Thompson
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TriDimensional Chess


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Jeffrey M. Thompson


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Here's a simple version of the classic game.

 

 

 


There are two elements dictating your computer opponent's actions: the manner in which he evaluates a given board position, and the number of moves he looks ahead in the game.

For board evaluation, your computer opponent is utilizing a modified version of the greedy algorithm. The board is evaluated based on how many white and black pieces are in certain positions. He places the most value on the corners, then the side positions, and finally the interior positions.

The difference between "Easy" and "Difficult" lies in the number of moves your opponent looks ahead using the minimax algorithm. On "Easy," he merely examines the consequences of his next move. On "Difficult," he examines the consequences six moves into the future. It makes a difference.

Basically, he chooses the move which provides him the greatest gain.

I hope to implement an even smarter move engine, utilizing a genetic algorithm.


last modified: 02.04.14

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