Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!swrinde!mips!samsung!crackers!m2c!risky.ecs.umass.edu!dime!elux1!robinson From: robinson@elux1.cs.umass.edu (Richard Robinson) Newsgroups: comp.sys.amiga.programmer Subject: Re: Othello Message-ID: <30395@dime.cs.umass.edu> Date: 10 May 91 16:55:18 GMT References: <8993.28273AF2@wolf.sublink.org> Sender: news@dime.cs.umass.edu Reply-To: robinson@elux1.CS.UMASS.EDU (Richard Robinson) Organization: University of Massachusetts, Amherst Lines: 35 In article <8993.28273AF2@wolf.sublink.org> Rino.Sassi@wolf.sublink.org (Rino Sassi) writes: >I'm developing (in Turbo C) an OTHELLO (TM) program. > >Current version at level 4 (abt 30 mins per player, on a Compaq 386s) has >the following features: > >- looks forward 4 moves; You should be able to search a lot farther than that. You should allocate a certain amount of time per move, then use an iterative alpha-beta routine to look as far as time allows. >- calculates the last 10 moves. > >I'm using a simple alfa-beta algorithm with a complex evaluating function >(similar to IAGO). It wins regularly OthelloKiller (Commodore Amiga) and > >Windows/othello (ibm) at similar levels. I would appreciate ANY help from >you in order to increase its strenght. In particular I'm interested in >alfa-beta algorithms (killer cut, time limited moves, ... ), special >evaluating functions (about X squares, borders, ... ), literature, books >(titles), other PD or SHAREWARE Othello programs, and tournament dates and >sites (possibly in Europe). Killers are easy - Every time you get a cutoff, save the move that caused the cutoff in an array indexed by the current ply. Change your alpha-beta routine to first search the killer if it is legal in the position. viola. As for a great article, I suggest you read the paper on BILL 3.0. You can find it in a recent issue of Artificial Intelligence. (Sorry, don't know the number off hand. -Dread -- robinson@elux1.cs.umass.edu