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Added NGAME and games invoked by it.
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63
doc/_info_/o.info
Executable file
63
doc/_info_/o.info
Executable file
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O info - 12 Feb 1978 (AS@DM)
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O is a program that plays the game of Othello. To run O, type O^K on
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DM or AI or ML, type :SYS2;O on MC. Type ? <CR> to get a list of the
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commands. Moves are typed as two digits, giving the vertical and then
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the horizontal coordinate of the square in which you wish to place a
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token. For example, 81 means move in the lower-left corner.
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The two players are designated white (@) and black (*). Black always
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moves first. The machine and the person alternate playing black.
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Which one plays black in the first game is selected at random.
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A brief description of the game of Othello follows:
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Othello is played on a board containing 64 squares arranged in 8 rows
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of 8 columns. There are two players, designated white and black. The
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two players alternate making moves. A move consists of placing a
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token of the player's color on an empty square of the board. A move
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is legal if it CAUSES one or more of the opponent's tokens to be
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surrounded on a line, either horizontal, vertical, or diagonal. For
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example, considering the position shown in the first board below,
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legal moves for white (@) are marked W in the second board, and legal
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moves for black (*) are marked B in the third board:
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- - - - - - - - - - - - - - - - - - B B B B - -
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- - - @ @ - - - - - - @ @ - - - - - - @ @ - - -
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- - * * @ * - - - W * * @ * W - B - * * @ * - -
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- @ - - * * * - - @ W W * * * - B @ - B * * * -
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- @ * - @ * - - - @ * W @ * W W B @ * B @ * - -
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- @ * * * * * - - @ * * * * * W B @ * * * * * -
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- - * * @ - - - - W * * @ - W - B - * * @ B - -
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- - * - - - - - - W * W W - - - - - * B B B - -
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When a player moves onto a square, all of the opponents's pieces that
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are surrounded (as described above) are changed to the player's pieces
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(in up to 8 different directions). This rule is NOT transitive. For
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example, if black makes the move indicated by X in the first board
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below, then the result is as shown in the second board.
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- - - - - - - - - - - - - - - -
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- - * - - - - - - - * - - - - -
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- - * @ - - - - - - * * - - - -
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- - * @ @ - - - - - * @ * - - -
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- - * - - @ @ - - - * - - * @ -
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- - - - * @ @ - - - - - * @ * -
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- * @ @ @ @ @ X - * * * * * * *
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- - - - - - - - - - - - - - - -
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If a player has no legal moves, his turn is forfeited. If neither
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player has any legal moves, then the game is over. The object of the
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game is to end up with more of your pieces on the board than your
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opponent.
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The 'L' command will cause the program to list your legal moves. It
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does this by drawing a new board and marking the positions of legal
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moves with '?'. The 'A' command is similar, except that the moves are
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marked with letter values that indicate some measure of goodness or
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badness ('A' is very good, 'Z' is very bad). Please note that these
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values are only rough estimates. The analysis is NOT the same as
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that used by the program. If you follow the anaysis blindly, you will
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lose almost every game. Using the 'A' command is a good way to get
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started playing Othello, but to win, you must begin to use your own
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judgement.
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16
doc/_info_/o.order
Executable file
16
doc/_info_/o.order
Executable file
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Othello Commands
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Moves are entered by giving the vertical and horizontal
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co-ordinates of the position where the token is to
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be placed. For example, 81 means place a token in the
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lower left-hand corner.
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Other commands are:
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? - print help file
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?? - print info file
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r - resign
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l - list legal moves
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b - print board
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s - print score
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h - set handicap (-4 .. 4)
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a - analyze position (A=best)
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89
doc/games/go.info
Normal file
89
doc/games/go.info
Normal file
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;;; THURSDAY FEB 02,1978 14:17:46
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The program consists of GOSET1 FASL and GOSET2 FASL in my
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directory in ML. After FASLOADING them, set the size of the
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board to whatever you like (standard game is 19). This is controlled
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by the variable SAIZ; e.g, (SETQ SAIZ 19).
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These commands are available to the player:
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(RICEIP) Clears the board for a new game. Type this before
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your first game.
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(PLAY x y -1) Plays a white stone on point (x,y).
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(PLAY x y 1) Plays a black stone on point (x,y).
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(PLAY x y 0) Removes any stone from point (x,y).
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(PORTREI) Shows you the board.
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(BLEK) This is the program that plays against you. If you
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call this, it will make the best move for black
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that it can think of.
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White stones are represented by O, black stones by X.
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Here's the beginning of an example game:
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(setq saiz 10)
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10.
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(riceip)
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NIL
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(portrei)
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0. 1. 2. 3. 4. 5. 6. 7. 8. 9.
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. . . . . . . . . . 0.
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. . . . . . . . . . 1.
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. . . . . . . . . . 2.
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. . . . . . . . . . 3.
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. . . . . . . . . . 4.
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. . . . . . . . . . 5.
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. . . . . . . . . . 6.
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. . . . . . . . . . 7.
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. . . . . . . . . . 8.
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. . . . . . . . . . 9.
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NIL
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(blek)
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0. 1. 2. 3. 4. 5. 6. 7. 8. 9.
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. . . . . . . . . . 0.
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. . . . . . . . . . 1.
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. . . X . . . . . . 2.
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. . . . . . . . . . 3.
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. . . . . . . . . . 4.
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. . . . . . . . . . 5.
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. . . . . . . . . . 6.
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. . . . . . . . . . 7.
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. . . . . . . . . . 8.
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. . . . . . . . . . 9.
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My move is 2 3
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NIL
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(play 6 2 -1)
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0. 1. 2. 3. 4. 5. 6. 7. 8. 9.
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. . . . . . . . . . 0.
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. . . . . . . . . . 1.
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. . . X . . . . . . 2.
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. . . . . . . . . . 3.
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. . . . . . . . . . 4.
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. . . . . . . . . . 5.
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. . O . . . . . . . 6.
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. . . . . . . . . . 7.
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. . . . . . . . . . 8.
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. . . . . . . . . . 9.
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NIL
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. . . and so on.
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If you want to play with a handicap, you must place the stones
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yourself. The program knows when the game is over (when neither it nor
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you desires to play a stone), but it does not know how to score: you
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must do that yourself. The program will say "Atari" to warn you when it
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endangers some of your stones. It automatically removes dead stones
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from the board, and will not play illegally in a KO situation. It will
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let you cheat in many ways, but is that what you're here for?
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The program mutters to itself while it thinks--do not be alarmed by
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this. It may take as much as two minutes for a move. Once again, I
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invite comments on playing ability and program bugs.
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Richard Ware
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@@ -6,6 +6,7 @@
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- ADVENT, (Colossal Cave) Adventure by Will Crowther.
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- ADV350, 350-point Adventure.
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- ADV448, 448-point Adventure.
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- ANIMAL, an animal guessing game.
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- ARCCPY, copies and old-format archive, converting to new format.
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- ARCDEV, transparent file system access to archive files.
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- ARCSAL, archive salvager.
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@@ -19,11 +20,13 @@
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- BDAY, happy birthday demon.
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- BINPRT, display information about binary executable file.
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- BITPRT, print JCL as bits.
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- BKG, a backgammon game.
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- BYE, say goodbye to user. Used in LOGOUT scripts.
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- CALPRT, decode a .CALL instructions CALL block.
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- CC, C compiler (binary only).
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- CHADEV, Chaosnet jobdev (binary only).
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- CHARFC/CHARFS, Chaos RFC.
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- CHASE, a 2-player maze game.
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- CHATST, Chaos test.
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- CHESS2, Alan Baisley's Tech II chess program.
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- CHTN, CFTP, Chaosnet TELNET and FTP support.
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@@ -45,11 +48,13 @@
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- DIRDEV, list directories, sorted or subsetted.
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- DIRED, directory editor (independent from EMACS DIRED).
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- DMPCPY, crach dump copy dragon.
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- DOCTOR, KMP's psychiatrist game.
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- DP Device, 7-bit conversions?
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- DQ Device, for doing hostname resolutions. Used by COMSAT.
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- DSKDEV, D - short disk device.
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- DSKUSE, disk usage information.
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- DUMP/LOAD, tape backup and restore.
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- ELIZA, the original psychiatrist game
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- EMACS, editor.
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- EXECVT, convert 20x.exe (SSAVE) file to ITS BIN (PDUMP) file.
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- EXPN/VRFY - query remote SMTP server.
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@@ -66,6 +71,8 @@
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- FTPU, FTP Client.
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- GCMAIL, delete old files from .MAIL.
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- GETSYM, copy all symbols from running ITS to a file.
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- GO, the Go board game.
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- GUESS, a very silly game.
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- GMSGS, copy system messages to mail file.
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- H3MAKE, a job that requests DRAGON to build host table.
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- HEXIFY, convert COM file into Intel HEX format.
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@@ -114,6 +121,7 @@
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- NAME, Shows logged in users and locations, aka FINGER.
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- NETIME, network time dragon.
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- NICNAM/NICWHO, look up someone in the ARPAnet directory.
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- NIMLIN, a game of unknown features.
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- NODIPS, SUDS wirelister (without DIP definitions).
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- NUDIR, create user directory.
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- NWATCH, small watch display.
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@@ -121,6 +129,7 @@
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- OCM, Richard Greenblatt's Mac Hack VI chess program.
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- OCTPUS, print character representations.
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- OS, realtime TTY spy.
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- OTHELLO, the original Othello game -- simpler than Go.
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- PALX, PDP-11 cross assembler.
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- PANDA, user account management program.
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- PC, SUDS printed circuit board program.
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@@ -139,6 +148,7 @@
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- PTY, pseudo-tty.
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- PWMAIL, a limited version of MAIL when not yet logged in under PWORD.
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- PWORD, replacement for sys;atsign hactrn that requires registered logins.
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- QB, the game of Qubic.
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- QUOTE, prints out a random quote.
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- REATTA, reattaches disowned jobs to terminal.
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- REDRCT, redirect IP routing.
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@@ -158,11 +168,13 @@
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- SN, snoop terminal.
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- SPCWAR, Spacewar game.
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- SPELL, ESPELL spell checker.
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- SPROUTS, the topological game invented by Convay.
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- SRCCOM, Compares/merges source files, compares binary files.
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- SRDATE, set reference date on a file.
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- STINK, linker.
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- STINKR, new linker (binary only).
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- STTY, set terminal parameters.
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- STONE, the old African game of stones.
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- STY, pseudo-terminal for multiple sessions.
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- STYLOG, convert PTY output file into ascii file.
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- SUPDUP, Supdup client.
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@@ -178,6 +190,7 @@
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- TELNET, Telnet client.
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- TELSER, Telnet/Supdup server.
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- TEN50, TOPS-10 emulator.
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- THINK, think-a-dot game.
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- TIME, displays date/time/uptime and other info.
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- TIMES, TCP time server.
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- TIMOON, displays the time and phase of the moon.
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@@ -197,6 +210,7 @@
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- VERSA/SPOOLR, Versatec/Gould printer spooler.
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- VV/VJ/DETREE, list jobs.
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- XHOST, tool for replacing host nicnames with real hostnames.
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- WA, a Wumpus advisor game.
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- WHAT, humorous quips to various "what" questions.
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- WHO%, list index/uname/jname/%time in sorted list.
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- WHOLIN, mode line for display terminals (with date/time/job/etc info).
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@@ -205,3 +219,4 @@
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- WUMPUS, Hunt the Wumpus game.
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- X, Y, Z, remember DDT command and re-execute it.
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- XXFILE, feed scripted input to a STY session.
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- YAHTZE, the game of Yahtze.
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