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Reversi is a strategic
board game played by two parties on an eight-by-eight square grid with
pieces that have two distinct sides. Coin-like markers with a light and a
dark face are typical.
The origin of the game is rather controversial. Japanese believe it was
invented in Japan
[1] in the
1970s but some resources say the game was in existence before that.[2]
In Japan, the game was introduced in
1975 by
Goro Hasegawa, who wrote How to win at Othello. It was named
after the Shakespeare play
Othello.
Mattel produces reversi equipment under the name Othello.
Othello is a
registered trademark of
Tsukuda Original, licensed by
Anjar Co.
The number of legal positions in Reversi is estimated to be at most 1028,
and it has a
game-tree complexity of approximately 1058. In 1980 the
program
The Moor beat the reigning the world champion, and since that time
computer programs have competed near the world championship level. One of
the worlds strongest Othello AI is
Logistello, which beat the human champion Takeshi Murakama 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.
Rule
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" is equally feasible so long as each marker has
sufficiently distinctive sides.
Originally, Reversi didn't have a starting position to begin from.
However, the rules for Othello 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, so that
there is a straight (horizontal, vertical, or diagonal) line between the
new piece and another light piece, with at least one dark piece between
them. In the above situation, light has the following options indicated by
dots:
.
.*o
o*.
.
After placing the piece, light is entitled to turn around all dark
pieces between the new piece and the next light piece on a straight line,
should one exist. All reversed pieces now show the light side, and light
can use them in later moves -- unless dark was able to turn them back in
the mean time.
If light decided to put a piece in the topmost location (all choices
are equivalent at this time), one piece will be turned around:
o
oo
o*
Now it is dark's turn. This player operates under the same rules, with
the roles reversed: A dark piece is laid down so that one or more straight
lines of light pieces can be turned around. Possiblities at this time:
.o.
oo
.o*
Dark takes the left alternative and is able to turn around one piece:
o
oo
***
Players take alternating turns. Should one player be unable to make a
valid move it is the other player's turn again. When both players are
unable to move, the game ends. This is the case when the grid has filled
up, or when one player has no more pieces on the board. The player with
more pieces available at the end wins.
Strategy
Pieces are flipped very quickly and easily, so its not very important,
and in fact typically detrimental to try to gain a majority of pieces
early in the game. Corners, mobility, edge play, parity, endgame play and
look ahead are the key elements of good Othello strategy.
Corners
Corners, once played, cannot be flipped, and can be used to anchor
groups of pieces (starting with the adjacent edges) that also cannot be
flipped. So capturing a corner is often 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 is to reduce the number of
available moves of your opponent. If you reduce the number of legal moves
your opponent can make, then sooner or later she will be forced 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 opponents 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 your
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 may seem sound (because they are not so
easily flipped) they can often be detrimental. Edge pieces can anchor
flips that affect moves to all regions of the board. Because of that, this
can, sooner or later, poison later moves that you make by causeing 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) played in the early and middle game is typically a guarantee of
losing 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
you can avoid it, 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
Like any good strategy for
chess, or
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 down the road. 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 rules for the
game 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. Unfortunately at these late stages of the game, there
are no hard set rules. The best you can do is try to look ahead and get a
feel for what will lead to the best final outcome.
Game facts
1. Since about 1980 there has been a yearly world Othello championship.
Each country is allowed to send a maximum of 3 players.
2. Reversi has its greatest following in Japan.
3. Good computer players are far stronger than any human player.
Othello World Championship
| Year |
Location |
World Champion |
Country |
Team |
Runner Up |
Country |
|
1977 |
Tokyo |
Hiroshi Inoue |
Japan |
N/A |
Thomas Heiberg |
Norway |
|
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 |
Great 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 |
Great Britain |
Graham Brightwell |
Great Britain |
|
1989 |
Warsaw |
Hideshi Tamenori |
Japan |
Great Britain |
Graham Brightwell |
Great 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 |
Great Britain |
David Shaman |
Great 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 |
Great Britain |
Stephane Nicolet |
France |
|
1997 |
Athens |
Makoto Suekuni |
Japan |
Great Britain |
Graham Brightwell |
Great Britain |
|
1998 |
Barcelona |
Takeshi Murakami |
Japan |
France |
Emmual 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 |
Literature
- Othello: Brief and Basic, An introduction to strategy and tactics
for the game of Othello, Ted Landau, 1987
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