Details, Explanation and Meaning About Reversi

Reversi Guide, Meaning , Facts, Information and Description

The group of strategic board games exemplified by Reversi or by Othello involve play by two parties on an eight-by-eight square grid with pieces that have two distinct sides. Pieces typically appear coin-like, with a light and a dark face.

Some controversy surrounds the origin of the game. Many Japanese trace its origins to Japan in the 1970s, but some sources claim the game existed before that. Goro Hasegawa, who wrote How to win at Othello, popularised the game in Japan in 1975. It took its name from the Shakespeareanan play Othello, the Moor of Venice.

Mattel produces reversi equipment under the name Othello. Anjar Co licenses the registered trademark "Othello" from Tsukuda Original.

Analysts have estimated the number of legal positions in Reversi as 1028 at most, and it has a game-tree complexity of approximately 1058. In 1980 the program The Moor beat the reigning world champion, and since that time computer programs have competed near the world championship level. One of the world's strongest Othello AIss, Logistello, beat the human champion Takeshi Murakami 6:0 in 1997.

Human beings cannot generally win against computer intelligence in Reversi because computers can look ahead much further than humans can. Reversi has not yet been solved, however - we don't know the result of the game with perfect play on both sides.

When generalizing Reversi to play on an n-by-n board, the problem of determining if the first player has a winning move in a given position is PSPACE-complete.

Table of contents
1 Play
2 Strategy
3 Game trivia
4 Othello World Championship
5 Literature
6 External links

Play

Each of the two sides corresponds to one player; we will call them light and dark after the sides of Othello pieces, but "heads" and "tails" would identify them equally as well, so long as each marker has sufficiently distinctive sides.

Originally, Reversi didn't have a starting position to begin from. Later it adopted Othello's rules which state that the game begins with four markers placed in a square in the middle of the grid, two facing light-up (indicated by o in our diagrams), two pieces with the dark side up (indicated by *). The light player makes the first move.

  *o
  o*  (one of the possible starting positions)

Light must place a piece with the light side up on the grid, in such a position that there exists a straight (horizontal, vertical, or diagonal) line between the new piece and another light piece, with one or more contiguous dark pieces between them. In the above situation, light has the following options indicated by dots:

  .
 .*o
  o*.
   .

After placing the piece, light turns over (flips) all dark pieces between the new piece and the anchoring light piece on a straight line. All reversed pieces now show the light side, and light can use them in later moves -- unless dark has reversed them back in the meantime.

If light decided to put a piece in the topmost location (all choices appear strategically equivalent at this time), one piece gets turned around, such that the board appears thus:

  o
  oo
  o*

Now dark plays. This player operates under the same rules, with the roles reversed: Dark lays down a dark piece, causing one or more straight lines of light pieces to flip. Possiblities at this time:

 .o.
  oo
 .o*

Dark takes the left alternative and reverses one piece:

  o
  oo
 ***

Players take alternating turns. If one player cannot make a valid move, play passes back to the other player again. When both players can no longer move, the game ends. This occurs when the grid has filled up, or when one player has no more pieces on the board. The player with more pieces in the board at the end wins.

One difference between Reversi and Othello involves the supply of pieces. In Reversi each player owns 32 pieces at the start of the game. Once a player has placed 32 pieces (including the initial 2 pieces placed on the centre squares) that player may not make any further moves. He/she is not allowed to use any of the opponent's pieces. In Othello all the pieces belong to both players equally; they come from a pool, from which both may draw in order to make a move.

Strategy

Pieces flip very quickly, easily and (often) repeatedly, so it offers little advantage -- and in fact typically bcomes disadvantageous -- to try to gain a majority of pieces early in the game. Corners, mobility, edge play, parity, endgame play and look-ahead form the key elements of good Othello strategy.

Corners

Corners, once played, remain immune to flipping: thus a player can use a piece in a corner of the board to anchor groups of pieces (starting with the adjacent edges) that also cannot be flipped. So capturing a corner often proves an effective strategy when the opportunity arises.

Mobility

An opponent playing with reasonable strategy will not so easily relinquish the corner or any other good moves. So to achieve these good moves, you must force your opponent to play moves which relinquish those good moves. The best way to achieve that involves reducing the number of available moves of your opponent. If you consistently restrict the number of legal moves your opponent can make, then sooner or later she will have to make a move undesirable to her. An ideal position to be in is to have all your pieces in the center surrounded by your opponent's pieces. In such situations you can dictate what moves your opponent can make.

When moves seem equal with respect to what moves you will leave yourself and will be open to your opponent, playing a minimum piece strategy will tend to be more beneficial. This is because minimizing your discs will tend to leave fewer discs for your opponent to flip in subsequent moves of the game. One should not play the minimum disc strategy to an extreme, however, as this also can quickly lead a lack of mobility.

Edges

While playing pieces to edges of the board may seem sound (because they are not so easily flipped) this can often prove detrimental. Edge pieces can anchor flips that influence moves to all regions of the board. Because of that, this can, sooner or later, poison later moves that you make by causing you to flip too many pieces and open up many moves for your opponent. However sometimes playing to an edge which cannot easily be responded to will leave your opponent with significantly fewer moves than any other moves.

The square immediately diagonally adjacent to the corner (called the X-square), when played in the early or middle game, typically guarantees the loss of that corner. Playing to the edge squares adjacent to the corner can typically lead to tactical traps involving sacrificing one corner, or simply playing out the edge in a specific sequence.

In general you should avoid edge play in the early and middle game if possible, unless you can gain larger concessions in terms of mobility or a mass of unflippable pieces.

Parity

As play progresses, regions of the board will typically section themselves off where neither side can prevent the other from playing arbitrarily into those regions. By simply counting out the number of squares in a region, one can notice if it is odd or even. If it is odd, then by playing there first, you can force your opponent to be the first to play outside of that region. This is achieved by simply playing into that region any time there is an odd number of squares available, and not playing into it when there is an even number of squares. If you take into consideration certain squares in a region that seem to be very bad (like an X-square or an edge square that leads to an obvious trap) then you can either force your opponent to play elsewhere or concede to playing one of these bad squares.

Look ahead and Endgame

As in any good strategy for chess or for checkers, it is not sufficient to only consider the current situation on the board. For each move you consider, you must consider possible responses from your opponent, then the subsequent responses you will make to those moves and so on. The aspects of the current position may not be relevant a few moves hence. So when optimizing your mobility, gaining corners or anything else, you should consider how best to do this for the long term rather than just for the next move.

For the endgame (the last 20 or so moves of the game) the strategies will typically change. Special techniques such as sweeping, gaining access, and the details of move order can have a large impact on the outcome of the game. At these late stages of the game no hard-set rules exist. The best you can do is try to look ahead and get a feel for what will lead to the best final outcome.

Game trivia

  1. Since at least 1977 an annual Othello World Championship has taken place. Each country can send a maximum of 3 players.
  2. Othello has its greatest following in Japan.
  3. Good computer players far out-perform any human player.

Othello World Championship

Year Location World Champion Country Team Runner-Up Country
1977 Monte Carlo Sylvain Perez France N/A Blanchard N/A
1978 New York Hideshi Maruoka Japan N/A Carol Jacobs USA
1979 Rome Hiroshi Inoue Japan N/A Jonathan Cerf USA
1980 London Jonathan Cerf USA N/A Takuya Mimura Japan
1981 Brussels Hideshi Maruoka Japan N/A Brian Rose USA
1982 Stockholm Kunihiko Tanida Japan N/A David Shaman USA
1983 Paris Ken'Ichi Ishii Japan N/A Imre Leader Britain
1984 Melbourne Paul Ralle France N/A Ryoichi Taniguchi Japan
1985 Athens Masaki Takizawa Japan N/A Paolo Ghirardato Italy
1986 Tokyo Hideshi Tamenori Japan N/A Paul Ralle France
1987 Milan Ken'Ichi Ishii Japan USA Paul Ralle France
1988 Paris Hideshi Tamenori Japan Britain Graham Brightwell Britain
1989 Warsaw Hideshi Tamenori Japan Britain Graham Brightwell Britain
1990 Stockholm Hideshi Tamenori Japan France Didier Piau France
1991 New York Shigeru Kaneda Japan USA Paul Ralle France
1992 Barcelona Marc Tastet France Britain David Shaman Britain
1993 London David Shaman USA USA Emmanuel Caspard France
1994 Paris Masaki Takizawa Japan France Karsten Feldborg Denmark
1995 Melbourne Hideshi Tamenori Japan USA David Shaman USA
1996 Tokyo Takeshi Murakami Japan Britain Stephane Nicolet France
1997 Athens Makoto Suekuni Japan Britain Graham Brightwell Britain
1998 Barcelona Takeshi Murakami Japan France Emmanuel Caspard France
1999 Milan David Shaman Netherlands Japan Tetsuya Nakajima Japan
2000 Copenhagen Takeshi Murakami Japan USA Brian Rose USA
2001 New York Brian Rose USA USA Raphael Schreiber USA
2002 Amsterdam David Shaman Netherlands USA Ben Seeley USA
2003 Stockholm Ben Seeley USA Japan Makoto Suekuni Japan
2004 London ? ? ? ? ?
2005 ? ? ? ? ? ?

Literature

External links


This is an Article on Reversi. Page Contains Information, Facts Details or Explanation Guide About Reversi


Google
 
Web www.E-paranoids.com

Search Anything