Flipper

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Screenshots - Flipper

Flipper atari screenshot
Flipper atari screenshot
Flipper atari screenshot
Flipper atari screenshot

Information - Flipper

GenreBoard Game - ReversiYear
LanguageModula-2Publisher[no publisher]
ControlsMouseDistributor-
Players1, 1 vs. 2Developer[n/a]
ResolutionMediumLicensed from-
Programmer(s)

Lobe, Greg L.

Country
Graphic Artist(s)

Lobe, Greg L.

SoftwareEnglish
Game design

Lobe, Greg L.

Box / InstructionsEnglish
Musician(s)

[n/a]

LicensePD / Freeware / Shareware
Sound FX

[n/a]

Serial
Cover Artist(s)ST TypeST, STe / 0.5MB
MIDIVersion
Dumpdownload atari Flipper Download / MSANumber of Disks1 / Single Sided
Protection

Instructions - Flipper

                                    Flipper
                                   =========

             Flipper is an Othello game that I wrote to play around
         with the minimax algorithm for searching game trees.

             To play a game against the computer, select New Game from
         the File menu.  The human player goes first, playing black.
         To make the computer go first and play black instead, select
         Swap Sides from the Options menu.  To make a move, click on
         the square where you want your piece.  If no moves are
         possible, click in the Pass box to the right of the board.

             The game can be changed between '1 Player' ( against the
         computer), '2 Player', and 'Set Up Board' at any time.  The
         computer can be forced to play against itself by selecting
         Swap Sides after every move.
             '1 Player' is for playing against the computer. Selecting
         Swap Sides will change colours and scores with the computer
         at any time.  The parameters for selecting computer moves can
         be set by selecting 'Set Search' or 'Set Evaluation'
         (described below).  Pressing the ESC key when the computer is
         searching for a move will force it to take the best one it
         has found so far.
             '2 Player' is for playing a game between 2 human players.
         Swap Sides is disabled in this mode.
             'Set Up Board' is for placing and changing pieces on the
         board.  Clicking on a square will place a piece of the
         current player's colour there.  To place a piece of the other
         colour, select Swap Sides.  Pressing the ESC key will clear
         the board.

             The computer finds moves by using the minimax algorithm.
         Roughly, the algorithm generates a list of possible moves,
         then considers possible countermoves to each of these, then
         possible moves after each countermove, and so on.  This
         builds up a tree structure with each node being a board
         position and moves being branches to the next lower level.
         To decide which move to take, the board positions at the
         lowest level of the tree are evaluated by a board position
         evaluation function that determines how likely a given
         position is to lead to a win.  These evaluations are passed
         up to the previous level where they are used to evaluate the
         move at that level.  At levels where the computer is moving,
         the maximum is used.  When the opponent is moving, the
         minimum is used.  When the top of the tree is reached, the
         computer knows which move to make.
             'Set Search' brings up a dialog box that lets you enter
         the search depth and width.  The search depth is the number
         of levels of the game tree to generate (number of moves to
         look ahead). The search width limits the branching factor of
         the tree. It sets the maximum number of new moves that are
         generated at each node.  Larger depths and widths make the
         computer play a better game, but it takes more time for each
         move.
             'Set Evaluation' brings up a dialog box that lets you
         change the parameters for the board evaluation function.  The
         parameters that can be changed are: how much to add for each
         computer's piece, how much to add for each computer's piece
         on an edge, how much to add for each computer's piece in a
         corner, how much to subtract for each opponent's piece, how
         much to subtract for each computer's piece one away from an
         edge, and how much to subtract for each computer's piece one
         away from a corner.  This can be used to fine tune the way
         the computer plays.


         Greg Lobe
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