有新陣容出現的話,改起來也方便。增加鏟子功能,不過只能增加一個(增加兩個的話計算量大,不夠實時性)

爬取相關網站內容獲取英雄信息

這一步是可以自己輸入的,但是作爲一個倔強的程序員,顯然不能做這種事(手動狗頭)
一開始選的是lol官網…搞半天都搞不出來(技術不夠,淚目)
後來發現還是多玩好爬一點
結果如下
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另外還保存了英雄的暱稱與其對應的id,方便輸入(有時候真想不起來英雄的真名啊)
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陣容搭配與得分

建立一個列表,記錄各種陣容搭配,需要人口數目,記錄鏟子能增加的羈絆
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計算英雄陣容與所需金幣總數

def teamtype(hero_ids, heros_info):
    '''
    查看陣容,金幣
    '''
    team = {}
    gold = 0
    for hero_id in hero_ids:
        gold += heros_info['gold'][hero_id]
        for job in heros_info['info'][hero_id]:
            if job in team:
                team[job] += 1
            else:
                team[job] = 1
    return team, gold

計算得分時候,不考慮羈絆效果不平衡的情況(我也玩得少…不大瞭解)
另外,默認組成人口越多,羈絆效果增加得越多(採用平方得分函數)

def calculateTeamScore(team, show= 0, shovel= False):
    '''
    計算隊伍得分(鏟子)
    羈絆得分規則:按達成羈絆人數得分,不考慮羈絆效果不平衡
    '''
    max_score = 0
    if shovel:
    #計算鏟子
        change = 'null'
        team_out = {}
        for j in shovel_add:
            #如果隊伍裏沒有相關職業,跳過(鏟子沒有單獨羈絆)
            if j not in team.keys():
                continue
            team_copy = copy.deepcopy(team)
            team_copy[j] +=1
            
            score = calc(team= team_copy, show= 0)
            change = change if score <= max_score else j
            team_out = team_out if score <= max_score else copy.deepcopy(team_copy)
            
            max_score = max_score if score <= max_score else score
        
        calc(team= team_out, show= show)
        return max_score, change
    else:
        max_score = calc(team= team, show= show)
        return max_score, None

遺傳算法設計

編碼的話,就是用的實數編碼
得分函數選擇是上面的陣容得分+所需金幣數(越貴的英雄越強)
選擇策略是得分最高的個體直接複製到下一代,得分最低的9個個體直接全部重抽
上代碼:

def GA(team_pnum, selected_ids, heros_info, heros_info_short,gens = 100, sample = 50, alpha = 0.5, shovel= False):
    '''
    team_pnum:你想組成多少人隊伍
    selected_ids:列表,已經選定哪些英雄
    heros_info:英雄信息
    heros_info_short:英雄名稱縮寫信息
    gens:最大繁殖多少代
    sample:每代繁衍個體數
    alpha:金錢影響程度(值越大,越偏向便宜的英雄)
    '''
    selected_ids = getHeroid(selected_ids,heros_info_short= heros_info_short)
    
    hero_info_cp = copy.deepcopy(heros_info)
    k = len(selected_ids)
    n = team_pnum - k
    hero_couldchose = hero_info_cp['hero_id']
    
    for idxs in selected_ids:
        hero_couldchose.pop(hero_couldchose.index(idxs))
        
    #生成第一代
    scores = {
               'chosed_ids':[],
               'score':[]
              }
    for i in range(sample):
        hero_thisGenCouldChose = copy.deepcopy(hero_couldchose)
        random.shuffle(hero_thisGenCouldChose)
        teamChoesd =  selected_ids + hero_thisGenCouldChose[:n]
        team, gold = teamtype(teamChoesd, hero_info_cp)
        score,change = calculateTeamScore(team,shovel= shovel)
#         print('<================================>')
        score = score * 10 - gold * alpha if score > 0 else 0
        scores['chosed_ids'].append(teamChoesd)
        scores['score'].append(score)

    #開始繁衍
    maxscores = []
    for gen in range(gens):
        scores_thisgen = {
                           'chosed_ids':[],
                           'score':[]
                          }
        #最優的個體直接保存
        score_max_idx = scores['score'].index(max(scores['score']))
        scores_thisgen['chosed_ids'].append(scores['chosed_ids'][score_max_idx])
        scores_thisgen['score'].append(scores['score'][score_max_idx])
        
        #最差個體的直接重置掉(重複9次)
        for i in range(9):
            #重排、重選序號
            random.shuffle(hero_thisGenCouldChose)
            teamChoesd= selected_ids + hero_thisGenCouldChose[:n]
            #重新賦值
            score_min_idx = scores['score'].index(min(scores['score']))
            scores['chosed_ids'][score_min_idx] = teamChoesd
            scores_thisgen['chosed_ids'].append(teamChoesd)
            #計算得分
            team, gold = teamtype(teamChoesd, hero_info_cp)
            score,change = calculateTeamScore(team, shovel= shovel)
            score = score * 10 - gold * alpha if score > 0 else 0
            scores['score'][score_min_idx] = score
            scores_thisgen['score'].append(score)
        
        #計算累積概率
        p = [0]
        totalScores = sum(scores['score'])
        for i in range(2,sample):
            p.append(p[-1] + scores['score'][i]/totalScores)
            
        #根據輪盤賭法生成新一代個體
        for i in range(sample):
            #有莫名bug找不到雙親,所以先賦值,如果後面找到了會被覆蓋
            Dad = scores['chosed_ids'][0]
            Mom = scores['chosed_ids'][-1]
            
            #選父體
            rnd = random.random()
            for theone in range(len(p)):
                if p[theone] > rnd:
                    Dad = scores['chosed_ids'][theone - 1]
                    break
                else:
                    continue
            #選母體
            rnd = random.random()
            for theone in range(len(p)):
                if p[theone] > rnd:
                    Mom = scores['chosed_ids'][theone - 1]
                    break
                else:
                    continue
            #求並集
            dadmon = list(set(Dad[k:]) | set(Mom[k:]))
            random.shuffle(dadmon)
            
            baby = selected_ids + dadmon[:n]
            #求得分
            team, gold = teamtype(baby, hero_info_cp)
            score,change = calculateTeamScore(team, shovel= shovel)
            score = score * 10 - gold * alpha if score > 0 else 0
            scores_thisgen['chosed_ids'].append(baby)
            scores_thisgen['score'].append(score)
        
        maxscores.append(max(scores_thisgen['score']))
        
        #保存這代信息
        scores = copy.deepcopy(scores_thisgen)
    
    #取出最佳個體
    besTeam = scores['chosed_ids'][scores['score'].index(max(scores['score']))]
    
    return besTeam, maxscores

運行結果

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效果還不錯,大概幾秒鐘就能運行出結果,不影響遊戲進度

同時爲不熟悉python的小夥伴做了個雙擊直接運行版本
雙擊,cmd里根據提示輸入參數即可
(至少需要安裝pandas庫,命令:pip install pandas)
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完整代碼——Github歡迎star

https://github.com/zzzzzzhang/LOL-ydzy

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