Detect all rectangles from an image

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I am trying to make a program which plays Minesweeper - online
The first step is to recognize the squares that are part of the game, then identify each square as a ROI for OCR detection.
I did an
roi1=imcrop(I);
roi2=imcrop(I);
And then a loop like:
roi3_hat(1)=roi2(1)+roi2(1)-roi1(1); %First corner X with horizontal difference
roi3_hat(2)=roi1(2); % First corner H is in the same line
roi3_hat(3:4)=28; %The squares have fixed sizes
Where I get the measurments and compute in a sloppy way the distribution of the remaining ones to finally achieve the 64 rois.
But there must be an easier and reliable way! Any ideas?

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DGM
DGM 2023-4-8
编辑:DGM 2023-4-8
The image you have is messed up somehow. The tiles are actually not consistently sized due to whatever display aliasing is going on. If the tiles were reliably and uniformly spaced, you could use simple operations to isolate the playing field region and then split it directly into an integer number of tiles. Because the tiles are not consistently sized, I'm going to detile the image by addressing a variable-sized window for each tile in the nonuniform grid. It's more complicated, but that's what happens when you're dealing with bad images.
That said, this example doesn't use your nonuniform image, since I wanted to get images with more numbers. It was easier to synthesize test images that way.
Start with a new game image that can be used as a template. Use it to find the information needed to address any other working image.
% the blank field image (the template)
tpict = imread('mswtemplate.png');
% create mask
tilefacecolor = [1 1 1]*0.74;
mask = all(abs(im2double(tpict) - permute(tilefacecolor,[1 3 2]))<0.05,3);
% get rid of bridges and spurs
mask = imopen(mask,ones(3));
% isolate tiles from everything else based on area
P = regionprops(mask,'area');
tilearea = median([P.Area]);
mask = bwpropfilt(mask,'area',tilearea*(1+[-1 1]*0.08));
% dilate the masks so that we catch some of the bevel
mask = imdilate(mask,ones(3));
imshow(mask)
% get the extents of each tile face as subscript vectors
% use centroid ordering to find tiling
P = regionprops(mask,'centroid','subarrayidx');
C = vertcat(P.Centroid);
p = diff(C,1,1);
tiling = nnz(p(:,1)>10)+1; % number of columns
tiling = [numel(P)/tiling tiling]; % [rows cols]
Now you have information that you can use to detile or otherwise process other images. I doubt OCR is even necessary. You can probably just use color information to determine tile state. In this example, I'm just going to create a state array that gives the tile state as a number representing the number of neighbor mines. An unchecked tile is NaN.
% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
% read the working image
inpict = imread('msw123.png');
% this is a map of the approximate H,S and V
% for each number that may appear.
hsvmap = [240 1 1;
120 1 0.5;
0 1 1;
240 1 0.5;
0 1 0.5;
180 1 0.5;
0 0 0;
0 0 0.5];
% build state array without detiling
mask = all(abs(im2double(inpict) - permute(tilefacecolor,[1 3 2]))<0.05,3);
hsvpict = rgb2hsv(inpict);
state = NaN(tiling); % preallocate the output
for k = 1:prod(tiling)
% get this tile
ridx = P(k).SubarrayIdx{1};
cidx = P(k).SubarrayIdx{2};
[H S V] = imsplit(hsvpict(ridx,cidx,:));
if range(V(2:end-1,2:end-1)) < 0.01
% tile is either unchecked or empty if its interior has low variance
% tile is empty if entire tile has low variance
if range(V(:)) < 0.01
state(k) = 0;
end
else
% tile has something in its interior (e.g. a number)
thismask = ~mask(ridx,cidx);
meanH = circmean(H(thismask)*360);
meanS = mean(S(thismask));
meanV = mean(V(thismask));
[~,state(k)] = min(sum(abs([meanH meanS meanV] - hsvmap),2));
end
end
state % show the result
state = 9×9
NaN 1 0 1 NaN NaN NaN NaN NaN NaN 1 0 1 2 NaN NaN NaN NaN 1 1 0 0 1 NaN NaN NaN NaN 0 0 0 0 1 2 3 NaN NaN 0 0 0 0 0 0 1 1 1 0 1 1 2 1 1 0 0 0 0 1 NaN NaN NaN 2 1 1 0 0 1 2 NaN NaN NaN NaN 1 0 0 0 1 NaN NaN NaN NaN 1 0
This works for other images as well:
state =
NaN NaN NaN NaN NaN NaN NaN NaN NaN
NaN 6 NaN NaN NaN NaN NaN 8 NaN
NaN NaN NaN NaN NaN NaN NaN NaN NaN
NaN NaN NaN NaN NaN NaN NaN NaN NaN
NaN NaN NaN NaN 4 2 3 NaN NaN
NaN NaN NaN NaN 3 0 2 NaN NaN
NaN NaN NaN NaN 5 3 4 NaN NaN
NaN NaN NaN NaN NaN NaN NaN NaN NaN
NaN NaN NaN NaN NaN NaN NaN NaN NaN
state =
NaN NaN NaN NaN NaN NaN NaN NaN NaN
NaN NaN NaN NaN NaN NaN NaN NaN NaN
NaN NaN 5 3 5 NaN NaN NaN NaN
NaN NaN 3 0 3 NaN NaN NaN NaN
NaN NaN 5 3 5 NaN NaN NaN NaN
NaN NaN NaN NaN NaN NaN NaN NaN NaN
NaN NaN NaN NaN NaN NaN NaN NaN NaN
NaN NaN NaN NaN NaN NaN NaN 7 NaN
NaN NaN NaN NaN NaN NaN NaN NaN NaN
Since the tiling is calculated automatically, it shouldn't matter how large the game field is. You'll just need to have a template image of the same size.
state =
NaN NaN NaN NaN NaN NaN NaN NaN NaN NaN NaN NaN
NaN NaN NaN NaN NaN 4 NaN NaN NaN NaN NaN NaN
2 NaN NaN NaN NaN NaN NaN NaN NaN 4 NaN NaN
NaN NaN NaN NaN NaN NaN NaN 6 NaN NaN NaN NaN
NaN NaN 3 2 4 NaN NaN NaN NaN NaN NaN NaN
NaN NaN 1 0 3 NaN NaN NaN NaN NaN NaN NaN
NaN NaN 2 1 2 NaN 2 1 3 NaN NaN NaN
NaN NaN NaN NaN NaN NaN 2 0 1 4 NaN NaN
NaN NaN NaN NaN NaN NaN 1 0 0 2 NaN NaN
If the colors vary for your implementation, you'll have to figure out what they are. This makes no attempt to handle flags or mines (in the lost-game state), so if you want to use/detect those, you'll have to figure that out.

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