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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.