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Learning Process 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. 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
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;
:or 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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