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                           THE RULES OF OTHELLO 

   "Othello - A minute to learn, a lifetime to master!" - The game of 
   Othello is derived from an ancient game called Reversi, which started on 
   the same 8x8 board as Othello, but with none of the center squares 
   occupied.  The rules of Reversi stated that the first four moves had to 
   take place in the four center squares, thereby giving rise to one of two 
   starting formations, a parallel formation and a checkered center 
   formation.  The checkered center formation as a starting point was 
   copyrighted into the game of Othello which after various ownerships under 
   Gabriel and Milton Bradley, currently rests with Pressman Toy Company. 
   
   The Othello rules are simple.  Black moves first and the moves alternate 
   between players.  A player must move as long as he has at least one legal 
   move, else he passes.  A legal move consists of any move that "flips" at 
   least one of the opposing pieces.  An opposing piece is flipped if it 
   stands between (either alone or with a line of other opposing pieces and 
   either vertically, horizontally, or diagonally) the piece just played and 
   another piece of the same color as that just played.  When a piece is 
   flipped, it becomes the opposite color to what it was prior to flipping.
       
   The game ends when neither player has a legal move.  The winner of the 
   game is the player with the most pieces of his color at the end of the 
   game. 

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                        REVERSI 4.0 - PROGRAM OPTIONS 
    
   Novice Level - This level consists of a random factor which plays a    
                  different game every time.  The Novice Level will 
                  generally make more good moves than bad moves, but will 
                  occassionally make some really bad moves.  This level is 
                  good practice for true beginners.  The level plays a
                  perfect endgame only 3 moves from the end. 
   
   Advanced     - This level also consists of a random factor but it is 
                  somewhat limited so that good moves are played much more
                  often than bad moves.  Still, an occasional truly bad 
                  move is not unusual.  This level plays a perfect endgame
                  6 moves from the end (with 6 empty squares left).  
   
   Master       - The toughest of all levels, there is no random play here.
                  The Master Level always makes the best play, consistent
                  with the number of half-moves ("ply") of look ahead which
                  has been assigned.  Based on play against other top 
                  players and programs, it is my belief that the Master 
                  Level at a 3 ply search would be ranked among the top
                  30 U.S. players.  Perfect endgame play occurs 9 moves
                  from the end at the 3 ply level, 10 moves at the 4 ply
                  level, etc..
   
                  In addition to the above features, the Master level 
                  employs an opening book which has been developed from
                  world class games.  This opening book is available ONLY
                  at the Master Level. 

   Setup Mode   - The Setup Mode allows you to set up any position and 
                  have the computer start to play from that position.
                  Once in Setup Mode, position the cursor. Type "B" for 
                  a Black piece on the cursored square, "W" for a White
                  piece on the cursored square, or hit the space bar for
                  a blank square.  When preparing the position, remember
                  that you will move first prior to the computer.  Your
                  piece color is established by the color selection menu.
                  After setting up the correct position, hit the <ENTER>
                  key.  You will then be asked to enter your move, and
                  the game is underway.
   
   New Game     - To start the game with the original Othello position,
                  select this mode option.
   
   White Pieces - Select this option to play the White pieces, moving second
                  from the original Othello position.
   
   Black Pieces - Select this option to play the Black pieces, moving first
                  from the original Othello position.
   
   Let's Play!  - Select this option to start the game.
   
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                           MASTER LEVEL OPTIONS 

   Master Level Options are available only when the Master Level is 
   selected. 
    
    2 Ply          - A "ply" is the number of half-moves 
    3 Ply           (one move by one player is considered a half-move) 
    4 Ply            of look-ahead for which the program will search. 
    5 Ply            Approximate times of play are given for  
    6 Ply            the IBM XT (8086 with 8 Mhz speed) and for 
                     the IBM AT (80286 with 12 Mhz speed) 
    
    Display Option - The computer's thoughts will be displayed as it
                     considers moves.  Only the best move found will
                     be displayed.  The display consists of the value
                     of the position (positive numbers mean the computer
                     feels it is winning, negative numbers mean that
                     it thinks it is losing), and the row and column
                     numbers of the best variation.  Rows and columns
                     are numbered as follows:
   
                           1  2  3  4  5  6  7  8
                        1  -  -  -  -  -  -  -  -
                        2  -  -  -  -  -  -  -  -
                        3  -  -  -  -  -  -  -  -
                        4  -  -  -  O  x  -  -  -
                        5  -  -  -  x  x  x  -  -
                        6  -  -  -  -  -  -  -  -
                        7  -  -  -  -  -  -  -  -
                        8  -  -  -  -  -  -  -  -

                     The above shows the position after a first move
                     by Black (x) of row 5, column 6. 

    No Display     - Choose this option if you don't want to see the
                     computer's thoughts. 

   ------------------------------------------------------------------------
   
                     AN INTRODUCTION TO OTHELLO STRATEGY 

   
   Welcome to the World of Othello! 
   
   Reversi 4.0 is the result of alot of hard work, spent not only in the 
   actual programming but also in learning the mathematics of gaming theory 
   (from an article on alpha-beta pruning by D.E. Knuth and R.W. Moore) and, 
   most importantly, in learning the correct strategies in the game of 
   Othello.  When I first considered writing the program in March of 1989, I 
   had spent about a year playing serious tournament Othello on the USA 
   Today Sports Center online telecommunications network and was concerned 
   about the lack of correct strategy in most of the Othello programs on the 
   market.  While Othello is simple to learn it is indeed complex to master, 
   especially without good opponents to play.  Thus, my intention was to 
   create a good opponent for interested Othello players. 
   
   In addition to a lack of good strategical programs, there is also a lack 
   of good instructional text written in English.  The only book I had ever 
   read on Othello, written by the Japanese inventor of the game, contained 
   incorrect and often very bad strategical advice.  The best instructional 
   text (and in fact the ONLY good text written in English of which I am 
   currently aware) is contained in the quarterly magazine of the United 
   States Othello Association (USOA) and in the magazine of the British 
   Othello organization.  Through these magazines and through the wonderful 
   data base program, OTHCGA, written by Brian Rose (one of America's top 
   two players) I was able to open the doors to the truly correct Othello 
   strategy. 
   
   Through these last few years I've met new Othello friends, learned the 
   basics of Othello strategy, and had enough success in national Othello 
   tournaments to achieve a United States ranking among the top ten Othello 
   players. 

   In July of 1989 I distributed my first program, Reversi 2.0, through the 
   shareware concept.  The purpose of such a distribution was not to make 
   money (and indeed, I received only about 10 contributions totalling $150) 
   but rather to publicize the game of Othello in the hopes of attracting 
   new players to the game. 
   
   The original version of this game is nowhere near as strong as the 
   current version, Reversi 4.0, and it occurred to me that rather than 
   attract players to the game, the new version might scare people away from 
   it.  In fact, the current version of the game, set on the master level at 
   3 ply of thought, is probably good enough to routinely beat all but the 
   top 30 or 40 players in the country. 
   
   To give the beginning player some help with the fundamentals of Othello, 
   I've decided to include here an elaboration of all of the concepts which 
   have been employed in the Reversi 4.0 program.  Unlike chess, Othello is 
   in its infancy and the concepts are continuing to be refined and 
   developed.  Also unlike chess, it is possible to be a top Othello player 
   in a short period of time.  Indeed, a few years ago a French player by 
   the name of Ralle won the world Othello championship just a few years 
   after learning the game. 

   It should be stated here that Othello is not a "solved" game.  The best 
   players in the world are not computers, despite some very extensive 
   programming efforts by some very fine programmers.  It should also be 
   stated here that, while the second player to move has a slight advantage 
   (because of the parity concept described later), this advantage is not 
   overwhelming.  Indeed, as in chess, the very best players of Othello are 
   overwhelming favorites against very good players.  The top two players in 
   the United States (at this time) are expected to win 19 out of 20 games 
   against the third ranked U.S. player. 
   
   Herein, then, lie the concepts I've learned and employed in my program.
   
                   THE FUNDAMENTAL STRATEGIES OF OTHELLO 
   
   I. Specific Square Values - In the only English speaking book on Othello
      that I've ever seen, the inventor of the game put forth the theory 
      that certain squares were more attractive to control than other 
      squares.  While this theory is completely ill-founded the names that 
      he gave to certain squares stuck in the Othello world.  The following
      diagram indicates the squares he named (a "-" represents an unnamed
      square):
                        - C A B B A C -
                        C X - - - - X C 
                        A - - - - - - A
                        B - - - - - - B
                        B - - - - - - B
                        A - - - - - - A
                        C X - - - - X C 
                        - C A B B A C - 

      Of the squares listed in the above diagram, only three types merit 
      specific attention and these are the corner squares, the "X" squares, 
      and the "C" squares.  
   
      One strategy that the beginner learns very early is that it is very 
      important to occupy the corner square and to keep your opponent from 
      occupying the corner square.  The reason for this is that the corner
      square is absolutely stable, i.e. it can not be flipped regardless of
      the board position.  Once a corner square is occupied it never changes
      color until the end of the game.  
   
      Because the corner square is such an important square to occupy, the
      "X" square is important NOT to occupy, because it gives the opponent
      opportunities to enter the corner square.  There are some instances
      where an "X" square occupation is correct, but these generally involve
      the sacrifice of one corner to the opponent for the opportunity to
      occupy a different corner.
   
      The "C" square would at first seem as dangerous as the "X" square to 
      occupy, since it is one square away from the corner and therefore
      provides a means of the opponent's occupation of the corner.  However,
      the entrance to the corner by means of the "C" square can only occur
      from the sides.  It is true that the "C" square is not a good square
      to occupy, but it may not be entirely bad either.  The correctness
      or incorrectness of playing into the "C" square depends entirely on
      the types of formations occuring along the edge containing the
      "C" square.  We will discuss these formations later.  
   
      In my program, I give a marginally bad value to a move to the "C" 
      square.  The value is much worse to an "X" square play.  Finally, I 
      give a highly positive value to the occupation of a corner square. 
   
  II. Side Formations
   
      The occupation of the edges appeals to many starting players, 
      primarily because the sides have more stability than the middle 
      squares.  Indeed, sides can only be flipped by opponents pieces
      occupying squares on the same side.  However, in master class play 
      occupation of the sides tends to be avoided.  A statistical analysis
      of world class games shows, in fact, that the first player to occupy 
      an edge tends to lose more games than the player who is not first.     

      Occupation of the sides has one advantage, that of stability, yet has
      the disadvantage of allowing a number of tactical combinations which
      have as a result the forced occupation of a corner by the opponent's
      piece.  It is important to recognize the tactical moves which cause 
      certain side formations to be dangerous.  Most of these tactical   
      dangers are available only when the "C" square is occupied. 

      The first type of danger involves the outright win of a corner without 
      a compensating gain of another corner.  The following positions show 
      only the bottom row of an Othello board.  In each case the "O"s can 
      force the win of a corner from the "x"s, regardless of which side is 
      on move: 
   
             A)    - - - O - O x -   B)   - - O O - O x - 
     
             C)    - - O - O x x -   D)   - - O x - O x - 

             E)    - - - - x O x -   F)   - - - x O x x -
    
             G)    - - x O x x x -   H)   - - x O O x x - 
   
      Note that each position involves the dangerous x occupation of the 
      "C" square.  It is important to recognize edge formations which 
      give rise to some of the above positions: 
   
             A)    - - - O - - x -   B)   - - O O - - x -
   
             C)    - - O - - x x -   D)   - - O x - - x -
   
             E)    - - - - x - x -   F)   - - - x - x x -
    
             G)    - - x - x x x -  G2)   - - x - - - x -
   
      Each of the above positions give rise to the associated edge positions 
      previously described, provided that it is "O"s turn to play and 
      that "O" has the opportunity to move to the crucial edge squares. 
      Note especially that edge formations with an odd number of gaps 
      are very dangerous. 
   
      The second type of danger in edge formations comes from the opponent's 
      sacrifice of one corner for the opponent's occupation of another 
      corner and of most of the edge extending from that corner.  Once a 
      corner is occupied, and therefore totally stable, all pieces extending 
      directly along the edge of the board from the stable corner are also 
      totally stable.  The second type of danger occurs in the following 
      edge formations: 
   
             1)   - x x x x x O x    2)   - x x x x O O x 
   
      Again, the danger occurs in the following formations when "O" is on 
      the move and has access to the crucial empty edge squares: 
   
             3)   - x x x x x - x    4)   - x x x - - - x 
   
             5)   - x x x O - - x    6)   - x O - - - - x 
   
             7)   - x x - O - - x    8)   - x - x O - - x 
    
      When looking at side formations, it is often important to look 
      at the parallel row formations adjoining the edge.  Consider for 
      example the following examples of two rows on the south edge of the 
      board: 
   
             i)   - O x - - - - -   ii)   - - x - - - - -
                  - - x x x x x -         - - x x x x x -
      
           iii)   - O O - - - - -   iv)   - - O - - - - - 
                  - - x x x x x -         - - x x x x x - 
   
      Position (i) is always bad for the x's regardless of who is on 
      move.  If the southwest corner is taken by the x's, the position 
      in (3) occurs which is favorable for the O's.  Because position (ii) 
      tends to lead to position (i), it is also usually bad.  Position 
      (iii) may be bad only if an x move to the south "C" square flips 
      the O piece on the southwest "X" square.  Finally, position (iv) 
      is usually not bad since it gives the x's a means of occupying 
      the important south "C" square. 
   
      A very important concept in Othello play was discovered by a U.S. 
      player named John Stoner.  The edge formation trap described below 
      is named the "Stoner Trap" after him.  Consider the following 
      southern edge positions: 
    
             a)   - x O - O - - -    b)   x - O O x O - -
                  - O x x - - - -         - O x x x - - -
                  - - - x x x x -         - x - - x x x -

      In each of the above cases, assume that it is x's move and that 
      x cannot occupy the southwest corner square ON THIS MOVE. In both 
      cases, after the x move, the O's have a very favorable play which 
      forces either the win of the southwest corner or the win of the 
      southeast corner and the south edge majority in exchange for the 
      sacrifice of the southwest corner to the x's.  The threat of springing 
      these "Stoner Traps" is a common consideration in world class play, 
      and in the Reversi 4.0 program. 
         
 III. Disk Stability and Maximization of Options
   
      One of the classic truths of the game of Othello involves an 
      instructive position: 
    
                        - O O O O O O -
                        O O O O O O O O 
                        O O O O O O O O 
                        O O O O O O O O 
                        O O O O x O O O 
                        O O O O O O O O 
                        O O O O O O O O 
                        - O O O O O O -
     
      While the O's appear to be winning the game, in fact the last
      four moves are all x moves which allow x to flip enough disks to
      win the game 38-26.  Why did the x's win?  If you look at the 
      above position you will note that the x island in the midst of
      the O's has two advantages which can be extended to correct Othello 
      strategy.  
   
      The first of these advantages is called Disk Stability, which occurs 
      when disks cannot be flipped by any opponent move or future opponent 
      move.  Certainly the lone x disk in the above diagram qualifies as a 
      stable disk. 

      The second of the advantages involves the maximization of your options
      when compared to your opponent's options.  In the above diagram, the
      O's have no move options at all.  It is worthy to note here that it
      is just as important in Othello to minimize your opponents move 
      possibilities as it is to maximize your move options. 
   
      The combination of these two concepts gives rise to the correct 
      analysis that stable cluster formations in the center of the board
      are most advantageous (the aforementioned position is an illustration 
      of this). 
   
      A further observation about the combination of these two concepts is
      that it is important to keep your disks connected to each other in the 
      opening.  Disks which are in the center of two separate opponent 
      formations tend to be both stable and also tend to limit the 
      opponent's options.  
   
      The Reversi 4.0 program evaluates the stability and option potential 
      of various disk formations.  In addition, a value is employed of the 
      internal cluster and disk connectivity concepts by the invention of
      an "Average Foreign Neighbor" statistic.  This statistic in the
      program looks at every disk and assigns a weight of 1 for every 
      direct neighboring square which contains an opponent's disk and a
      weight of 2 for every direct neighboring square which is empty.
      The program then tries to minimize this statistic.
   
      The Average Foreign Neighbor statistic has a few important effects.
      First, it is better for a disk to be near other disks its own color. 
      Second, it is better to be in the center of opponent's disks than on
      the perimeter of any formation (where your disk has many surrounding 
      empty squares).  Third, a disk along the edge has the advantage of
      having less neighboring squares and there is a natural affinity for
      the edges through this statistic. 

  IV. Evaporation Strategy  
     
      Many a beginner has started the game of Othello by striving in the 
      opening for what his goal is at the end, trying to maximize the number
      of disks he has on the board.  Yet, there is not an opening strategy 
      that could be worse than this.  Let us take a look at why.  
   
      With respect to the rule of Option Maximization, it is true that the 
      side with more disks tends to have less possible legal moves.  This is 
      because a legal move requires the flipping of your opponent's pieces.  
      If your opponent has more pieces to flip, you probably have more legal 
      moves.  If you have more pieces, your opponent probably has more legal 
      moves. 

      In fact, a correct Othello opening strategy is that of minimizing your
      pieces, also called "Evaporation Strategy."  While this strategy is
      somewhat less important than the other strategies mentioned above it
      is nevertheless very important not to let the number of your pieces
      overwhelm the number of your opponent's pieces.
   
      A term coined by one of the top ten U.S. players, Arnold Kling, in an 
      issue of the USOA newletter, the Othello Quarterly, illustrates the 
      combined strategies of evaporation and the Average Foreign Neighbor
      statistic.  The term, the "Perfectly Quiet Move" is a rule that any
      move (in the opening or middlegame) that flips exactly one disk and
      as a result places only one additional disk on the perimeter of the 
      formations is in fact a very favorable move to make.  Arnold explains 
      that much of opening play surrounds the creation of Perfectly Quiet 
      Move opportunities and the elimination of PQM opportunities for the
      opponent.
   
      While the Reversi 4.0 program doesn't explicitly evaluate PQM 
      opportunities, the employment of both the Average Foreign Neighbor    
      statistics and of Evaporation Strategy implicitly recognizes PQM. 

   V. Parity
   
      The most important concept in endgame play (and thus middlegame play 
      as a precursor to the endgame) is the establishment of move parity.
      Consider the following position:
   
                      - - O O O O O O  
                      - - O O O O x O  
                      x x x O O O x O  
                      x x x O O O x O                                            
                      x x x x x O x O  
                      x x x x x O x O  
                      x O O O O O x O 
                      x x x x x x x O 
     
      This position shows an empty region in the northwest corner of the
      board which has an EVEN number of empty squares.  The rule of parity
      states that a move into an enclosed region containing an even number
      of empty squares is a bad move and, conversely, a move into an
      enclosed region containing an odd number of empty squares is a good
      move.  This rule develops from the fact that the last person to
      play into a given enclosed region flips disks which subsequently
      become totally stable because there are no more regional flips 
      available.  In the above position, whoever moves first loses the game.
      If the region had one more empty square, making five empty squares,  
      the player to move first would win.
   
      The program, Reversi 4.0, deals with parity in terms of two evaluation 
      rules.  First, the number of empty squares within a given quarter of
      the board (quadrant) is counted.  Parity becomes more important to
      the evaluation routine as the number of empty squares in the quadrant 
      decreases.  Second, the program determines parity advantages by
      counting the move opportunies within the empty squares of a quadrant 
      region.  If the region is even, the player with the most opportunities 
      to play within that region has an disadvantage.  If the region is odd 
      the player with the most opportunities to play within the region has 
      an advantage.  An opportunity is defined in this regard as a count of 
      the number of squares within the empty region to which a player has
      access (to which he has a legal move). 

      Parity in the endgame is in many instances far more important than the
      gaining of corner squares.
   
      The rules and concepts presented here are by no means complete, but 
      they represent the total of all concepts incorporated in my program. 
      A studious review of these concepts will be amply rewarded. 
   
      While these concepts are all correct, the game of Othello is made 
      original by the player's judgement as to which of conflicting 
      objectives is the most important.  The program is crudely consistent 
      in the relative weights of the objectives.  Perhaps this is a drawback 
      of all computer gaming programs, for humans have the flexibility to 
      tailor the importance of objectives to the position at hand. 

                             ABOUT THE AUTHOR 

      David W. Parsons resides in New York City with his wife, Marie, and
      his three year old son, Christopher.  Mr. Parsons is a Vice President
      for Metropolitan Life Insurance Company and is a Fellow of the Society
      of Actuaries.  Besides his ranking as one of the top ten Othello 
      players in the United States, Mr. Parsons has attained a Master rank 
      in Duplicate Contract Bridge and a National Master rank in chess, 
      among the top 300 players in the country. 
      
   -------------------------------------------------------------------------

      Correspondence regarding this program can be directed to:
   
                        David W. Parsons
                        7 Peter Cooper Road #10G
                        NY, NY   10010
   
                        Phone: (212) 475-8911
   
      Please support Othello by joining the United States Othello 
      Association and by playing in USOA tournaments.  Membership
      in the USOA includes the quarterly magazine and is available
      for $6 per year.  Subscription requests may be sent to:
   
                       OTHELLO QUARTERLY 
                       920 Northgate Avenue
                       Waynesboro, VA  22980 
