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楼主: zipp_882000

欢迎提问(黑白棋)

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 楼主| 发表于 1-6-2005 05:53 PM | 显示全部楼层
谢谢辉弟,谢谢大家爱戴与对小弟主题的支持,小弟会再接再厉做到最好,以报答对小弟的支持,谢谢大家。irac玩1000局只是见仁见智,如有任何疑问,不论多棘手,多复杂,小弟会尽我所能为大家解答。谢谢
小弟也在此公布小弟的个人资料
姓名:邓锦标
年龄:17
学历:在念书(s.m.m.methodish(acs)seremban
州:九州。
目前:在应付spm,小弟念理科班。
e-mail:zip_882000@yahoo.com 欢迎通信。
id:在任何game都是zip_882000
目前状态(棋):处于低潮,瓶颈,寻求突破。
兴趣:下棋(任何的棋)
有兴趣的棋友可以在kurnik.org 找到我。
谢谢
小弟让大家认识小弟以后小弟将会开始小弟的讲解,小弟将会由浅至深的讲解,希望那些老手能能耐些,小弟很快将会讲解到高级,对新手小弟希望您们能听得明白,如有疑问请提问小弟会为大家一一解答。小弟在讲解如有任何错误或不完整的地方请多多见谅也请给予纠正谢谢,那小弟就开始讲解。谢谢支持。

[ Last edited by zipp_882000 on 1-6-2005 at 06:45 PM ]
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 楼主| 发表于 1-6-2005 06:01 PM | 显示全部楼层

第一课(介绍名人〕

小弟会在这介绍些在黑白棋的名人,当然黑白棋没有棋灵王的光仔这出名,但是可以以他们会假想敌,
04年参赛队


美国队
BEN SEELEY  
棋龄:4年
在2001年初战纽约世界赛的时候,刚下棋一年的他以有不差的排名,第14;
在2002年阿姆斯特丹世界赛上,由于缺乏经验和沉着,屈居第2,但实力以不容置疑;
在2003年瑞典斯德哥尔摩世界赛上,再以超人的棋力证明了自己的实力,终于夺得了世界冠军。
也是2004年世界冠军。

BRIAN ROSE
玫瑰开局相信大家都很熟悉了,自然rose也不应该陌生。
01年在纽约获得世界冠军;
03年世界赛,由于他身在日本,所以没能代表美国队参赛。
他的妻子是日本1998和1999年女子冠军Yoko Sano,曾两次代表日本参赛。


Eddie Williams (小弟的恩师)
03年他第一次参加世界赛,在云云高手中排名16。
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 楼主| 发表于 1-6-2005 06:02 PM | 显示全部楼层
日本队
HIDESHI TAMENORI
曾经参加过5次世界赛,就获得过5次世界冠军,可谓不战而已,出战必胜。
由于工作关系,自1995年,经过9年的“休息”,今年再次复出,在全日本赛突围而出,直逼冠军宝座。

MAKOTO SUEKUNI
两次世界赛经验,1997年在他第一次参赛世界赛就获得他的第一个世界冠军奖杯。而在2004年,却可惜和冠军宝座擦肩而过,屈居第2。不知道今年是否和冠军有缘。

Hisako Kinoshita
2002年获全日女子冠军以后代表日本队参加阿姆斯特丹的世界赛,有7胜排名21不错的成绩。时过两年,再胜女子全国赛,相信实力一定更上一层楼。
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 楼主| 发表于 1-6-2005 06:03 PM | 显示全部楼层
德国队
MATTHIAS BERG
2000年第一次参加世界赛,01年获得世界排名第四年。属于和ben同一期的棋手,但其后由于学业,并没有在他高峰期继续得到很多的进步。但棋力稳定在10名左右。

ANDREAS HOEHNE
2003年季军。棋龄5。经常到各地参加比赛,是个经验比较丰富的棋手。熟悉任何斜线开局和rose-bill.在03年有非常成绩。

Holger Braun
中线棋手。不是经常出没棋室的棋手。偶尔的冷门开局,常令对手措手不及。
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 楼主| 发表于 1-6-2005 06:04 PM | 显示全部楼层
法国队
EMMANUEL CASPARD
1989年开始下棋
1992年以来参加过8次世界赛,是个棋力很不错的老棋手。
1993年伦敦世界赛亚军,
1995墨尔本世界赛第四名,
1998年巴塞罗那世界赛亚军,
其余比赛都基本保持在前十的位置。
2003年世界赛上,在前三盘连输的基础上,连胜10局,排名第5。如果他能尽早进入比赛状态的话,也许有缘前四名,但足以由此看出他棋力、实力。

EMMANUEL LAZARD
有被称为“othello国际裁判”,因为曾筹备过5次世界赛,而且常为比赛的主裁判,所有决赛和总决赛的棋谱他都参与纪录。
筹办1988年法国巴黎举办的世界赛
筹办1990年瑞典斯德哥尔摩世界赛
筹办1992年巴塞罗那世界赛
筹办1994年法国巴黎世界赛
筹办1995年澳大利亚墨尔本世界赛
1988年开始多次代表法国队参加世界赛,但自1998年到2003年因为没被选拔上而一直担任裁判,今年终于有好成绩出线代表参赛。


Stéphane Nicolet
也是一位很有水平的老棋手。曾多次代表法国队参赛。
1996年东京站世界赛曾获亚军,
2000年哥本哈根世界赛第三,
2004年欧洲杯巴黎站冠军。
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 楼主| 发表于 1-6-2005 06:27 PM | 显示全部楼层
意大利队
DONATO BARNABA
1987年开始下棋。
1997年雅典世界赛第三。
是个棋力稳定的老棋手。也是意大利othello联盟的主席。

Roberto Sperandio
2003年排名第7

Pierluigi Stanzione
1998年世界赛排名22。

香港队
Jacky Fu
1998年巴塞罗那世界赛第一次参赛也是第一次和香港棋手Disco/Thomas Mak一起代表中国香港参赛。排名第10。
2001年纽约站世界赛排名24,
2002年加拿大公开赛冠军
2002阿姆斯特丹世界赛30。
2003HKOC冠军,
2004年加拿大公开赛亚军

Velma Fu
2004年广州赛排名19,
2004HKOC排名16,
2004年上海赛第8。

韩国队
Kwan Soo Kim
2003年斯德哥尔摩世界赛排名30,
2000和2003年南韩MSO冠军,

中国队

Liya Ye
2003年广州公开赛第7名,
2003德国公开赛第5,
2003年第五届荷兰公开赛排名11,最佳女棋手,最佳新人,
2003年斯德哥尔摩世界赛排名32,
2004年德国公开赛排名第5,

荷兰队
DAVID SHAMAN
曾3次获世界冠军,而且在世界赛上的成绩基本上都保持在前10名。
他去过很多地方,也代表过很多国家初赛世界赛,现今居住在荷兰。
1993年代表美国队夺伦敦世界赛冠军,
1999年米兰世界赛冠军,
2002年主场荷兰阿姆斯特丹再获世界冠军宝座。

1982年代表美国对参赛,获得亚军,
1985年代表美国对参赛,获得季军,
1986年代表美国对参赛,获得季军
1987年代表美国队参赛,获得季军,
1989年代表美国对参赛,获得殿军,
1991年代表美国队参赛,获得季军,
1992年代表英国队参赛,获得亚军,
1993年代表美国队参赛,获得冠军,
1995年代表美国对参赛,获得季军,
1997年代表瑞典队参赛,获得殿军,
1999年代表荷兰对参赛,获得冠军,
2002年代表荷兰队参赛,获得冠军,


Nicky van den Biggelaar
15岁开始下棋,现今还没满18岁,但在荷兰众多赛事上以屡次获得好名次。
2003年世界赛前,以获得参赛世界赛资格,但由于要考试,所以才未能代表荷兰出赛。


Leon kamphuis
也是荷兰的一位年轻棋手。


英国队
作为2004年的东道主,可以派出4位棋手参赛。
而在去年2003世界赛上,在团体成绩上英国只是20个国家里排名14。但今年作为东道主,列出强阵容参赛,希望能集合天时地利人和,获得好成绩。(在世界冠军历史上还没有一位英国棋手。)


IMRE LEADER
唯一一位7次获得英国公开赛的棋手(1983, 1986, 1990, 1994, 1999, 2001 and 2004)而其他英国公开赛成绩均保持在前三名。他也是第一位年过40获得英国公开赛冠军的棋手。
而其中一条othello原理也是以他的名字命名的:Leader flat-wall theory
曾多次代表英国参赛世界赛(1983,1986,1988,1990,1994,1999,2000,2002)
1983年世界赛排名第2,
1986年世界赛排名第4,
1988年世界赛排名第3,
1994年世界赛排名第4,
2002年世界赛排名第3,

GRAHAM BRIGHTWELL
数学教授,1985年开始下棋。多次代表英国参赛世界赛。(2000,1997,1994,1993,1991,1990,1989,1988,1987)
其中1988,1989和1997年都在世界赛上排名第2,
1988, 1995, 1998 和 2000年英国公开赛冠军,
筹办1993年英国世界赛。

Michael Handel
1991年第一次参加世界赛,
1992年巴塞罗那世界赛排名第6,
1997年雅典世界赛排名第9,
2002年阿姆斯特丹世界赛排名第9。
今年再次参赛,希望能进入前十名。

Ben Pridmore
暂未有该棋手相关的资料。

还有很多国家的棋手由于资料不足小弟会下回在写,小弟可能罗嗦了一点,因为这cari不能占图片,所以这些棋手的图片不能够登出,以上的是2004年棋手的介绍,2005年in process.小弟介绍棋手是为了大家认识各国棋手,增加大家general knowledge,提高大家对黑白棋的兴趣,希望大家会喜欢小弟为大家的介绍,ben seeley是现在世界冠军,预料10之内没有人能超越他,在wzebra的pragramme,他是唯一能赢lv20电脑。马来西亚的第一高手,stanooi对他,成绩是15:0。可怕吗呵呵。ben 15 stanooi 是0.小弟鼓励大家能把他示为假想敌,超越他,因为肯努力没有什么是不能的。malaysia boleh hehe
下一课小弟将讲解黑白棋的意义。谢谢。

[ Last edited by zipp_882000 on 1-6-2005 at 06:37 PM ]
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 楼主| 发表于 1-6-2005 06:31 PM | 显示全部楼层

第二课:黑白棋的意义

黑白棋是a minute to learn, a lifetime to master,黑白棋规则简单,但是变化复杂,是典型的易学难精,它看似简单,实际奥妙无穷。不信?试试看吧!!!!!!!!!!
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 楼主| 发表于 1-6-2005 06:39 PM | 显示全部楼层

第三课:规则

规则


    黑白棋(Othello)是由黑方和白方两人进行的益智游戏。棋盘为8x8方格,一般为绿色,黑白棋总共使用64个棋子,每个棋子分正反两面,分别是黑色和白色。开始下棋时,双方各使用32个子,黑方着子时黑面朝上,白方下棋时白面朝上,当一方棋子用完时,另一方应将己方多余的棋子交给对方。

目标
当双方都无棋可下,或者64个方格全部占满后,棋局结束,子多的一方为胜方。
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 楼主| 发表于 1-6-2005 06:55 PM | 显示全部楼层

第四课 规矩

概述

翻转棋所用的棋盘是 8 X 8 阵列,共 64 格。游戏开始前棋盘上已经放好了四个棋子,如图所示。

游戏的目标是争取将最多的棋子都翻转成您的颜色。如果最后两种颜色的棋子数目相同,则打成平局。

棋子
  
两位棋手共用 64 个完全相同的棋子。所有棋子均为扁平状,一面黑色,另一面白色。 32:32是平手,
33:31是黑棋赢,31:33是白棋嬴

一般玩法  
棋手分黑方和白方。黑方先行,每位棋手轮流将棋子放置在棋盘的空白格上。黑方总是将黑色棋面朝上放置,而白方则总是白色朝上放子。棋子一旦放到棋盘上,就不再挪动,但可以被"翻转"换颜色。

放置棋子的过程称为“走棋”,并且只有在能“吃”掉对方棋子的情况下才能走。要想走棋,棋手只需单击准备放棋子的空格位置即可。夹在对方两个棋子(其中一个是刚下的棋子)之间的一个棋子或一条线的连续棋子将被吃掉。吃子可以沿横向、纵向和对角线方向。被吃掉的棋子就被翻转过来,颜色变成吃棋方棋子的颜色。

无法合法走棋的玩家将失去一轮的走棋机会。游戏继续进行直到双方均没有可走的棋为止。通常,只有棋盘全部被摆满时才可能发生这种情况。一局结束时,自己颜色的棋子较多的一方获胜如果两家的棋子数目相同,则打成平局。

[ Last edited by zipp_882000 on 1-6-2005 at 07:05 PM ]
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 楼主| 发表于 1-6-2005 06:58 PM | 显示全部楼层

第五课:术语标(初学最终编)

术语标:A 格、B 格、C 格、X 格 (A square, B square, C square, X square)
位置相似的几组棋格的习惯叫法。沿任一条边,C 格即为与拐角相邻的位置,A 格是再往中间(即离开拐角两格距离)的两个格,剩下中间的两个格称为 B 格。沿对角线方向与拐角相邻的棋格称为 X 格。

平衡 (balance)
在一条非平衡边上加第六颗子

波斯可夫棋型 (Boscov)
一条边上有三个棋子的一种棋型,其中一方占据一个 A 格位置,另一方占据相邻的 B 格位置和另外一个 A 格位置

吃 (capture)
侧翼包围对方的一个子或一条线,并把它们翻转成己方的颜色;参见侧翼包围


对角开局 (diagonal opening)
黑方第 1 步走 c4,白方第 2 步以 c3 应对的开局方式(如果黑方第一步走其它位置,白方也走等价的一些位置)。常见的续棋步骤为 3. d3 4. c5。

子 (disc)
翻转棋戏中使用的棋子,是一种扁平的圆片,一面黑色,一面白色

子数 (disc count)
当前一种颜色的棋子数目;在游戏早期,往往子数较少反而比较好,虽然游戏最后是子数多的一方获胜

边 (edge)
沿棋盘外四个边界的一行棋格

后盘 (endgame)
游戏的最后阶段;大体上是一盘游戏的最后 20 步



蒸发战术 (evaporation strategy)
在游戏的大部分时间保持子数较少,从而给对手更少选择的一种策略

翻转 (flip)
吃掉一个棋子后,将其翻转过来改变它的颜色

被动走步 (forced move)
唯一的合法走步

前线子 (frontier disc)
一组棋子边界位置的棋子,但不是沿着棋盘的边

中盘 (middle game)
游戏的中间阶段,即开局和后盘之间



走棋 (move)
该走棋的一方在棋盘一格上放置一个棋子

开局 (opening)
游戏的开始阶段;大体上是前 20 步;也指第一步可以选择的三种可能走步(参见对角开局、平行开局和垂直开局)

侧翼包围 (outflank)
在某个位置上走子,让对方的一个子或一条线都夹到两个相反的子(其中一个子是刚才下的子)中间,且中间没有间断;被侧翼包围的棋子即被对方吃掉,变成包围它们的两个棋子的颜色

平行开局 (parallel opening)
黑方第 1 步走 c4,白方第 2 步以 e3 应对的开局方式,(如果黑方第一步走其它位置,白方也走等价的一些位置)。常见的续棋步骤为 3. f4 4. c5 5. d6 6. f3。



垂直开局 (perpendicular opening)
黑方第 1 步走 c4,白方第 2 步以 c5 应对的开局方式(如果黑方第一步走其它位置,白方也走等价的一些位置)。常见的续棋步骤为 3. d6 4. e3 5. c6 6. b4。

奇偶优势 (parity)
一位玩家在一个位置走最后一步而取得的优势

过 (pass)
由于非法走步而失去一次走子机会

牺牲 (sacrifice)
为了在以后获得更大的优势,先做出一些损失(通常是给对手一个拐角位置)

格 (squares)
参见 A 格、B 格、C 格、X 格


定子 (stable discs)
不能被对方翻转的棋子,比如在拐角位置中的子,或与拐角相连的子

斯通陷阱 (Stoner trap)
牺牲一个拐角而控制一条主对角线的一种策略(因 John Stoner 而得名)

非平衡边 (unbalanced edge)
沿一条边,同种颜色的五个子连成一条连续的线,其中没有一个子占据拐角位置

墙 (wall)
同种颜色的前线棋子连成一条线;通常玩家应该避免形成墙,同时不要阻断对手的墙

楔入 (wedge)
将一个棋子走到一条边上、对方两个子中间(但没有吃掉对方的那两个子)

以这小弟完了初学编,有什么疑问请提问,小弟会近我所能解答。谢谢。下一课是中局编。

[ Last edited by zipp_882000 on 1-6-2005 at 07:02 PM ]
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 楼主| 发表于 1-6-2005 07:15 PM | 显示全部楼层

中级编之策略

使用一些简单的策略,对一般的玩家来说都能收到意想不到的效果:在游戏大部分时间中,都要尽可能少翻转对方的棋子。这跟您的直觉正好相反,因为游戏的目标是让您的棋子颜色超过对方棋子的颜色。这种“蒸发战术”的原理就在于:您的颜色的棋子越少,留给对手走棋的选择也就越少 - 最终,对手将可能被迫走到一个X 格,即沿对角方向与拐角相邻的位置。这样一来,您就很容易占据一个拐角而确立胜势。

换句话说,一方颜色的棋子越少,留给对手的选择也就越少;而在游戏中,比对手拥有更多的选择往往非常重要(这也是国际象棋和西洋跳棋的棋子放在棋盘中央要比放在棋盘边上更好的原因)。

当然,如果两位玩家都明白了这一道理,可就没这么简单了。战局将更加激烈,并且在很多情况下送给对手一个拐角反而是好事。

开局

根据白方应对黑方第一步的方法不同,开局可以分为三类(黑方四种可能的开局走步都是相当的)。在下面的开局步骤示例中,黑方开局总是 1.c4;如果黑方开局不是 1.c4,也总可以找到与之相当的行棋步骤。 对角开局
黑方   白方
1. c4
3. d3
5. d6
7. f5
2. c3
4. c5
6. f4
8. e6

   平行开局
黑方   白方
1. c4
3. d6
5. c6
7. d3
2. c5
4. e3
6. b4
8. b5

   垂直开局
黑方   白方  
1. c4
3. f4
5. d6
7. e6
2. e3
4. c5
6. f3
8. c3

中局
以下是游戏中盘应遵循的一般原则:
一般来说,尽可能少翻转对方的棋子。


除非有好的理由,否则尽量不要走出棋盘中间“甜蜜十六格”区域。


在沿一条边走子时,A 格或 B 格位置好于 C 格位置。


避免翻转对方的前线子。


避免形成墙(您的颜色的前线子连成一条线,又不在棋盘的边上)。


如果对方形成了一面墙,尽量避免突破它。


控制一块棋子(让它变成您的颜色)中央位置的子,通常要比控制前线子(环绕一个位置边上的子)好。
其它一些窍门:
尽可能长时间地保留自由步(只有一方可以走子,并且可以缓走的走步)。
虽然全歼不是很常见,但要提防被全歼。
避免形成非平衡边(在一条边上您自己占据五个子),并寻找机会加以平衡。

终局
大多翻转棋戏最后要归结为谁先用完安全走步。

安全走步是指不会放弃拐角位置的走步。在游戏的最后,棋盘被分成不同的未被占领区域。在其中一些区域放子是安全的,而在另外一些区域放子则不然。如果您能在最后一个安全区域下最后一个子,就能逼对手首先走出不安全的棋子。

当安全区域的空格为奇数时,谁先走入该区域也将在最后一步走进该区域 - 因此在这种位置行棋无疑非常明智。而当安全区域的空格为偶数时,先走到那里也将不得不先走入别的位置,因此在这里行棋不好。

在游戏的后期,控制主对角线(即让棋盘最长的一条对角线上的棋子都变成您的颜色)也非常重要。这通常能让您在 X 格上走棋,而不会放弃拐角位置。
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 楼主| 发表于 1-6-2005 07:23 PM | 显示全部楼层

棋后感想

小弟认为在棋手们在了解了初级编后,就要学一些开局,出名的开局有tiger ,rose,之类,中级棋手一定要学开局,因为在黑白棋内开局如果背了将会事半功倍,因为头14moves是bonus可以背起来,过了14步将进入中局,那就要看您的技术和注意力。开局的网站有 http://www.usothello.com/ 里找opening。记得要学哦!!!!!!!!!!!!!
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 楼主| 发表于 1-6-2005 08:19 PM | 显示全部楼层

高级编之战术

因为小弟用神过渡,加上cari不能占图片。所以小弟拿这网占 http://www.othello-china.com/tactics1.htm#a1.1 的战术,给老手和新手作个产考,记得要明白它们,很有用的,看了以后要多用,要实浅它们。真的对不起大家小弟真的没有能力在写了只好用别人的作产考因为不能占图片如果没有图片真的不能讲解,对不起

战术最终编
是陷井,(trip and trap)

http://www.reversi.se/trickstraps.php
这给大家产考,里面的是教大家如何作陷井,另外当大家明白以后尽量不要犯下这些错误,还是老一句要明白和实浅,不会可以问的,。陷井是战术最终编,陷井也可以是黑白棋的乐趣,但是通常高手很少会中陷井的,但是你们可以逼他们中,那就要靠parity,parity是最难master的。在此小弟就完成了讲解,希望大家明白,如有疑问请问,小弟敢担保大家学完和明白这些讲解,将会是在wzebra里lv4plyer
,不要以为lv4很低,lv4足以是黑白棋高手,如果在努力些master parity 和understand opening 可以升为lv 6 player 那是世界高手。好了小弟讲解完毕,谢谢支持,在次在此向大家道歉,如有不足和不圆满的地方请多多见谅,谢谢。在此小弟也完成了所有的从初级到高级的讲解、谢谢

[ Last edited by zipp_882000 on 1-6-2005 at 08:56 PM ]
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 楼主| 发表于 1-6-2005 08:40 PM | 显示全部楼层

转占,learning process 给大家作个鼓励

小弟主要占这article给大家作个产考,这是ben seeley(world champion)的学习方法,小弟希望大家能以他作个榜样,多多的跟他学习。
『原文出处』
http://www.othellogateway.com/othello/blog.php?p=18
『作者』Ben Seeley
Posted on 2004-10-06 01:56:04
Ok, so I told Goran I was going to post old Othello stuff I wrote... now I have to actually do something. Or else I would be BAD.


So let's start with this, a classic- this is stuff from my "Othello schematic"- which was this thing I started in 2001 as my master plan for Othello success. I don't think after early 2002 or so that I ever did much with it, but it was a lot of fun for a while, and there is some of it that I still rely on.


A few notes about it... some of it will sound really funny... some of it is because I had been thinking in parts of it about turning it into something that was useful to any Othello player (a book or whatever). Also, I was never as disciplined as this schematic implies, only as obsessed. And I don't feel like I am giving away all my secrets here, my "system" is a lot simpler and more robust now...

If you do laugh at what is here, that's good, because conventional forms of humor are not my forte.

Othello Schematic


Success


1. The Learning Cycle


A. Open-ended Experience cycle

Specific instructions: Start this when it feels the most fun and is easiest; Stop when burnout starts


Quantity playing:

All Othello sites: VOG, Yahoo Japan, Yahoo USA, GGS, Nethello, Reversi Net 24, It's Your Turn, Zone, Playsite, Lycos

All good players- +- 300 rating points difference

Bulk numbers of games- mostly blitzing games, with some long games sessions

Lots of tournaments- VOG and Yahoo Japan

Lots of bots and progs- Wzebra, GGS bots, VOG bots, Forest, Booby, TOOThought, Edge Reversi, WinOth, Junior, Saio, Javello, MasterHand, Deep Green, Ajax, Edax


Variety playing:


Switch openings frequently: any opening at all


Switch styles frequently:



Play many Othello variants:

Reverse Reversi

10x10

Octagonal board

Diamond board

Any variant conjunction of dimension, shape, komi, and objective.


Good time to:

Expand opening book, midgame study

View/use game archives for more exposure to the othello world

Teach othello


B. Specialization/ Extracurricular cycle

Special instructions: Move on to this when it feels the most apropos and/or prior to a major competitive event/period


Quality playing

Sites with the primary competition- VOG, Yahoo Japan, GGS

Play only your competition and tough players

Play few and highly focused/studied games


Specialization/Extracurriculars

Optimized openings- technically strong, much experience

Increase depth and comprehensiveness on these, emphasize the most probable lines


Optimize personal style

Reinforce and hone known skills


Emphasis on endgames

Happy end

Icare


Study opponents' openings and style, and prepare for them

Create a player file, listing all known details about those people


A break from playing for a time before performance period, for freshness


Good time to:

Practice against strong bots and progs

Teach Othello

Go over elite players' games

Practicing flipping



2. Performance Cycle


A. Physical proponents

Energy/Minimized fatigue:

Rest- you can only have two bad nights in any competition period + prior 2 days

Food- need to maintain high glucose levels throughout the competitive period

Good lighting (sunlight)- helps increase alertness and alleviates jet lag

Stimulants- an extra way to improve alertness and/or calmness and/or mood - caffeinated foods, chocolate, yerba mate, teccino,

Make sure to use the bathroom often enough

Hydration- improves concentration, body chemistry

Low heart rate, low muscle tension- stretching, loose clothing, alcohol

Get rid of physical distractions- aspirin for headaches, etc


B. Emotional proponents

Positive Attitude- positivism, ambition, an embrace of the goal

Maintenance of attitude- quickly dissolve losing sentiments, immediately focus on the next challenge

Confidence- you will do well

Comfortability/relaxation- humor, talking, pranks, fun games

Humbleness- it takes energy to be proud


C. Mental proponents

Desire- desire to win

Awareness- be aware of what is going on!

Attention- focus on what needs to be dealt with

Alertness- interest, excitement

Minimized brain fatigue- win games quickly, easily, with little tension about the outcome

Clear-headedness- make sure all your concentration can be used for the Game- wake up, forget other concerns, no rock & roll or anything else staticcy


D. Spiritual proponents

Embrace the game

Attention and Attitude

Accept your place in the Othello world

Surrender to what will happen

(((Note- Much of the above is based on my experience in long distance running, where they focus on training cycles a lot... )))

3. Game cycle


A. Pre-game

Warm up with some fun games


Know opponent's openings, style, strengths and weaknesses


Know what opening is going to be played


Determine what style you will use


Greet opponent


Offer respect and best wishes for the game


Don't start til every proponent of performance is set to go


Start clock


B. Set process for thinking- manualized version


On each turn list each move worth considering


On those moves consider opponent's possible responses, and then your possible responses, etc-

Consider a SEQUENCE of moves, not your moves in a vacuum



Look at the board from your opponent's perspective in equal proportion to your own (perhaps doing this on your opponent's turn)


Emphasize comprehensiveness in the near term and specific strength in depth


Literalize the reason for possibly taking --- move


Then decide by process of elimination


Utilize time effectively- No time for opening, 50% for midgame, 50% for endgame


Simplified version: Comprehensive perspective. Deep analysis. Evaluating on the basis of fronts, using my awareness of lines.


Or- list moves, list responses, compare moves, decide




C. What to think about- THE GAME

1. Tactical aspects


Defined ways to win


These generally occur in/for the endgame, and represent ways to convert mobility and positional strength into clearer routes to a win


1. Force play- leading opponent along continuations where he feeds you stable discs- the longer the force play period, the better


2. Corner region domination swindles- getting all the moves in a corner region, without it being dependent on a second edge- generally contains this order: take Corner, take X-square


3.
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 楼主| 发表于 1-6-2005 08:41 PM | 显示全部楼层

part 2

All-disc swindles- controlling the second edge, preventing opponent's access to a wedge- constant order: opponent's X-square, your Corner move , your adjoining C-square move


4. Non-disc swindles- a lack of participation in the second edge- constant order: opponent's X-square, your C-square, your Corner


5. Parity- being the player who lasts flips the discs in regions on the board- explicitly linked to having more discs than the opponent at the end


6. Diagonal control- controlling the main diagonals; playing devastating X-squares, or blocking opponent's critical diagonal access


7. Stoner traps and precursors- an advantageous exchange of corners and stable discs


8. Opponent edges- converting 5's or any similar formation to stables, using wedges to gain stable discs


9. Edge creeping- monoedge, dual adjacent edges, triedges- taking enough tempi to force opponent to give away stable discs in order to retain some positional strength and/or future hope


10. Strong disc formations (Landau second-edges, major sections of edge discs)- all other things being equal, you will have more stable-like discs- hard for opponent to catch up


11. Multi-tempi corner regions- using tempi in corner regions to gain mobility on the rest of the board, and still exploit a wedge and parity- general simplified order: your X-square, opponent's move elsewhere, your move to a C-square, opponent's Corner, your adjoining C-square


12. Exposed discs- clear sections of non-primary-edge discs- a way to convert opponent's discs to your own stable or semi-stable discs in the end


13. Critical outbooking- establishing a clear winning position through a strong opening (quick advantage)


Got to:

1. Prevent any way to win for opponent

2. Claim your own way to win


Ways for opponent to lose - Ways he manifests his own loss


1. Times out

2. Gives opponent force play

3. Forced to offer swindle(s)- mobility reduced to that point

4. Creates/allows the precursor for his opponent's future swindle (of any type)

5. Creates/allows his opponent parity (via parity precursors) on the board

6. Negative exchanges to retain/gain parity

7. Does not have access to critical primary diagonal/s, controls diagonal for an all-disc swindle

8. Exposes his discs

9. Takes bad edges- failed edge creeps, taking opposing edges, taking an adjacent edge to his unbalanced edge

10. Allows his opponent's killer edge creep

11. Plays bad technical openings/midgame/endgame

12. Creates/allows opponent stoner or precursor; misses his own stoner/ precursor

13. Allows critical outbooking- outbooked by opponent to critical disadvantage


It's a loss if he:

1. Does not prevent his opponent's way(s) to win

2. Does not play his way to a win


Literal list of Othello playing styles- (opposites paired)

edge creeping; edge feeding

blocking; poisoning

controlller of rows/columns; anti-participator of rows/columns

maximizer; minimizer

consolidated; dispersed/dispersable

swindler; normal position player

diagonal controller; diagonal accessor

X player; X-square player

C-square player; C player

stables player; parity player

good moves player; good situations player

tricks player; regular player

waller; board opportunities player

fronts player; attractions player

organic player; artificial player


Descriptive list:

offensive; defensive

controlling; flexible (bamboo)

simplifying; complexifying

aggressive; conservative

defined-risk taker; defined-risk avoidance

experimental; standardized (human or computer)

intimidating; mentally/psychologically easy

home-run player; general-advantage seeking

quick win player; long term player

impatient; inflector/patient

global; local

freestyler: pre-set player /booker


Note- here is a sample player analysis- my analysis of Brian Rose from 2001-


strong edge creeping; weak edge feeding

decent blocking; strong poisoning

not a controlller of rows/columns; anti-participater of rows/columns

not a maximizer; good minimizer

consolidated; strong dispersed/dispersable

strong swindler; strong normal position player

great diagonal controller; decent diagonal accessor

non X player; X-square player yes

C-square player yes; non C player

stables player yes; parity player yes

good moves player kind of; good situations player yes

tricks player no; regular player yes

waller mildly; board opportunities player yes

fronts player; attr actions player

organic player; artificial player yes


Descriptive list:

offensive yes; defensive

controlling yes; flexible (bamboo)

simplifying yes; complexifying

aggressive; conservative yes

defined-risk taker; defined-risk avoidance yes

experimental; standardized (human or computer) yes

intimidating; mentally/psychologically easy yes

home-run player; general-advantage seeking yes

quick win player; long term player

impatient; inflector/patient

global; local

freestyler: pre-set player /booker yes
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 楼主| 发表于 1-6-2005 08:42 PM | 显示全部楼层

part 3

C. How Othello Works

You want to win

You win if you have more discs than your opponent by the end of the game; generally this means 33+ for you

In order to get 33+ discs , you must either get many stable discs during the game

(These would be stable edges, any kind of swindle, use of stable edges to make adjoined discs of those edges stable/semi-stable)


And/or get the final flipping of sections of discs

The forms this takes include parity,exposed discs, semi-stable discs


The simplest expression of an optimal game situation is force play- opponent must continually give you moves that allow you to take more and more stable discs

The formost aspect of this situation is that the opponent is forced- ie, he only has one possible move at a time (or less), and they are directly linked to your stable disc accumulation.

Hence, the balance of mobility(quantity) (the balance between your number of moves vs. your opponent's) is the primary aspect of coherent strategy.


It doesn't matter how many moves you have sometimes- you can also be just as limited in your selection of moves (or more limited), and yet be accumulating more stable discs than your opponent.

Then the difference between your opponent and you is defined by your position- what it is about the placement of your existing discs that makes your moves valuable or not, affecting you in the present and long-term scope of things.

Hence, position(quality) is the secondary aspect of coherent strategy.


Mobility: (Quantity)

Limit the discs you have that opponent can use for moves; Maximize potential for usage of opponent's discs


Forever limited:

Corners, Stable discs


Temporarily limited:

Non-stable discs with no adjacent opponent discs forming the line of sight triplet (opponent disc, your disc(s), empty square


Categorical examples-

Discs on edges with no adjoining opponent edge discs- only two possible lines of sight for using the edge disc(s), as opposed to eight in the center of the board

Discs totally internal to opponent discs

Discs only on fully occupied straights and diagonals

Extremely external discs- discs at least one empty square removed from all opponent discs along all lines of sight (i.e. these are discs primarily surrounded by empty squares, the lone adjoining discs forming a fully occupied straight or diagonal)

The discs on the ends of concurrent fully occupied straights or diagonals

Purely Controlled straight or diagonal end discs- having no adjacent disc(s) to the straight/diagonal disc(s) external contact points



Partial limitation:

Central discs- discs towards the center of the board- more internal, and can only be used along with adjoining more external discs of yours


Minor limitation:

Disc(s) removed by 1+ squares (filled with your discs) from opponent's disc(s) along a line of sight with empty square(s) immediately past your discs along that line of sight


No limitation: (Ultra-accessible discs)- any disc(s) directly adjoined to an opponent disc with an empty square at the end of the line of sight from the opponent's start disc to your adjoined disc(s)



Position: (Quality)

Decrease the value of your opponent's moves, increase your own


Discs

Minimization- if you have few discs, no matter where they are opponent has few moves;


r force him to overuse your discs in his moves

Non-limitation with No Function-

Inaccessibile discs


Othello dictionary:

Access (or "accessed straight/diagonal": when you have a disc along a straight/diagonal that grants you the ability to make a move to the end of that straight or diagonal by flipping the discs in between

Central discs: discs close to the center of the board; centrality measured by the number of squares in between a disc and the closest of the 4 original center discs

Controlled straight/diagonal: a straight or diagonal that is fully occupied (with no adjacent usable discs at the ends) thus denying any move along that whole line of the board for the opponent

Edge creep: when a player gets a series of tempi (moves) along an edge, resulting in a serious mobility crunch for the opponent due to the concentration of tied up mobility from that edge creep

External discs: externality beaing a measure of how few empty squares are adjoined to those disc(s), with measurement 0 meaning least external, and 7 most external

Inaccessible discs: discs that cannot used in or for a move by opponent

Internal discs: internality being a measure of how few empty squares are adjoined to those disc(s), with measurement 0 meaning most internal, and 7 least internal

Minimization: the practice of trying to flip very few discs on each move as an approach to limiting opponent mobility (the theory being that the opponent will have too few discs to work with)

Occupied straight/diagonal: a straight or diagonal section of discs that is entirely made up of one color's discs

Stable discs: discs that can never again be flipped, because there is no angle from which the opponent can flip the disc(s); these must be linked to a corner somehow



List of patterns or topics for writing-

Categories:

Edge patterns

Second edge patterns

Parity

Corner regions

Landaus

Swindles

Stoners

X-squares

Controlled primary diagonals

Loser's choices

Sweet 16

Control of straights

Control of secondary diagonals

Access/participation

Domination of center 16

Strong edge feeding

Set up, set up, set up

Strong frontalism

Multi-purpose moves

Mobility coup's

Inflection points

Comfortability

Complexity, simplicity

Possible mental processes

Opposite edges

Adjacent edges

Dominating central 4

Controlling sweet corner 16s

Visualization

Patience

Novelty value

Late midgame, early midgame

Home run playing

Balance vs Extremity playing

Distractions

Focus

Forced line playing

Open-ended positions

Mood

Path of least resistance

Tricky tricky tricky style

Suekuni tricks- parity wedge home run

Perfect edge

Inaccesibility

Blocking

Poison

Non-edge formations
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 楼主| 发表于 1-6-2005 08:47 PM | 显示全部楼层

后记

小弟在写这些战术和讲解怔怔用了3小时,真的很头晕,hmhmhm不过很高兴
希望小弟的心血大家能明白,也希望小弟的讲解对大家有帮助,和希望这些讲解能提升大家的水准,和提升马来西亚的棋手的水准,所以多多支持lo,不会就问,多看多学,这才是学习的方法,多多支持谢谢、

[ Last edited by zipp_882000 on 1-6-2005 at 08:49 PM ]
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发表于 2-6-2005 12:15 PM | 显示全部楼层
Very Encouraging !!! A Job Well Done.  Congratulation.
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发表于 2-6-2005 09:07 PM | 显示全部楼层
最近想了想,觉得黑白棋真的是很难掌握的棋。。
原因很简单

黑白棋的棋子是由少变多,
不像其他棋类般由多变少 。。。。 除了围棋,
由少变多则代表其变化是未存在的,或者说由简入繁。。。
需要到了尾声才是决胜时刻。。。

本身也认为棋子种类少也是原因之一。。。
(不是黑就是白, 没车没马没象)
只是具体原因表达不出。。。



个人喜好由其背景,性格等影响,
黑白棋需要非常精密的计算,
但相信其所能带出来的搏杀,绵密等鲜明的特色就会比其他棋类逊色了。
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发表于 2-6-2005 09:10 PM | 显示全部楼层
我加了你很多分哦。。。。
当作加油。

得空再写, 我能不能成为高手就靠你了 (虽然是自己没空看)
但别忘了 8 个 A 呵。。。。

[ Last edited by jurk on 2-6-2005 at 09:11 PM ]
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