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Length: 3064 (0xbf8) Types: TextFile Names: »reversi.me«
└─⟦b20c6495f⟧ Bits:30007238 EUUGD18: Wien-båndet, efterår 1987 └─⟦this⟧ »EUUGD18/General/Reversi/reversi.me«
.pl 0 .(b C .i The Game of Reversi .r .)b .pp .i Reversi is an old english game, recently "invented" in Japan under the name Othello. It is played on an 8x8 board, with pieces which are black on one side and white on the other. Except for the initial 4 moves, which must all be made in the centre 4 squares, a legal move consists of placing a piece of one's own colour on the board so as to "sandwich" a row (orthogonal or diagonal) of pieces of the opposite colour between the piece just placed and another piece of the same colour. All pieces so sandwiched are flipped over to reveal the colour on the other side. .pp The object is to have more pieces than the opponent at the end of the game (i.e. when the board is full or neither side has a legal move). If you have no legal move, you simply miss a turn. Black moves first. .pp To specify a move, type its coordinates in the form <letter><digit>. .pp There are also a number of other commands. Some of these cause evaluations to be printed out - in this case a negative value means white is winning, a positive one means black is winning. Some commands take an optional integer argument to specify a depth \- the default is the current depth of search. .TS center; l lw(40). Commands: _ ? or h Print help q T{ Quit the current game. T} p T{ Print the position. T} t T{ Switch tracing on or off - with tracing on the program's estimate of the value of the position is printed each time it moves. T} e T{ Print the static evaluation of the position; this is a very unsophisticated type of evaluation. T} v<n> T{ Print the dynamic evaluation of the position, using a search depth of n (the default is the current depth). This involves the program searching possible lines of play up to n moves ahead in order to evaluate the position. T} m<n> T{ Suggest a move; the program uses its own search strategy with depth n (default the current depth) to find the move which it would play in its opponent's position. T} s<n> T{ Set the current search depth to n moves. If n is missing, the current depth is printed. At present, n may not be greater than 6; it is set initially to 2. A beginner should set n to 1 at first. T} l<n> T{ Set the current level of aspiration to n; the higher the value of n, the higher will be the program's standards for accepting a move as playable. If n is missing, the current level is printed. At present, n may not be greater than 6; it is initially 3. A beginner should play with n set to 1, and an expert should not normally set n greater than 5 (at level 6, the program not only tries to win, but tries to win by the greatest possible margin). T} r T{ Switch remarks on or off; with remarks on, the program will make comments (usually rude) about the state of play. T} u T{ Undo the last move you made \- this is, of course, cheating unless you genuinely mistyped it! T} > T{ Save the position on a file - you are prompted for the filename. T} < T{ Restore a position from file. T} .TE .pp All settings (tracing, search depth, level, remarks) are preserved from one game to the next.