fbpx
Wikipedia

Computer Othello

Computer Othello refers to computer architecture encompassing computer hardware and computer software capable of playing the game of Othello. It was notably included in Microsoft Windows from 1.0 to XP, where it is simply known as Reversi.

Computer Othello
NTest - a strong othello program

Availability edit

There are many Othello programs such as NTest, Saio, Edax, Cassio, Pointy Stone, Herakles, WZebra, and Logistello that can be downloaded from the Internet for free. These programs, when run on any up-to-date computer, can play games in which the best human players are easily defeated. This is because although the consequences of moves are predictable for both computers and humans, computers are better at envisaging them.[1]

Search techniques edit

Computer Othello programs search for any possible legal moves using a game tree. In theory, they examine all positions / nodes, where each move by one player is called a "ply". This search continues until a certain maximum search depth or the program determines that a final "leaf" position has been reached.

A naive implementation of this approach, known as Minimax or Negamax, can only search to a small depth in a practical amount of time, so various methods have been devised to greatly increase the speed of the search for good moves. These are based on Alpha-beta pruning, Negascout, MTD(f), and NegaC*.[2] The alphabeta algorithm is a method for speeding up the Minimax searching routine by pruning off cases that will not be used anyway. This method takes advantage of the fact that every other level in the tree will maximize and every other level will minimize.[3]

Several heuristics are also used to reduce the size of the searched tree: good move ordering, transposition table and selective Search.[4]

To speed up the search on machines with multiple processors or cores, a "parallel search" may be implemented. Several experiments have been made with the game Othello, like ABDADA[5] or APHID[6] On recent programs, the YBWC[7] seems the preferred approach.

Multi-Prob cut edit

Multi-ProbCut is a heuristic used in alpha–beta pruning of the search tree.[8] The ProbCut heuristic estimates evaluation scores at deeper levels of the search tree using a linear regression between deeper and shallower scores. Multi-ProbCut extends this approach to multiple levels of the search tree. The linear regression itself is learned through previous tree searches, making the heuristic a kind of dynamic search control.[9] It is particularly useful in games such as Othello where there is a strong correlation between evaluations scores at deeper and shallower levels.[10][11]

Evaluation techniques edit

There are three different paradigms for creating evaluation functions.

Disk-square tables edit

Different squares have different values - corners are good and the squares next to corners are bad. Disregarding symmetries, there are 10 different positions on a board, and each of these is given a value for each of the three possibilities: black disk, white disk and empty. A more sophisticated approach is to have different values for each position during the different stages of the game; e.g. corners are more important in the opening and early midgame than in the endgame.[12]

Mobility-based edit

Most human players strive to maximize mobility (number of moves available) and minimize frontier disks (disks adjacent to empty squares). Player mobility and opponent mobility are calculated, and player potential mobility and opponent potential mobility are calculated as well.[13] These measures can be found very quickly, and they significantly increase playing strength. Most programs have knowledge of edge and corner configurations and try to minimize the number of disks during the early midgame, another strategy used by human players.[12]

Pattern-based / pattern coefficients edit

Mobility maximization and frontier minimization can be broken down into local configurations which can be added together; the usual implementation is to evaluate each row, column, diagonal and corner configuration separately and add together the values, many different patterns have to be evaluated.[12] The process of determining values for all configurations is done by taking a large database of games played between strong players and calculating statistics for each configuration in each game stage from all the games.[12]

The most common choice to predict the final disc difference uses a weighted disk difference measure where the winning side gets a bonus corresponding to the number of disks.[12]

Opening book edit

Opening books aid computer programs by giving common openings that are considered good ways to counter poor openings. All strong programs use opening books and update their books automatically after each game. To go through all positions from all games in the game database and determine the best move not played in any database game, transposition tables are used to record positions that have been previously searched. This means those positions do not need to be searched again.[12] This is time-consuming as a deep search must be performed for each position, but once this is done, updating the book is easy. After each game played, all new positions are searched for the best deviation.

Other optimizations edit

Faster hardware and additional processors can improve Othello-playing program abilities, such as deeper ply searching.

Solving Othello edit

During gameplay, players alternate moves. The human player uses black counters while the computer uses white. The human player starts the game.[1] Othello is strongly solved on 4×4 and 6×6 boards, with the second player (white) winning in perfect play.[14][15] It remains unsolved on a standard 8×8 board, but computer analysis gives thousands of draw lines, or paths to a draw, although no such line has been fully proven.[16]

Othello 4 × 4 edit

Othello 4x4 has a very small game tree and has been solved in less than one second by many simple Othello programs that use the Minimax method, which generates all possible positions (nearly 10 million). The result is that white wins with a +8 margin (3-11).[14]

Othello 6 × 6 edit

Othello 6x6 has been solved in less than 100 hours by many simple Othello programs that use the Minimax method, which generates all possible positions (nearly 3.6 trillion). The result is that white wins with a +4 margin (16-20).[17]

Othello 8 × 8 edit

The Othello 8x8 game tree size is estimated at 1054 nodes, and the number of legal positions is estimated at less than 1028. As of October 2023, a preprint claims that the game has been solved, with optimal result being draw.[18][19] Computation results is also shared, making it one of the largest publicly available book.[20]

Some top programs have expanded their books for many years now. As a result, many lines are in practice draws or wins for either side. Regarding the three main openings of diagonal, perpendicular and parallel, it appears that both diagonal and perpendicular openings lead to drawing lines, while the parallel opening is a win for black. The drawing tree also seems bigger after the diagonal opening than after the perpendicular opening.[21][failed verification] The parallel opening has strong advantages for the black player, enabling black to always win in a perfect play.[22][failed verification]

Milestones in computer Othello edit

a b c d e f g h
1                 1
2                 2
3                 3
4                 4
5                 5
6                 6
7                 7
8                 8
a b c d e f g h
  • 1977: Scientific American made the earliest known published reference to an Othello/Reversi program, written by N. J. D. Jacobs in BCPL.[23] BYTE published "Othello, a New Ancient Game" as a BASIC type-in program in October.[24]
  • 1977: Creative Computing published a version of Othello written by Ed Wright in FORTRAN.[25][26]
  • 1978: Nintendo releases the video game Computer Othello in arcades.[27]
  • 1980: The Othello program The Moor (written by Mike Reeve and David Levy) won one game in a six-game match against world champion Hiroshi Inoue.[28] Peter W Frey of Northwestern University discussed computer and human Othello strategies in BYTE, and discussed his TRS-80 Othello game which, Frey claimed, easily defeated Wright's version running on a CDC 6600.[26] Paul Rosenbloom of Carnegie Mellon University developed IAGO, which finished in third place at a Northwestern University computer tournament.[29] When IAGO played The Moor, IAGO was better at capturing pieces permanently and limiting its opponent's mobility.[28]
  • 1981: IAGO running on a DEC KA10 finished ahead of 19 other contestants at the Santa Cruz Open Othello Tournament at the University of California, Santa Cruz, with the only undefeated record. Charles Heath's TRS 80-based game finished in second place. Microcomputer CPU-based engines won the second through seventh places, ahead of several mainframes and minicomputers; Frey speculated that this was because computer Othello does not benefit from several of the advantages of larger computers, such as faster floating-point arithmetic.[29]
  • Late 1980s: Kai-Fu Lee and Sanjoy Mahajan created the Othello program BILL, which was similar to IAGO but incorporated Bayesian learning. BILL reliably beat IAGO.[28]
  • 1992: Michael Buro began work on the Othello program Logistello. Logistello's search techniques, evaluation function, and knowledge base of patterns were better than those in earlier programs. Logistello perfected its game by playing over 100,000 games against itself.[28]
  • 1997: Logistello won every game in a six-game match against world champion Takeshi Murakami. Though there had not been much doubt that Othello programs were stronger than humans, it had been 17 years since the last match between a computer and a reigning world champion. After the 1997 match, there was no longer any doubt: Logistello was significantly better than any human player.[30][28]
  • 1998: Michael Buro retired Logistello. Research interest in Othello waned somewhat, but some programs, including Ntest, Saio, Edax, Cassio, Zebra and Herakles, continued to be developed.[28]
  • 2004: Ntest became the strongest program, significantly stronger than Logistello.
  • 2005: Ntest, Saio, Edax, Cyrano and Zebra, became significantly stronger than Logistello. Ntest and Zebra retired.
  • 2011: Saio, Edax and Cyrano, became much faster than Logistello and other programs.
  • 2022: Egaroucid appears as strong engine highly inspired by Edax.
  • 2023: Othello is solved using slightly modified Edax. Egaroucid releases self-play data.[31]

List of top Othello/ Reversi programs edit

  1. NTest () by Chris Welty
  2. Edax (Edax) by Richard Delorme
  3. Logistello (Logistello) by Michael Buro

See also edit

Notes edit

  1. ^ a b (PDF). Archived from the original (PDF) on January 3, 2011.
  2. ^ Jean-Christophe Weill (1992). The NegaC* Search. ICCA Journal, Vol. 15, No. 1, pp. 3-7.
  3. ^ Armanto, Hendrawan; Santoso, Joan; Giovanni, Daniel; Kurniawan, Faris; Yudianto, Ricky; Gunawan, Steven (October 2012). "Evolutionary Neural Network for Othello Game". Procedia - Social and Behavioral Sciences. 57: 419–425. doi:10.1016/j.sbspro.2012.09.1206.
  4. ^ Buro, M., "Experiments with Multi-ProbCut and a New High-Quality Evaluation Function for Othello", Games in AI Research, H.J. van den Herik, H. Iida (ed.), ISBN 90-621-6416-1, 2000
  5. ^ Jean-Christophe Weill (1996). The ABDADA Distributed Minimax Search Algorithm. Proceedings of the 1996 ACM Computer Science Conference, pp. 131-138. ACM, New York, N.Y, reprinted ICCA Journal Vol. 19, No. 1
  6. ^ Mark Brockington (1997). KEYANO Unplugged - The Construction of an Othello Program. Technical Report TR-97-05, Department of Computing Science, University of Alberta.
  7. ^ Rainer Feldmann, Peter Mysliwietz, Burkhard Monien (1991). A Fully Distributed Chess Program. Advances in Computer Chess 6
  8. ^ Buro, Michael (1997). "Experiments with Multi-ProbCut and a New High-Quality Evaluation Function for Othello". Games in AI Research. 34 (4): 77–96.
  9. ^ Bulitko, Vadim; Lustrek, Mitja; Schaeffer, Jonathan; Bjornsson, Yngvi; Sigmundarson, Sverrir (1 June 2008). "Dynamic control in real-time heuristic search". Journal of Artificial Intelligence Research. 32: 419–452. doi:10.1613/jair.2497.
  10. ^ Fürnkranz, Johannes (2001). Machines that learn to play games | Guide books. Nova Science Publishers, Inc.6080 Jericho Tpke. Suite 207 Commack, NYUnited States: Nova Science Publishers, Inc. pp. 11–59. ISBN 978-1-59033-021-0.{{cite book}}: CS1 maint: location (link)
  11. ^ Heinz, Ernst A. (2013). Scalable Search in Computer Chess: Algorithmic Enhancements and Experiments at High Search Depths. Springer Science & Business Media. p. 32. ISBN 978-3-322-90178-1.
  12. ^ a b c d e f Gunnar Andersson (2007). "Writing an Othello program". radagast.se. Retrieved 2023-02-12.
  13. ^ How Ntest Works 2011-11-09 at the Wayback Machine March 02, 2005
  14. ^ a b Solution of Othello 4 × 4 2011-07-07 at the Wayback Machine September 02, 2008
  15. ^ Perfect play in 6x6 Othello from two alternative starting positions November 1, 2009, at the Wayback Machine November 17, 2004
  16. ^ . www.sfr.fr. 2008. Retrieved 2023-02-12.
  17. ^ F. Pittner (July 2006). "Tothello home page". www.tothello.com. Retrieved 2023-02-12.
  18. ^ "Othello is Solved" (PDF). Retrieved 2023-11-04.
  19. ^ Takizawa, Hiroki. "reversi-scripts". Github. Retrieved 4 November 2023.
  20. ^ "Analyses of the Game of Othello's Positions". Retrieved 2023-11-04.
  21. ^ . Archived from the original on 2007-01-09. Retrieved 2010-04-05.
  22. ^ "SaioApp project – The strongest Othello engine". Retrieved 2023-02-12.
  23. ^ Gardner, Martin. Mathematical Recreations. Scientific American, April 1977.
  24. ^ Duda, Richard O (October 1977). "Othello, a New Ancient Game". BYTE. pp. 60–62.
  25. ^ Wright, Ed (November–December 1977). "Othello". Creative Computing. pp. 140–142. Retrieved 18 October 2013.
  26. ^ a b Frey, Peter W (July 1980). "Simulating Human Decision-Making on a Personal Computer". BYTE. p. 56. Retrieved 18 October 2013.
  27. ^ "Computer Othello - Videogame by Nintendo".
  28. ^ a b c d e f (PDF). Archived from the original (PDF) on January 24, 2011.
  29. ^ a b Frey, Peter W (July 1981). "The Santa Cruz Open / Othello Tournament for Computers". BYTE. p. 16. Retrieved 18 October 2013.
  30. ^ Michael Buro (20 August 1997). "Othello match of the year". skatgame.net. Retrieved 2023-02-12.
  31. ^ Yamana, Takuto. "Egaroucid Self-Play Transcripts". Othello AI Egaroucid. Retrieved 5 November 2023.

External links edit

  • List of Othello programs
  • Chess programming

computer, othello, arcade, game, video, game, refers, computer, architecture, encompassing, computer, hardware, computer, software, capable, playing, game, othello, notably, included, microsoft, windows, from, where, simply, known, reversi, ntest, strong, othe. For the arcade game see Computer Othello video game Computer Othello refers to computer architecture encompassing computer hardware and computer software capable of playing the game of Othello It was notably included in Microsoft Windows from 1 0 to XP where it is simply known as Reversi Computer OthelloNTest a strong othello program Contents 1 Availability 2 Search techniques 2 1 Multi Prob cut 3 Evaluation techniques 3 1 Disk square tables 3 2 Mobility based 3 3 Pattern based pattern coefficients 4 Opening book 5 Other optimizations 6 Solving Othello 6 1 Othello 4 4 6 2 Othello 6 6 6 3 Othello 8 8 7 Milestones in computer Othello 8 List of top Othello Reversi programs 9 See also 10 Notes 11 External linksAvailability editThere are many Othello programs such as NTest Saio Edax Cassio Pointy Stone Herakles WZebra and Logistello that can be downloaded from the Internet for free These programs when run on any up to date computer can play games in which the best human players are easily defeated This is because although the consequences of moves are predictable for both computers and humans computers are better at envisaging them 1 Search techniques editComputer Othello programs search for any possible legal moves using a game tree In theory they examine all positions nodes where each move by one player is called a ply This search continues until a certain maximum search depth or the program determines that a final leaf position has been reached A naive implementation of this approach known as Minimax or Negamax can only search to a small depth in a practical amount of time so various methods have been devised to greatly increase the speed of the search for good moves These are based on Alpha beta pruning Negascout MTD f and NegaC 2 The alphabeta algorithm is a method for speeding up the Minimax searching routine by pruning off cases that will not be used anyway This method takes advantage of the fact that every other level in the tree will maximize and every other level will minimize 3 Several heuristics are also used to reduce the size of the searched tree good move ordering transposition table and selective Search 4 To speed up the search on machines with multiple processors or cores a parallel search may be implemented Several experiments have been made with the game Othello like ABDADA 5 or APHID 6 On recent programs the YBWC 7 seems the preferred approach Multi Prob cut edit Multi ProbCut is a heuristic used in alpha beta pruning of the search tree 8 The ProbCut heuristic estimates evaluation scores at deeper levels of the search tree using a linear regression between deeper and shallower scores Multi ProbCut extends this approach to multiple levels of the search tree The linear regression itself is learned through previous tree searches making the heuristic a kind of dynamic search control 9 It is particularly useful in games such as Othello where there is a strong correlation between evaluations scores at deeper and shallower levels 10 11 Evaluation techniques editThere are three different paradigms for creating evaluation functions Disk square tables edit Different squares have different values corners are good and the squares next to corners are bad Disregarding symmetries there are 10 different positions on a board and each of these is given a value for each of the three possibilities black disk white disk and empty A more sophisticated approach is to have different values for each position during the different stages of the game e g corners are more important in the opening and early midgame than in the endgame 12 Mobility based edit Most human players strive to maximize mobility number of moves available and minimize frontier disks disks adjacent to empty squares Player mobility and opponent mobility are calculated and player potential mobility and opponent potential mobility are calculated as well 13 These measures can be found very quickly and they significantly increase playing strength Most programs have knowledge of edge and corner configurations and try to minimize the number of disks during the early midgame another strategy used by human players 12 Pattern based pattern coefficients edit Mobility maximization and frontier minimization can be broken down into local configurations which can be added together the usual implementation is to evaluate each row column diagonal and corner configuration separately and add together the values many different patterns have to be evaluated 12 The process of determining values for all configurations is done by taking a large database of games played between strong players and calculating statistics for each configuration in each game stage from all the games 12 The most common choice to predict the final disc difference uses a weighted disk difference measure where the winning side gets a bonus corresponding to the number of disks 12 Opening book editOpening books aid computer programs by giving common openings that are considered good ways to counter poor openings All strong programs use opening books and update their books automatically after each game To go through all positions from all games in the game database and determine the best move not played in any database game transposition tables are used to record positions that have been previously searched This means those positions do not need to be searched again 12 This is time consuming as a deep search must be performed for each position but once this is done updating the book is easy After each game played all new positions are searched for the best deviation Other optimizations editFaster hardware and additional processors can improve Othello playing program abilities such as deeper ply searching Solving Othello editDuring gameplay players alternate moves The human player uses black counters while the computer uses white The human player starts the game 1 Othello is strongly solved on 4 4 and 6 6 boards with the second player white winning in perfect play 14 15 It remains unsolved on a standard 8 8 board but computer analysis gives thousands of draw lines or paths to a draw although no such line has been fully proven 16 Othello 4 4 edit Othello 4x4 has a very small game tree and has been solved in less than one second by many simple Othello programs that use the Minimax method which generates all possible positions nearly 10 million The result is that white wins with a 8 margin 3 11 14 Othello 6 6 edit Othello 6x6 has been solved in less than 100 hours by many simple Othello programs that use the Minimax method which generates all possible positions nearly 3 6 trillion The result is that white wins with a 4 margin 16 20 17 Othello 8 8 edit The Othello 8x8 game tree size is estimated at 1054 nodes and the number of legal positions is estimated at less than 1028 As of October 2023 a preprint claims that the game has been solved with optimal result being draw 18 19 Computation results is also shared making it one of the largest publicly available book 20 Some top programs have expanded their books for many years now As a result many lines are in practice draws or wins for either side Regarding the three main openings of diagonal perpendicular and parallel it appears that both diagonal and perpendicular openings lead to drawing lines while the parallel opening is a win for black The drawing tree also seems bigger after the diagonal opening than after the perpendicular opening 21 failed verification The parallel opening has strong advantages for the black player enabling black to always win in a perfect play 22 failed verification Milestones in computer Othello edita b c d e f g h1 nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp 12 nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp 23 nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp 34 nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp 45 nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp 56 nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp 67 nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp 78 nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp 8a b c d e f g hLogistello vs Takeshi Murakami 4th Game 1977 Scientific American made the earliest known published reference to an Othello Reversi program written by N J D Jacobs in BCPL 23 BYTE published Othello a New Ancient Game as a BASIC type in program in October 24 1977 Creative Computing published a version of Othello written by Ed Wright in FORTRAN 25 26 1978 Nintendo releases the video game Computer Othello in arcades 27 1980 The Othello program The Moor written by Mike Reeve and David Levy won one game in a six game match against world champion Hiroshi Inoue 28 Peter W Frey of Northwestern University discussed computer and human Othello strategies in BYTE and discussed his TRS 80 Othello game which Frey claimed easily defeated Wright s version running on a CDC 6600 26 Paul Rosenbloom of Carnegie Mellon University developed IAGO which finished in third place at a Northwestern University computer tournament 29 When IAGO played The Moor IAGO was better at capturing pieces permanently and limiting its opponent s mobility 28 1981 IAGO running on a DEC KA10 finished ahead of 19 other contestants at the Santa Cruz Open Othello Tournament at the University of California Santa Cruz with the only undefeated record Charles Heath s TRS 80 based game finished in second place Microcomputer CPU based engines won the second through seventh places ahead of several mainframes and minicomputers Frey speculated that this was because computer Othello does not benefit from several of the advantages of larger computers such as faster floating point arithmetic 29 Late 1980s Kai Fu Lee and Sanjoy Mahajan created the Othello program BILL which was similar to IAGO but incorporated Bayesian learning BILL reliably beat IAGO 28 1992 Michael Buro began work on the Othello program Logistello Logistello s search techniques evaluation function and knowledge base of patterns were better than those in earlier programs Logistello perfected its game by playing over 100 000 games against itself 28 1997 Logistello won every game in a six game match against world champion Takeshi Murakami Though there had not been much doubt that Othello programs were stronger than humans it had been 17 years since the last match between a computer and a reigning world champion After the 1997 match there was no longer any doubt Logistello was significantly better than any human player 30 28 1998 Michael Buro retired Logistello Research interest in Othello waned somewhat but some programs including Ntest Saio Edax Cassio Zebra and Herakles continued to be developed 28 2004 Ntest became the strongest program significantly stronger than Logistello 2005 Ntest Saio Edax Cyrano and Zebra became significantly stronger than Logistello Ntest and Zebra retired 2011 Saio Edax and Cyrano became much faster than Logistello and other programs 2022 Egaroucid appears as strong engine highly inspired by Edax 2023 Othello is solved using slightly modified Edax Egaroucid releases self play data 31 List of top Othello Reversi programs editNTest Ntest by Chris Welty Edax Edax by Richard Delorme Logistello Logistello by Michael BuroSee also editComputer Go Computer shogi Computer chess Computer Olympiad ReversiNotes edit a b Dcs gla ac uk PDF Archived from the original PDF on January 3 2011 Jean Christophe Weill 1992 The NegaC Search ICCA Journal Vol 15 No 1 pp 3 7 Armanto Hendrawan Santoso Joan Giovanni Daniel Kurniawan Faris Yudianto Ricky Gunawan Steven October 2012 Evolutionary Neural Network for Othello Game Procedia Social and Behavioral Sciences 57 419 425 doi 10 1016 j sbspro 2012 09 1206 Buro M Experiments with Multi ProbCut and a New High Quality Evaluation Function for Othello Games in AI Research H J van den Herik H Iida ed ISBN 90 621 6416 1 2000 Jean Christophe Weill 1996 The ABDADA Distributed Minimax Search Algorithm Proceedings of the 1996 ACM Computer Science Conference pp 131 138 ACM New York N Y reprinted ICCA Journal Vol 19 No 1 Mark Brockington 1997 KEYANO Unplugged The Construction of an Othello Program Technical Report TR 97 05 Department of Computing Science University of Alberta Rainer Feldmann Peter Mysliwietz Burkhard Monien 1991 A Fully Distributed Chess Program Advances in Computer Chess 6 Buro Michael 1997 Experiments with Multi ProbCut and a New High Quality Evaluation Function for Othello Games in AI Research 34 4 77 96 Bulitko Vadim Lustrek Mitja Schaeffer Jonathan Bjornsson Yngvi Sigmundarson Sverrir 1 June 2008 Dynamic control in real time heuristic search Journal of Artificial Intelligence Research 32 419 452 doi 10 1613 jair 2497 Furnkranz Johannes 2001 Machines that learn to play games Guide books Nova Science Publishers Inc 6080 Jericho Tpke Suite 207 Commack NYUnited States Nova Science Publishers Inc pp 11 59 ISBN 978 1 59033 021 0 a href Template Cite book html title Template Cite book cite book a CS1 maint location link Heinz Ernst A 2013 Scalable Search in Computer Chess Algorithmic Enhancements and Experiments at High Search Depths Springer Science amp Business Media p 32 ISBN 978 3 322 90178 1 a b c d e f Gunnar Andersson 2007 Writing an Othello program radagast se Retrieved 2023 02 12 How Ntest Works Archived 2011 11 09 at the Wayback Machine March 02 2005 a b Solution of Othello 4 4 Archived 2011 07 07 at the Wayback Machine September 02 2008 Perfect play in 6x6 Othello from two alternative starting positions Archived November 1 2009 at the Wayback Machine November 17 2004 2004 Opening Book Skeleton www sfr fr 2008 Retrieved 2023 02 12 F Pittner July 2006 Tothello home page www tothello com Retrieved 2023 02 12 Othello is Solved PDF Retrieved 2023 11 04 Takizawa Hiroki reversi scripts Github Retrieved 4 November 2023 Analyses of the Game of Othello s Positions Retrieved 2023 11 04 Strongest othello program in term of artificial intelligent Archived from the original on 2007 01 09 Retrieved 2010 04 05 SaioApp project The strongest Othello engine Retrieved 2023 02 12 Gardner Martin Mathematical Recreations Scientific American April 1977 Duda Richard O October 1977 Othello a New Ancient Game BYTE pp 60 62 Wright Ed November December 1977 Othello Creative Computing pp 140 142 Retrieved 18 October 2013 a b Frey Peter W July 1980 Simulating Human Decision Making on a Personal Computer BYTE p 56 Retrieved 18 October 2013 Computer Othello Videogame by Nintendo a b c d e f The History of Computer Games PDF Archived from the original PDF on January 24 2011 a b Frey Peter W July 1981 The Santa Cruz Open Othello Tournament for Computers BYTE p 16 Retrieved 18 October 2013 Michael Buro 20 August 1997 Othello match of the year skatgame net Retrieved 2023 02 12 Yamana Takuto Egaroucid Self Play Transcripts Othello AI Egaroucid Retrieved 5 November 2023 External links edit nbsp Look up computer othello in Wiktionary the free dictionary 4 4 Othello 6 6 Othello List of Othello programs Chess programming Retrieved from https en wikipedia org w index php title Computer Othello amp oldid 1183595601, wikipedia, wiki, book, books, library,

article

, read, download, free, free download, mp3, video, mp4, 3gp, jpg, jpeg, gif, png, picture, music, song, movie, book, game, games.