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- u
- Q U I B B L E
-
- Program and Text by Dave Moorman
-
-
- Ready for a nice, friendly family
- fight? Then boot up QUIBBLE -- a game
- guaranteed to get on your nerves! It's
- a two-player game, but one or both of
- the players can be the computer,
- playing at three different skill
- levels.
-
-
- QUIBBLE - THE GAME
- ------------------
-
- The object of QUIBBLE is to move
- your piece (an open square) to your
- goal (a multi-pointed star of the same
- color) before your opponent moves to
- his goal. The only problem is: you can
- only move in selected directions, and
- those directions are chosen by your
- opponent! To be fair, though, you get
- to choose his.
-
- The QUIBBLE board is an 8x8 grid
- of squares, with each square
- containing randomly selected ARROWS,
- showing which directions are
- accessible from that square. Since
- there are eight possible directions
- (diagonal moves are allowed) a
- joystick in Port #2 is required.
-
- You and your opponent's positions
- are shown by big square cursors, white
- for one player and black for the
- other. When it's your move, the border
- will be in your color. Your possible
- moves will have green backgrounds --
- the computer won't allow you to make
- an illegal move. Just push the
- joystick in the direction of the green
- square you want to move to and press
- FIRE.
-
- IMPORTANT! The QUIBBLE board "wraps
- around", so you can get to the top of
- the board by moving off the bottom.
- You can also get to the left by moving
- off the right. Keep this in mind.
-
- The key to QUIBBLE is that each
- player's move dictates the possible
- moves for the opponent. For example,
- if you move onto a square with an
- up-down bar only, your opponent will
- only be able to move up or down. The
- possible-move tiles are randomly
- generated each game. You cannot move
- onto the same square your opponent is
- occupying, but you CAN move onto your
- opponent's goal. Because the goals are
- multi-pointed, this allows your
- opponent to move to any of the eight
- squares on his next move.
-
- The strategy of QUIBBLE is
- therefore to force your opponent to
- move to a square that will help you on
- your next move. But since he just
- about always has a choice of squares
- to move to, you can depend on him to
- be ornery and try to keep you away
- from your goal.
-
-
- SET-UP
- ------
-
- At the beginning of each game, use
- the CRSR keys and RETURN to select
- each player. QUIBBLE can be Human vs
- Human (sharing the same joystick), or
- the computer can be your nemesis! The
- computer can play at three skill
- levels. "Dumb Computer" does a
- drunkard's walk. "Smart Computer" is
- constantly striving to reach the goal.
- And "Clever Computer" is mostly a
- spoil-sport, choosing the move that
- least helps its opponent.
-
- You also may choose to have Random
- locations for the goals and/or the
- starting places for each player. Use
- the CRSR keys and RETURN to choose Yes
- or No to each prompt. Player 1 is
- always White and always moves first.
- Player 2 is Black. Sometimes, Random
- set-ups result in quick wins. But
- that's just another reason to QUIBBLE!
-
- Press "R" now to play the game, or
- stick around for some technical stuff.
-
-
- TECHNICAL STUFF
- ---------------
-
- The "intelligence" for the
- computer player(s) is handled by the
- lines beginning at 10000. The variable
- SM(pl) holds the SMartness value (0 -
- Dumb, 1 - Smart, 2 - Clever). Dumb
- just chooses random directions until
- one is found that is legal. Smart
- tries three times to find a random
- direction that is both legal and
- beneficial.
-
- The Clever Computer works harder.
- An array [WT(x,y,p)] holds a weighted
- board for each player. The location of
- the Goal has a value of 8. Moving away
- from the goal, the values decrease.
- Clever Computer goes through each
- possible move, finds what moves this
- move allows for the opponent (VV =
- PEEK(MP+VX+VY*8). Then it goes through
- each of these moves, placing the
- weight from WT(x,y,p) into a holding
- array. After all combinations are
- calculated, the move with the lowest
- total weight is chosen.
-
- Throughout QUIBBLE, the "native"
- joystick numbers are used in the
- variable J to show directions:
-
- up
- 1
- [5] [9]
- right 4 * 8 left
- [6] [10]
- 2
- down
-
- But to show possible moves, QUIBBLE
- uses binary logic:
-
- up
- 1
- [128] [2]
- right 64 * 4 left
- [32] [8]
- 16
- down
-
- Thus, up, down and left would be:
- 1 + 4 + 16 = 21
-
- The possible moves are generated
- and located in ML, beginning at the
- location in the variable ML.
-
- The array DV(15) holds the
- conversion table, with the joystick
- number in the subscript and the binary
- logic value in the variable.
-
- I give all this to you in hopes
- that someone will create a truly
- challenging Computer Player.
-
- DMM
-
-
- FENDER'S POSTMUMBLE: Once again Dave
- Moorman has thrown down the gauntlet
- of making a computer smart as a human.
- It's not easy! Your computer can solve
- 40-digit multiplication faster and
- more accurately than you probably can,
- but teaching it to play games -- even
- simple ones like Tic-Tac-Toe -- can be
- incredibly tough. I think Dave's
- algorithms for his three levels of
- "computer smartness" are a good start
- for making QUIBBLE "intelligent", but
- I have a feeling that most of you will
- be able to beat the computer before
- long -- at any level.
-
- If you come up with any strategies for
- winning that you can describe in
- words, then that's the first step. I
- have a feeling that what you'll come
- up with is something like "IF you do
- this, THEN the computer will do this,
- and THEN you..." Guess what? That's
- BASICally what the programmer will
- have to do, too, only in code.
-
- I like these little games that Dave
- and other programmers come up with.
- They're not chess, but they're just as
- interesting. It took many geniuses
- many years to come up with algorithms
- for playing chess well -- and still
- the computer can't beat the Grand
- Masters -- but Dave has started us on
- a path that maybe some clever
- LOADSTARite will travel, and
- eventually QUIBBLE will be able to
- beat all but the Bobby Fischers out
- there.
-
- I'm not that clever LOADSTARite. The
- GERRYMANDER and CHUCKALUCK contests
- have demonstrated quite well that the
- true game experts are out in LOADSTAR
- land and not at the Tower.
-
- FT
-
-
-