Othello | An advanced AI to play the 2-player board game Othello | Game Engine library

 by   RodneyShag Java Version: Current License: No License

kandi X-RAY | Othello Summary

kandi X-RAY | Othello Summary

Othello is a Java library typically used in Gaming, Game Engine applications. Othello has no bugs, it has no vulnerabilities and it has low support. However Othello build file is not available. You can download it from GitHub.

A 1-player board game coded in Java. GUI coded using Swing. This app was created to aid a research project at University of Illinois at Urbana-Champaign.
Support
    Quality
      Security
        License
          Reuse

            kandi-support Support

              Othello has a low active ecosystem.
              It has 6 star(s) with 6 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              Othello has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Othello is current.

            kandi-Quality Quality

              Othello has 0 bugs and 0 code smells.

            kandi-Security Security

              Othello has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              Othello code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              Othello does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              Othello releases are not available. You will need to build from source code and install.
              Othello has no build file. You will be need to create the build yourself to build the component from source.
              It has 30387 lines of code, 160 functions and 411 files.
              It has medium code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed Othello and discovered the below as its top functions. This is intended to give you an instant insight into Othello implemented functionality, and help decide if they suit your requirements.
            • Drains a point on a board
            • Find the next move on the board
            • Performs a minimal move on a board
            • Makes a move on a board
            • Called when a mouse click is pressed
            • Checks if a disk placed in a specified direction can be flipped
            • Determines if a move is valid
            • Highlights valid moves for valid moves
            • Handles a mouse click event
            • Create the names and white and white names
            • Initializes the view with the given board and controller
            • Add mouse listeners to view
            • Called when mouse clicked
            • Flips a disk in the specified direction
            • Flips the positions of a disk
            • Prints a board to the console
            • Calculates the number of c squares of a disk
            • Compares two Boards
            • Compare two Boards
            • Calculates the number of x squares of a disk
            • Initializes the Board
            Get all kandi verified functions for this library.

            Othello Key Features

            No Key Features are available at this moment for Othello.

            Othello Examples and Code Snippets

            No Code Snippets are available at this moment for Othello.

            Community Discussions

            QUESTION

            C# how to properly code reusable classes?
            Asked 2021-Oct-19 at 10:26

            I want to be able to call methods from a GameState object, like this:

            ...

            ANSWER

            Answered 2021-Oct-19 at 09:06

            You don't want to alter the GameState objects between games. So create one GameState object for each game, provided each game share the same definition of what would be a state for the game.

            Source https://stackoverflow.com/questions/69627689

            QUESTION

            Is there a function for picking the max value in a pytorch tensor which follows a requirenment
            Asked 2021-Oct-06 at 21:25

            I am programming an othello bot in python using reinforcment learning and pytorch. In the program, I scan the board for legal moves. The AI should choose the move with the highest probability of beeing good, and that is legal according to the previose calculation. Here I need a function that works something like this:

            ...

            ANSWER

            Answered 2021-Oct-06 at 14:06

            Assuming there is at least one non-negative value in your tensor, you multiply it by the mask itself to remove excluded values in the sorting:

            Source https://stackoverflow.com/questions/69466550

            QUESTION

            Unsorted search of combined MongoDB columns
            Asked 2021-Jun-26 at 19:09

            Is it possible to make a search to a virtual column that is composed by two columns?

            Let's say I have the following MongoDB collection:

            ...

            ANSWER

            Answered 2021-Jun-26 at 19:09

            Here is an aggregation I think might help...

            Source https://stackoverflow.com/questions/68134930

            QUESTION

            Implementing a simple greedy ai for reversi/othello
            Asked 2021-May-24 at 15:14

            Quick disclaimer that this is for a homework task so rather than me placing any code I wanted to get conceptual help from you guys, maybe examples to help me understand. Essentially we have to implement an ai for reversi/othello and while minmax is the final goal, I wanted to start with a greedy algorithm.

            Ok so the relevant definitions/functions:

            GameState - this variable holds the boundaries of the board, who's turn it is, and the board (with a list of Maybe Player where Nothing means the tile is empty and Maybe Player1 or Player2 which means a piece is present for a player.

            legalMoves - returns a list of all possible legal moves when given a GameState. Here a move is defined as a position (x,y)

            applyMove - finally we have applyMove which takes a GameState and a move and returns a new Maybe GameState based on the new board after that move was played.

            The final goal here is to create a function that when given a GameState, returns the best move

            What I've done: Firstly, I've created an evaluation function which returns the eval of any GameState (eval :: GameState -> Int). So a heuristic.

            From here I've had trouble. What I've tried to do is map the applyMove func to legalMoves to return a list of all possible future GameStates given a GameState. Then I mapped my eval func to the list of GameStates to get a list of Int's then I finally took the maximum of this list to get the best evaluation. The problem is I'm not sure how to go back to the actual move from legalMoves that gave me that evaluation.

            ...

            ANSWER

            Answered 2021-May-24 at 15:14

            Your current pipeline looks like this:

            Source https://stackoverflow.com/questions/67674115

            QUESTION

            How to implement tree made from possible moves in game Othello (Reversi)
            Asked 2021-May-23 at 09:44

            I need help with making tree from possible moves in game Othello, on which I will later use MiniMax algorithm. Game is played in Player vs AI mode and I am always "1" on board and AI is always "2" on board. This is how my current function for getting best move for AI looks like:

            ...

            ANSWER

            Answered 2021-May-23 at 09:44

            You would need your recursive function to return a TreeNode instance, not a Tree instance. The top level call will then return the root node, which should then be assigned to the root attribute of a single Tree instance.

            I would also suggest creating an Edge class, so you can store the information about the move that was played in the parent board in order to get to the child board.

            If I understand correctly you want to separate the minimax/alphabeta algorithm from the actual game rules, and first create the tree of states (specific to the game), and then feed that to a generic minimax/alphabeta algorithm which can then be ignorant about the game rules, and just focus on the information in the tree.

            Here is an idea for an implementation:

            Source https://stackoverflow.com/questions/67656502

            QUESTION

            How to make custom hash function for hashing matrix (Othello board) to number
            Asked 2021-May-22 at 08:16

            I have to do project for which I need custom function for hashing matrix. Project is about Othello (Reversi) game which means that I need to hash fixed 8x8 matrix.

            This is how initializing matrix looks like:

            ...

            ANSWER

            Answered 2021-May-22 at 08:16

            As I indicated in a response to my original (bogus) comment, you could consider each board state to be a 64 digit base-3 number. This approach will result in a unique integer value for every possible configuration — which can be considered its "hash" value.

            This is what I mean:

            Source https://stackoverflow.com/questions/67646309

            QUESTION

            Printing lines containing a word in bash
            Asked 2021-May-19 at 07:31

            I am writing a script and I have in the input 3 arguments - folder name, type file, word.
            I want to search in the folder name in any type file and output the lines in those files that containing the word.
            For example if in the folder_name I have those files: image.png con.txt file.jpg and the input is ./MyScript.sh folder_name txt hello and con.txt contains:

            ...

            ANSWER

            Answered 2021-May-19 at 07:31

            You can just run a find + grep command like this:

            Source https://stackoverflow.com/questions/67592331

            QUESTION

            JLabel not showing in my grid of JButtons
            Asked 2021-May-03 at 17:30

            Creating a game called reversi also known as Othello and I am trying to add the starting position of my Black and Whites counters (using JLabel, labelled 'W' and 'B') in the middle of the board diagonally opposite from each other but for some reason only 2 show up and the other 2 don't show, which I don't understand why.

            How do I go about fixing it?

            ...

            ANSWER

            Answered 2021-May-03 at 17:28

            Each component (i.e. your JLabels (whites and blacks)) can only be added to a container once, if you need to add more labels, even if they have the same String inside, you have to create a new object for those, otherwise these will be shown in the last container you've added them.

            Source https://stackoverflow.com/questions/67373014

            QUESTION

            What is the solution for same value unifying?
            Asked 2021-Apr-15 at 07:24

            Writing Othello with a twist: Only storing the black, white and the legal moves in Piece type lists.

            ...

            ANSWER

            Answered 2021-Apr-15 at 03:41

            Try using a datatable :

            Source https://stackoverflow.com/questions/67101675

            QUESTION

            Othello Game Switching Turns Doesn't Work in React.js
            Asked 2021-Apr-12 at 06:38

            I'm working on an Othello game in React and I've already implemented the code to switch player turns. It does switch from one to another(between white and black). But if there's no move available for the upcoming player, the turn stays the same. I though I had it all done but now I came across to such a case when trying out the game, and although it does switch player turns regularly, my code does not consider keeping it the same when necessary. Do you know why? How can I solve it?

            Here's my code:

            Where I change it:

            ...

            ANSWER

            Answered 2021-Apr-12 at 06:38

            Solved the problem, but don't know how. That's strange...

            Here's the Code:

            Source https://stackoverflow.com/questions/67042049

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install Othello

            You can download it from GitHub.
            You can use Othello like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the Othello component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
            Find more information at:

            Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items

            Find more libraries
            CLONE
          • HTTPS

            https://github.com/RodneyShag/Othello.git

          • CLI

            gh repo clone RodneyShag/Othello

          • sshUrl

            git@github.com:RodneyShag/Othello.git

          • Stay Updated

            Subscribe to our newsletter for trending solutions and developer bootcamps

            Agree to Sign up and Terms & Conditions

            Share this Page

            share link

            Explore Related Topics

            Consider Popular Game Engine Libraries

            godot

            by godotengine

            phaser

            by photonstorm

            libgdx

            by libgdx

            aseprite

            by aseprite

            Babylon.js

            by BabylonJS

            Try Top Libraries by RodneyShag

            HackerRank_solutions

            by RodneyShagJava

            MazeSearch

            by RodneyShagJava

            DocumentClassification

            by RodneyShagJava

            GridWorldMDP

            by RodneyShagJava