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Added NGAME and games invoked by it.

This commit is contained in:
Eric Swenson
2018-05-19 22:26:29 -07:00
parent 94eb2a1810
commit 088ec2d6d9
53 changed files with 22974 additions and 2 deletions

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doc/_info_/o.info Executable file
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O info - 12 Feb 1978 (AS@DM)
O is a program that plays the game of Othello. To run O, type O^K on
DM or AI or ML, type :SYS2;O on MC. Type ? <CR> to get a list of the
commands. Moves are typed as two digits, giving the vertical and then
the horizontal coordinate of the square in which you wish to place a
token. For example, 81 means move in the lower-left corner.
The two players are designated white (@) and black (*). Black always
moves first. The machine and the person alternate playing black.
Which one plays black in the first game is selected at random.
A brief description of the game of Othello follows:
Othello is played on a board containing 64 squares arranged in 8 rows
of 8 columns. There are two players, designated white and black. The
two players alternate making moves. A move consists of placing a
token of the player's color on an empty square of the board. A move
is legal if it CAUSES one or more of the opponent's tokens to be
surrounded on a line, either horizontal, vertical, or diagonal. For
example, considering the position shown in the first board below,
legal moves for white (@) are marked W in the second board, and legal
moves for black (*) are marked B in the third board:
- - - - - - - - - - - - - - - - - - B B B B - -
- - - @ @ - - - - - - @ @ - - - - - - @ @ - - -
- - * * @ * - - - W * * @ * W - B - * * @ * - -
- @ - - * * * - - @ W W * * * - B @ - B * * * -
- @ * - @ * - - - @ * W @ * W W B @ * B @ * - -
- @ * * * * * - - @ * * * * * W B @ * * * * * -
- - * * @ - - - - W * * @ - W - B - * * @ B - -
- - * - - - - - - W * W W - - - - - * B B B - -
When a player moves onto a square, all of the opponents's pieces that
are surrounded (as described above) are changed to the player's pieces
(in up to 8 different directions). This rule is NOT transitive. For
example, if black makes the move indicated by X in the first board
below, then the result is as shown in the second board.
- - - - - - - - - - - - - - - -
- - * - - - - - - - * - - - - -
- - * @ - - - - - - * * - - - -
- - * @ @ - - - - - * @ * - - -
- - * - - @ @ - - - * - - * @ -
- - - - * @ @ - - - - - * @ * -
- * @ @ @ @ @ X - * * * * * * *
- - - - - - - - - - - - - - - -
If a player has no legal moves, his turn is forfeited. If neither
player has any legal moves, then the game is over. The object of the
game is to end up with more of your pieces on the board than your
opponent.
The 'L' command will cause the program to list your legal moves. It
does this by drawing a new board and marking the positions of legal
moves with '?'. The 'A' command is similar, except that the moves are
marked with letter values that indicate some measure of goodness or
badness ('A' is very good, 'Z' is very bad). Please note that these
values are only rough estimates. The analysis is NOT the same as
that used by the program. If you follow the anaysis blindly, you will
lose almost every game. Using the 'A' command is a good way to get
started playing Othello, but to win, you must begin to use your own
judgement.

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Othello Commands
Moves are entered by giving the vertical and horizontal
co-ordinates of the position where the token is to
be placed. For example, 81 means place a token in the
lower left-hand corner.
Other commands are:
? - print help file
?? - print info file
r - resign
l - list legal moves
b - print board
s - print score
h - set handicap (-4 .. 4)
a - analyze position (A=best)

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;;; THURSDAY FEB 02,1978 14:17:46
The program consists of GOSET1 FASL and GOSET2 FASL in my
directory in ML. After FASLOADING them, set the size of the
board to whatever you like (standard game is 19). This is controlled
by the variable SAIZ; e.g, (SETQ SAIZ 19).
These commands are available to the player:
(RICEIP) Clears the board for a new game. Type this before
your first game.
(PLAY x y -1) Plays a white stone on point (x,y).
(PLAY x y 1) Plays a black stone on point (x,y).
(PLAY x y 0) Removes any stone from point (x,y).
(PORTREI) Shows you the board.
(BLEK) This is the program that plays against you. If you
call this, it will make the best move for black
that it can think of.
White stones are represented by O, black stones by X.
Here's the beginning of an example game:
(setq saiz 10)
10.
(riceip)
NIL
(portrei)
0. 1. 2. 3. 4. 5. 6. 7. 8. 9.
. . . . . . . . . . 0.
. . . . . . . . . . 1.
. . . . . . . . . . 2.
. . . . . . . . . . 3.
. . . . . . . . . . 4.
. . . . . . . . . . 5.
. . . . . . . . . . 6.
. . . . . . . . . . 7.
. . . . . . . . . . 8.
. . . . . . . . . . 9.
NIL
(blek)
0. 1. 2. 3. 4. 5. 6. 7. 8. 9.
. . . . . . . . . . 0.
. . . . . . . . . . 1.
. . . X . . . . . . 2.
. . . . . . . . . . 3.
. . . . . . . . . . 4.
. . . . . . . . . . 5.
. . . . . . . . . . 6.
. . . . . . . . . . 7.
. . . . . . . . . . 8.
. . . . . . . . . . 9.
My move is 2 3
NIL
(play 6 2 -1)
0. 1. 2. 3. 4. 5. 6. 7. 8. 9.
. . . . . . . . . . 0.
. . . . . . . . . . 1.
. . . X . . . . . . 2.
. . . . . . . . . . 3.
. . . . . . . . . . 4.
. . . . . . . . . . 5.
. . O . . . . . . . 6.
. . . . . . . . . . 7.
. . . . . . . . . . 8.
. . . . . . . . . . 9.
NIL
. . . and so on.
If you want to play with a handicap, you must place the stones
yourself. The program knows when the game is over (when neither it nor
you desires to play a stone), but it does not know how to score: you
must do that yourself. The program will say "Atari" to warn you when it
endangers some of your stones. It automatically removes dead stones
from the board, and will not play illegally in a KO situation. It will
let you cheat in many ways, but is that what you're here for?
The program mutters to itself while it thinks--do not be alarmed by
this. It may take as much as two minutes for a move. Once again, I
invite comments on playing ability and program bugs.
Richard Ware

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- ADVENT, (Colossal Cave) Adventure by Will Crowther.
- ADV350, 350-point Adventure.
- ADV448, 448-point Adventure.
- ANIMAL, an animal guessing game.
- ARCCPY, copies and old-format archive, converting to new format.
- ARCDEV, transparent file system access to archive files.
- ARCSAL, archive salvager.
@@ -19,11 +20,13 @@
- BDAY, happy birthday demon.
- BINPRT, display information about binary executable file.
- BITPRT, print JCL as bits.
- BKG, a backgammon game.
- BYE, say goodbye to user. Used in LOGOUT scripts.
- CALPRT, decode a .CALL instructions CALL block.
- CC, C compiler (binary only).
- CHADEV, Chaosnet jobdev (binary only).
- CHARFC/CHARFS, Chaos RFC.
- CHASE, a 2-player maze game.
- CHATST, Chaos test.
- CHESS2, Alan Baisley's Tech II chess program.
- CHTN, CFTP, Chaosnet TELNET and FTP support.
@@ -45,11 +48,13 @@
- DIRDEV, list directories, sorted or subsetted.
- DIRED, directory editor (independent from EMACS DIRED).
- DMPCPY, crach dump copy dragon.
- DOCTOR, KMP's psychiatrist game.
- DP Device, 7-bit conversions?
- DQ Device, for doing hostname resolutions. Used by COMSAT.
- DSKDEV, D - short disk device.
- DSKUSE, disk usage information.
- DUMP/LOAD, tape backup and restore.
- ELIZA, the original psychiatrist game
- EMACS, editor.
- EXECVT, convert 20x.exe (SSAVE) file to ITS BIN (PDUMP) file.
- EXPN/VRFY - query remote SMTP server.
@@ -66,6 +71,8 @@
- FTPU, FTP Client.
- GCMAIL, delete old files from .MAIL.
- GETSYM, copy all symbols from running ITS to a file.
- GO, the Go board game.
- GUESS, a very silly game.
- GMSGS, copy system messages to mail file.
- H3MAKE, a job that requests DRAGON to build host table.
- HEXIFY, convert COM file into Intel HEX format.
@@ -114,6 +121,7 @@
- NAME, Shows logged in users and locations, aka FINGER.
- NETIME, network time dragon.
- NICNAM/NICWHO, look up someone in the ARPAnet directory.
- NIMLIN, a game of unknown features.
- NODIPS, SUDS wirelister (without DIP definitions).
- NUDIR, create user directory.
- NWATCH, small watch display.
@@ -121,6 +129,7 @@
- OCM, Richard Greenblatt's Mac Hack VI chess program.
- OCTPUS, print character representations.
- OS, realtime TTY spy.
- OTHELLO, the original Othello game -- simpler than Go.
- PALX, PDP-11 cross assembler.
- PANDA, user account management program.
- PC, SUDS printed circuit board program.
@@ -139,6 +148,7 @@
- PTY, pseudo-tty.
- PWMAIL, a limited version of MAIL when not yet logged in under PWORD.
- PWORD, replacement for sys;atsign hactrn that requires registered logins.
- QB, the game of Qubic.
- QUOTE, prints out a random quote.
- REATTA, reattaches disowned jobs to terminal.
- REDRCT, redirect IP routing.
@@ -158,11 +168,13 @@
- SN, snoop terminal.
- SPCWAR, Spacewar game.
- SPELL, ESPELL spell checker.
- SPROUTS, the topological game invented by Convay.
- SRCCOM, Compares/merges source files, compares binary files.
- SRDATE, set reference date on a file.
- STINK, linker.
- STINKR, new linker (binary only).
- STTY, set terminal parameters.
- STONE, the old African game of stones.
- STY, pseudo-terminal for multiple sessions.
- STYLOG, convert PTY output file into ascii file.
- SUPDUP, Supdup client.
@@ -178,6 +190,7 @@
- TELNET, Telnet client.
- TELSER, Telnet/Supdup server.
- TEN50, TOPS-10 emulator.
- THINK, think-a-dot game.
- TIME, displays date/time/uptime and other info.
- TIMES, TCP time server.
- TIMOON, displays the time and phase of the moon.
@@ -197,6 +210,7 @@
- VERSA/SPOOLR, Versatec/Gould printer spooler.
- VV/VJ/DETREE, list jobs.
- XHOST, tool for replacing host nicnames with real hostnames.
- WA, a Wumpus advisor game.
- WHAT, humorous quips to various "what" questions.
- WHO%, list index/uname/jname/%time in sorted list.
- WHOLIN, mode line for display terminals (with date/time/job/etc info).
@@ -205,3 +219,4 @@
- WUMPUS, Hunt the Wumpus game.
- X, Y, Z, remember DDT command and re-execute it.
- XXFILE, feed scripted input to a STY session.
- YAHTZE, the game of Yahtze.