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- Flip-it and Octothello.
- -------------------------
- Copyright PC Solutions 1991, All rights reserved.
-
- This is documentation for the PC-SOLUTIONS games of FLIP-IT and
- OCTOTHELLO. It may only be distributed together with the shareware
- versions of those programs in a complete, unaltered form - other uses
- require explicit permission from PC SOLUTIONS first.
- [NOTE:- FLIP-IT and OCTOTHELLO are now integrated as 1 program - the
- Octothello game is selected by selecting corner-shape 3 on the title
- screen - some shareware versions of FLIP-IT automatically start in this
- mode. For normal OTHELLO, select corner-shape zero.]
-
- Octothello/FLIP-IT are variants on the board game REVERSI (or
- OTHELLO). There have been many versions of OTHELLO published in magazines
- and shareware libraries, and yet they all play VERY weak games -
- OCTOTHELLO is probably the first REALLY decent OTHELLO game to be
- released as shareware. OCTOTHELLO is much, much more than OTHELLO - you
- can set it for normal OTHELLO if you like, and it will play a VERY good
- game - or you can select hundreds of different board and corner shapes
- and sizes, with each variation having its own subtleties!
- As I have said, there have been many OTHELLO programs written, since
- the rules lend themselves to computer implementation. Most programs just
- seem to play by trying to flip over the maximum number of pieces at each
- move - but this is a recipe for disaster if used against someone with
- knowledge of the game. Have a go at playing OCTOTHELLO like that, then
- when you have lost by about 60 disks to 4, come back and read how to
- REALLY play! I believe these weak programs have lead to OTHELLO being
- looked down upon a bit by some of the more hardened computer users, and
- yet OTHELLO can sometimes surpass CHESS in subtlety and depth!
- Let us start with Normal OTHELLO. The game starts with the following
- board:-
- DIAGRAM 1
- A B C D E F G H
- 1 - - - - - - - -
- 2 - - - - - - - -
- 3 - - - + - - - - O - White
- 4 - - + O x - - - x - Black
- 5 - - - x O + - - Black to play.
- 6 - - - - + - - - (+ indicates legal black moves)
- 7 - - - - - - - -
- 8 - - - - - - - -
-
- The rules that define a legal move are very simple when seen in real
- play, but they sound complex when written down, so it is a good idea to
- run FLIP-IT/OCTOTHELLO and try an auto-demo to get the idea. Anyway, you
- may move to a vacant square if it is adjacent to an opponents piece, and
- if by moving to that square you bracket a horizontal/vertical/diagonal
- line of your opponents piece(s) between the square you are moving onto
- and a square you already occupy. All of the opponents pieces bracketed or
- trapped in this way are captured and are flipped over to your colour. As
- I said it is much easier to see this by example - in Diagram 1 above
- black can move to the squares marked '+' - for instance if he moves to C4
- he 'traps' whites piece at D4 between his at C4 and E4, and D4 becomes a
- black piece.
- If a player has no legal moves available he must PASS a turn, allowing
- his opponent to take another turn. However if he has a legal move
- available he MUST take it - you may only pass when you have no moves.
- The game ends when all 64 squares are full up, or when neither player
- has legal moves available - even though there may be some vacant squares
- left. Once the game ends, the player with the most pieces wins - or
- occasionally there is a draw if both players have the same.
- So, because the object of the is to finish with more disks than your
- opponent, some people translate this as meaning "Gosh, lets flip over as
- many disks as possible with every move." leading to disaster. You could
- imagine that the following diagram could result at the end of a game
- where White has been capturing everything in sight..
-
- DIAGRAM 2 O = White, x = Black, Black to play
-
- A B C D E F G H
- 1 - O O O O O O -
- 2 O O O O O O O O
- 3 O O O O O O O O
- 4 O O O O O O O O
- 5 O O O x O O O O
- 6 O O O O O O O O
- 7 O O O O O O O O
- 8 - O O O O O O -
-
-
- Black has only one disk on the board at D5, with the four corner
- squares empty and white holding the remaining 59 squares. And yet, if you
- play out the game, you will find that black wins by 40 disks to 24! IE.
- Black plays A8, White PASSES, then A1, PASS, H1, PASS, H8. While this is
- an extreme example, this sort of chaotic turn-about often occurs in the
- last few moves of an othello game, particularly when a master player
- crushes a novice. The critical factor in the above example are the CORNER
- SQUARES. Whites mass of pieces were totally unstable because he didn't
- have possession of the corners. These are referred to as STABLE SQUARES -
- once you have a corner it can never be recaptured by your foe, and also
- other adjacent pieces of your colour can also become stable, forming an
- unassailable fortress from which you can attack the rest of the board.
- So if, for instance, in Diagram 2 White had already occupied, say, A1,
- the whole mass of 28 pieces up and left of the A8-H1 diagonal become
- stable white territory, and white would win the game.
- By implication, it is bad to occupy the squares adjacent to the corner
- squares before you have captured the corner, because you may be offering
- your opponent the option to get the corner, either immediately or later.
- Consider the following position:-
-
-
-
-
-
-
-
-
-
-
-
-
- DIAGRAM 3 O = White, x = Black, White to play
-
- A B C D E F G H
- 1 - - - - - - - -
- 2 - x - - - - - -
- 3 - - x O O - - -
- 4 - - - x O - - -
- 5 - - - O x - - -
- 6 - - O - - x - -
- 7 - - - - - - - -
- 8 - - - - - - - -
-
- Black has, rather foolishly, just moved to the B2 square. While White
- cannot capture the corner immediately, all he needs to do is to move to
- F5 (capturing E5), and wherever black moves he cannot recapture E5, so
- White will be able to capture A1 on the next turn. The square at B2, and
- also those at B7, G2 and G7 are referred to in Othello terminology as the
- X-SQUARES, and are generally considered very bad to occupy, especially in
- the early/mid game. While there are some particular positions towards the
- end-game where an "X-SQUARE SACRIFICE" can actually win you the game, you
- should avoid these squares unless you know what you are doing.
- The Edge squares adjacent to the corners, (B1, A2, G1, H2, A7, B8, H7
- and G8) are called the C-SQUARES, for rather obscure historic reasons.
- The position with C-SQUARES is more complex - while they may offer your
- opponent future access to a corner, there are some positions where it is
- relatively safe to take these squares, particularly towards the end of a
- game. However it is still wise to avoid occupying a C-SQUARE unless you
- are sure it is a safe position. Of course once you actually occupy a
- corner all this changes, and it becomes desirable to capture the adjacent
- C and X-SQUARES - these will now be stable and unassailable.
- OK, now up to this point I have discussed ideas that may already be
- known, at least to some extent, to people who have picked up OTHELLO from
- some of the other shareware OTHELLO offerings. I now move to ideas that
- are less commonly known outside the realm of serious OTHELLO players, and
- yet are critical to actually winning games against strong opponents.
- So far, you understand that your ultimate objective is to get stable
- corner (and then surrounding) squares - but what strategy should you
- adopt in the early-mid game, before you get near these squares? Well, if
- you think about it, you want to FORCE your opponent to capture weak
- squares such as (say) an X-SQUARE, enabling you to capture a corner -
- after all he probably will not make such moves voluntarily. However if
- you can engineer a situation where your opponent only has one or two
- legal moves available, and these moves are to weak squares, he will have
- no choice! Here we come to an absolutely critical concept in OTHELLO -
- MOBILITY. The MOBILITY of a player is simply a count of the number of
- legal moves he has available - a subset of this, what you could call
- GOOD-MOBILITY, is a count of legal moves excluding bad C and X-SQUARE
- moves that result in the opponent getting the corner. Consider the
- following:-
-
-
-
-
-
- DIAGRAM 4 O = White, x = Black, Black to play
-
- A B C D E F G H
- 1 - - O - - - - -
- 2 - - O O O O - -
- 3 O O x x x O - -
- 4 O O x O O O - -
- 5 O O O O x O - -
- 6 - - O O x O - -
- 7 - - O x O O - -
- 8 - - O O - O - -
-
- Here all black needs to do is move to E8, effectively blocking whites
- last decent move. Now white has only one move left, and he HAS to move to
- B2, allowing black to get A1. By capturing a corner this early in the
- game, black should have no problem in forcing a win. Take a note of the
- formation after blacks E8 move - all of blacks pieces are surrounded by
- white ones (except C3), and white occupies all the peripheral or frontier
- pieces. This is called CENTRAL CONTROL, and it is very desirable to have
- this sort of formation - the more peripheral squares you have, the more
- moves you are offering your opponent!
- While in the above example disaster was just one move away for white,
- the strategy for whittling away at your opponents stock of good moves
- holds out for the longer term as well. If you watch a game between a weak
- player and an expert, and made a note of the mobility after each move,
- you will often see the expert players mobility creep up, while that of
- the weak player diminishes to a point where he literally has no decent
- moves at all.
- So what long term strategy increases your mobility? Here we come to one
- of the most shocking truths about OTHELLO - because while the ultimate
- goal is to get more disks than your opponent, the best way to win is to
- actually keep your disk count LOW in the early and mid game! This is
- called EVAPORATION strategy, and can be translated at its simplest as
- trying to flip over the FEWEST number of opponents disks at each move.
- The logic behind this is simple - the more disks you have on the board,
- the more mobility you are ultimately offering your opponent. However we
- can refine this strategy further, since it is clearly worst to flip over
- peripheral (rather than central) pieces, because the more peripheral
- pieces you have, the more moves you are offering your opponent. A move
- that doesn't flip over many (or any) peripheral squares is called a QUIET
- move, and this will be illustrated in our next example. Incidentally note
- that evaporation doesn't apply once you start capturing corners, because
- your tactics will then be to MAXIMISE your STABLE (ie. unflippable) piece
- count.
- Another feature of the Diagram 4 is whites wall of pieces from F2 to F8
- - it is considered very bad to form an unbroken peripheral wall like this
- since white has no options to move into the territory in the G and H
- columns. Similarly once the wall has been formed, black should avoid
- breaking up the wall by cutting across it - this would let white off the
- hook. Consider blacks options in Diagram 5:-
-
-
-
-
- DIAGRAM 5 O = White, x = Black, Black to play
-
- A B C D E F G H
- 1 - - O O O O - -
- 2 - - O O - - - -
- 3 - - O O O O - -
- 4 - - x x O O - -
- 5 - - x x O O - -
- 6 - - O O x x - -
- 7 - - O O - - - -
- 8 - - - - - - - -
-
- Compare two of blacks moves, E2 and F2. From the point of view of
- evaporation they are the same - they flip over the same number of disks.
- However note that E2 only flips over central pieces, and only creates one
- new white move at F2. By comparison, F2 flips over a whole mass of
- peripheral squares E3,F3,F4,F5, creating no less than 6 new white move
- options - and sealing off a similar number of his own move options to
- boot! What's worse, he has created a wall of pieces from F2 to F6, and is
- in a pretty bad way.
- It is important to try and see the effects of tactics like mobility and
- evaporation at depth. Consider the following:-
-
- DIAGRAM 6 O = White, x = Black, Black to play
-
- A B C D E F G H
- 1 - - - - - - - -
- 2 - - - - - - - -
- 3 - O O - x - - -
- 4 x O x O O O O -
- 5 O x x x x x - -
- 6 O O O O O O - -
- 7 - - x O O - - -
- 8 - - x - - - - -
-
- Black can force a corner capture thus:- A7, E2, A3, G6, A2, and white
- now only has B7, conceding A8 to black. You will need an OTHELLO board to
- play this through - or the full version of FLIP-IT, which allows the
- setting up and playing through of positions.
- Let us consider another category of OTHELLO squares - the EDGE squares.
- Even though these squares are peripheral, occupying them does not
- directly create moves for your opponent, since he cannot move 'beyond'
- the edge and flip them! So, on the face of it, occupying a wall of pieces
- along the edge of the board does not seem bad, and to a certain extent
- this is true. However you should be wary of occupying edge territory too
- early in the game - it can tend to make subsequent moves 'flip' over more
- non-edge pieces than you want to, in other words it works against your
- evaporation and mobility in the long run.
- As mentioned earlier, the edge squares adjacent to the corner (the C-
- SQUARES) can be dangerous to occupy, since they sometimes offer your
- opponent an option to form a tactical trap, allowing him to get a corner.
- Consider this position:-
-
-
- DIAGRAM 7 O = White, x = Black, White to play
-
- A B C D E F G H
- 1 - x - - - - - -
- 2 - - x x O - - -
- 3 - - O O O - - -
- 4 - - O O x O - -
- 5 - - x O x - - -
- 6 - - - O - - - -
- 7 - - - - - - - -
- 8 - - - - - - - -
-
- Black has just taken an isolated C-SQUARE, B1. If white now takes E1,
- then whatever black does (he cannot move C1 or D1) white can go C1! Now
- black must lose the corner - if he goes D1, white can still simply take
- A1. Isolated C-SQUARES like that are the worse - the situation is not so
- bad when you already occupy some of the edge squares. Even then there are
- dangers:-
-
- DIAGRAM 8 O = White, x = Black, White to play
-
- A B C D E F G H
- 1 - - O O O O O -
- 2 - - O x O O - -
- 3 - x x x O O - -
- 4 x O O O O O - -
- 5 x x x x x O - -
- 6 x O O x x O - -
- 7 - - - - - - - -
- 8 - - - - - - - -
-
- Here black can play B2! Now if white replies with A1, black can take a
- toe hold at B1, and no matter where white goes, black can take H1 and not
- only get a corner, but also a whole edge of stable squares from B1 to H1.
- Note that blacks B2 move was to a normally dangerous X-SQUARE, and this
- is one of the occasions when an X-SQUARE and corner sacrifice is a
- winning tactic. Whites pieces from C1 to G1 are called an UNBALANCED
- EDGE, and are dangerous because white only occupies one of the C-SQUARES
- - if he already had B1, he would not be in danger. While unbalanced edges
- are not always bad, they should still be avoided if at all possible.
- There quite a lot of different tactical edge traps, along similar lines
- to the above positions. I don't have space to cover all this here - see
- below if you want to get more OTHELLO material.
- As the very end of the game approaches, the value of the corner squares
- diminish and the actual piece count becomes more relevant - particularly
- stable disk counts. In the last few moves of the game you simply want to
- flip over the maximum number of disks RELATIVE TO YOUR OPPONENT - trying
- to see this is called DISK-COUNTING, and is something that humans are bad
- at, and computers are good at! FLIP-IT can sometimes execute PERFECT play
- over the last twenty or more moves of the game, based simply on counting
- pieces for all possibilities!
- General rules of thumb for the end-game are hard to come by, and again
- this is better served by a more comprehensive OTHELLO book. There will be
- more extensive notes and documents with the full version of FLIP-IT - if
- you got this document with the shareware version, you'll need to get the
- full version to progress. I can also recommend an excellent book,
- "OTHELLO, BRIEF AND BASIC" - this is available from:-
- The British Othello Federation, 62 Romsey rd, Winchester SO22 5PH.
- They also do a newsletter - for 5 pounds/year - send an SAE for details.
- Other Othello newsletters and clubs:-
- FFO, BP 147, 75062 Paris, Cedex 02, France.
- Othello Quarterly, 920 Northgate av,Waynesboro,VA 22980,USA
-
- FLIP-IT and OCTOTHELLO specific notes and bits..
- --------------------------------------------------
- You may have seen an early version (FLIP14.EXE) on some computer-
- magazine cover disks - ignore the level of play of that program - the
- latest version is immeasurably stronger. I was able to apply much of what
- I learnt from writing SAGE-DRAUGHTS (Probably the strongest commercially
- available CHECKERS program) to writing FLIP-IT. In particular, a fast,
- deep, lightweight search algorithm seems to work better than trying to
- load the program with too many human-play derived parameters - if the
- program is intelligent enough to search the right lines it can figure out
- most of the traps and combinations for itself based on a few simple
- evaluations like corner squares, stable squares, evaporation and
- mobility.
- One feature I have preserved from SAGE DRAUGHTS is the IQ system for
- calculating depth-of-search, rather than the more traditional 'ply'
- method. This is based on various factors, such as mobility (thus deep-
- scanning critical combinations with low-mobility), and it averages out to
- about 9 points per ply - however it will search some combinations much
- deeper. The search iteratively deepens in steps of 20 points, however
- this amount is fine-tuned according to the amount of time in hand.
- Another innovation I have introduced into FLIP-IT is the ability to try
- different board sizes and corner shapes. Since the stable corner squares
- are so critical to OTHELLO, the game play is radically altered if you
- block-out some squares around the corner as non-usable. You can try this
- yourself on a normal OTHELLO board - try blocking out squares A1,A2,B1,
- and the same in the other 3 corners, and you get OCTOTHELLO, with 8
- 'corner' squares! FLIP-IT has a total of 16 corner shapes selectable from
- the front menu, including normal OTHELLO of course. Another fun-thing you
- can do is try different board-sizes, anything from 4 by 4 up to 19 by 19.
- For instance FLIP-IT can 'solve' the game on a 4 by 4 board, as resulting
- in a forced win for black! By implication OTHELLO is probably a forced
- win for white or black - its just a question of getting a computer to
- search deep enough! Don't laugh - a Super-Computer program is getting
- close to doing this for the game of DRAUGHTS (or CHECKERS), by stint of
- storing billions of end-game positions! Hmm.. anyone out there got a
- Cray-5 going spare?
- I have released a shareware version of FLIP-IT, however the full
- version is a commercial product, and you will want to get this if you are
- a serious player. The full version (On GAMES-PACK-2) has full game
- replay/save/load/print features, game comment text, board edit/setup,
- response time (and hence play strength) variable from 1 second up to 1
- week, and very pretty CGA/EGA/VGA graphics. It also comes with other
- interesting strategy games, and full documents. It costs just 9.15 pounds
- inc mail (PC compatible, 5.25 or 3.5 disk), or USA customers can pay
- normal cheques IN US DOLLARS for only $24 - that's including AIR MAIL and
- currency conversion charges.
- Cheques, P.O.'s and Enquiries to:-
- PC SOLUTIONS, Dept OTH, PO BOX 954, Bournemouth BH7 6YJ, ENGLAND.
-