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Raghar a écrit : > Richard Delorme <[EMAIL PROTECTED]> wrote in > news:[EMAIL PROTECTED]: > >> Raghar a écrit : >> >>> I very don't recomend to create checkers, or othelo becose it's >>> somewhat easy to come with best tactic so it'd become boring quickly. >>> Especially for AI creation. You wouldn't want to teach just tree >>> searching. >> >> I would like to know what is the best tactic at Othello. Strong >> Othello bots actually play well mostly because of their perfect >> endgame, as the last 27 moves are usually played perfectly by the >> fastest programs. Most of the recent tricks to enhance the strength of >> the Othello bots consist in very selective searches to obtain a >> probable endgame score for the "best" move as early as possible >> (usually when 40-35 moves remain to play), just to avoid the >> hazardously weak midgame tactic. So I am quite interesting of that >> best tactic, as I am only aware of weak ones, that just works because >> of CPU-speed. >> > > > I actually ment that 27 last moves that are played perfectly. It destroys > all interesting from ending part of the game. > What about tactic get corners and count properly? Seems to work well. Without using mobility, this will lead to a very weak opponent, much weaker than any human knowing how to play, even with a deep tree search. Othello is much more subtle than it seems and is well described by the words "easy to learn but difficult to master". Strong Othello bots use a pattern-based evaluation function, with learning algorithms to best-fit the function from millions of positions. Unfortunately, these strong bots are still weak without tree-searching, obviously weaker than any skilled human player. > I didn't spend too much time in doing research on Othello like games and > what I did was rather my memory long ago. I actually like more games that > could change rules even at the end of the game and possibly turn nearly > win in very likely lose. All games have their interest. -- Richard
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