An instance of the board game, Othello, in which an artificial intelligence can be tasked to compete with the player or another AI using Minimax or Alpha-Beta Pruning algorithms. The board itself is stored as a string variable with a series of the characters 1, 2, or 0, with 1 and 2 being used to represent each player's game pieces on the board. An example of this variable and one possible board setup is as follows.
"00000000;00000000;00000000;00012000;00021000;00000000;00000000;00000000;1"
We will interperet this string as such:
8x8 | A || B || C || D || E || F || G || H |
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| a || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 |
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| b || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 |
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| c || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 |
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| d || 0 || 0 || 0 || 1 || 2 || 0 || 0 || 0 |
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| e || 0 || 0 || 0 || 2 || 1 || 0 || 0 || 0 |
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| f || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 |
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| g || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 |
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| h || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 |
- Java
- Minimax Algorithm
- Alpha Beta Pruning
All test cases can be found in the provided link
- Phil Knock
- Ryan Ericksen
- James Baker Coe