Othello | Othello game | Game Engine library

 by   James-QiuHaoran Python Version: Current License: MIT

kandi X-RAY | Othello Summary

kandi X-RAY | Othello Summary

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

Othello Game (also named as reversi) with Computer as the Opponent. Refer to for game rules.
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              Othello has a low active ecosystem.
              It has 7 star(s) with 3 fork(s). There are no 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 no bugs reported.

            kandi-Security Security

              Othello has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              Othello is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            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.

            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.
            • Start the game
            • Place piece on board
            • Performs a move on the board
            • Draw the board
            • Mouseup handler
            • Prepare the game
            • This method performs the player move
            • Check if a move can be made
            • End the game
            • Draw text on screen
            • Handle keyup event
            • Quits the game
            • Move the speaker
            • Keydown event handler
            • Initialize a new game
            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

            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

            QUESTION

            Othello valid move algorithm doesn't work javascript
            Asked 2021-Apr-08 at 16:11

            I'm trying to code an Othello game, and now I'm trying to code the algorithm that does return the valid positions. I started by retrieving the directions of the empty squares where there's a black or white stone right next to it, but my code doesn't run. I don't know if I did something wrong but it seems that when I launch the program, the code runs slow because the algorithm is overkill. What can I do for that?

            Here's my Code(By the way, I use React.js):

            Here's the data structure of the square array:

            ...

            ANSWER

            Answered 2021-Apr-08 at 16:11

            I did it. It was quite simple though, I even simplified the code a bit. I forgot to add i++; to the last while loop, I was stuck forever, and then I had to handle the borders so that I don't get an error. For example, I can't //Check up when the upper border squares have no squares beneath them.

            This is how I changed the conditional statements:

            Source https://stackoverflow.com/questions/67001238

            QUESTION

            JFrame never renders if program is only interacted with through doClick();
            Asked 2021-Mar-04 at 17:55

            I am writing an Othello game using Swing, here's the general code: (The snippet does not include the cases for game end/same player goes again, it's just the basic gameplay loop.)

            View/Controller:

            ...

            ANSWER

            Answered 2021-Mar-04 at 17:55

            The AI is automated. The human is .. not.

            • When the human is playing a human the code must wait for the human to make each turn. It must be event driven.
            • When the human plays the AI, the AI is automated but the code must still wait for events from the human.
            • But when the AI plays the AI the entire process is left to the code and this leads to the EDT being blocked.

            Don't block the EDT (Event Dispatch Thread). The GUI will 'freeze' when that happens. See Concurrency in Swing for details and the fix.

            Source https://stackoverflow.com/questions/66479593

            QUESTION

            Recommendation System by using Euclidean Distance (TypeError: unsupported operand type(s) for -: 'str' and 'str')
            Asked 2021-Jan-03 at 19:48

            I have a problem about implementing recommendation system by using Euclidean Distance.

            What I want to do is to list some close games with respect to search criteria by game title and genre.

            Here is my project link : Link

            After calling function, it throws an error shown below. How can I fix it?

            Here is the error

            ...

            ANSWER

            Answered 2021-Jan-03 at 16:00

            The issue is that you are using euclidean distance for comparing strings. Consider using Levenshtein distance, or something similar, which is designed for strings. NLTK has a function called edit distance that can do this or you can implement it on your own.

            Source https://stackoverflow.com/questions/65551325

            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 Python library. You will need to make sure that you have a development environment consisting of a Python distribution including header files, a compiler, pip, and git installed. Make sure that your pip, setuptools, and wheel are up to date. When using pip it is generally recommended to install packages in a virtual environment to avoid changes to the system.

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            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 .
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