[HN Gopher] Othello Is Solved?
       ___________________________________________________________________
        
       Othello Is Solved?
        
       Author : Tepix
       Score  : 448 points
       Date   : 2023-11-04 14:35 UTC (8 hours ago)
        
 (HTM) web link (arxiv.org)
 (TXT) w3m dump (arxiv.org)
        
       | Tepix wrote:
       | For those interested in the game (it's popular among computer
       | science and AI scholars), the Othello world championship is
       | currently underway in Rome, Italy with games live streamed on
       | liveothello.com and Youtube @WorldOthello
        
         | bediger4000 wrote:
         | Does this paper render the championship moot? Is any software
         | based on the paper entered?
         | 
         | Is Othello like checkers, where there were mostly draws in high
         | level games?
        
           | axlee wrote:
           | Why would it render human games moot? Why would a software
           | participate in a championship?
           | 
           | The draw percentage in checkers/draught and in chess are
           | roughly similar, (anywhere between 50% and 60% at high-level
           | play), despite checkers being solved and chess not.
        
             | Diggsey wrote:
             | Now that Othello is solved, there exist a set of rules a
             | player can follow to guarantee a win or draw every game.
             | It's possible (if unlikely) that a computer could
             | sufficiently compress those rules to be memorizable (and
             | then applicable) by a human.
        
               | axlee wrote:
               | Checkers have been solved 16 years ago and still see
               | competition. A game being solved is not exactly the same
               | as "apply this memorizable algorithm and you'll win",
               | especially if the solution implies scanning 10^n
               | positions for each move.
        
               | jfengel wrote:
               | I recall hearing that competition checkers has a
               | randomization element at the start, to keep it more
               | interesting. I believe checkers is strongly solved
               | anyway, but it at least keeps people from memorizing all
               | of the major lines.
        
               | forty wrote:
               | In case you wondering like me, checkers here means
               | American checkers, played on a smaller 8x8 board.
               | International checkers played on 10x10 board is a much
               | bigger space to explore of course.
        
               | Detrytus wrote:
               | Does the board size matter here? Wouldn't the strategy
               | from 8x8 board somehow generalize to bigger boards? The
               | one issue that I can possibly see is even vs odd board
               | sizes, e.g. play on 9x9 board can be a bit different than
               | 8x8 or 10x10.
        
               | forty wrote:
               | Solve a 2x2 Rubik's cube and see if that helps solving a
               | 4x4 ^^
               | 
               | From the computer point of view, it's more possible
               | states to explore, so I think it makes things much harder
        
               | RetroTechie wrote:
               | That would be a fun way to define computer opponent:
               | introduce an arbitrary amount of allowed compute power.
               | 
               | Say, _allowing_ a purpose designed device, but limited to
               | 1W of power consumption. Or some fixed energy budget (J)
               | per move. Too strong? Take it down to 0.1W, 10mW or
               | whatever.
               | 
               | That would degrade brute forcing as a viable approach,
               | and bring it back to smart algorithms, clever ways to
               | reduce the search space, etc.
        
             | kelsey9876543 wrote:
             | They are moot because the solution is known. When a human
             | makes a mistake the intrigue is discovering the fix to
             | become better. In solo copetition solved games are highly
             | fascinating because the person is racing the TAS or the
             | solved route. In human versus human games, we can simply
             | look up what the human did wrong. There is no cognitive
             | challenge in answer lookup. Its just oh, he sucks he missed
             | the move. Since its two humans competing it becomes "who
             | sucks less" but its two losers that both suck competing.
             | Thats the problem with competitive play of solved games, it
             | must be solo competition against the solution.
        
               | addaon wrote:
               | > Since its two humans competing it becomes "who sucks
               | less" but its two losers that both suck competing.
               | 
               | Yeah, this is my problem with bowling and golf. If you're
               | a professional bowler, literally your only job is to
               | knock down the pins. Why do anything else? If you miss
               | one, you're bad at your job. Ditto with golf -- the hole
               | is right there, just get the ball in it!
               | 
               | (Honestly not sure how sarcastic vs sincere I am in this
               | comment.)
        
               | uxp8u61q wrote:
               | Foot races are also solved - these losers should just get
               | a car!
        
               | kelsey9876543 wrote:
               | Cars are not allowed in the rules of the game "foot
               | race", therefore your solution is not valid and therefore
               | your argument has no evidence to support your claim.
        
               | coldtea wrote:
               | You used this word, evidence. I don't think it means what
               | you think it means.
               | 
               | Parent made an argument by analogy, no evidence needs to
               | enter the picture. At best you can say his analogy is
               | flawed.
               | 
               | It's not even flawed, anyway. If cars not being allowed
               | is supposed to refute the analogy, then an obvious answer
               | would be that Othello playing programs could also banned
               | in Othello competitions (given that the solution can't
               | just be internalized by a human player).
        
               | uxp8u61q wrote:
               | ...is this satire?
        
               | kelsey9876543 wrote:
               | In bowling and golf the mistake is athletic. You moved
               | your body wrong, also there are variables such as the
               | wind and humidity of the air in golf, and a in bowling
               | the ball and other micro variables effect play. It's
               | possible to improve physical condition with training, but
               | there is no "perfect". In a fully abstracted competitive
               | game where all variables are eliminated except for mental
               | choices, it becomes about memorization of the solutions
               | if the game is solved.
        
               | coldtea wrote:
               | > _In human versus human games, we can simply look up
               | what the human did wrong. There is no cognitive challenge
               | in answer lookup. Its just oh, he sucks he missed the
               | move. Since its two humans competing it becomes "who
               | sucks less" but its two losers that both suck competing.
               | Thats the problem with competitive play of solved games,
               | it must be solo competition against the solution._
               | 
               | I don't think you understand the purpose of games.
               | 
               | This is like saying since we have cars, why do people
               | still race?
               | 
               | Or "why even do shooting competitions, when a robot or a
               | person with a laser scope can easily win them?"
        
             | mtlmtlmtlmtl wrote:
             | And honestly I think the draw percentage in chess is
             | influenced just as much by sociological processes as it is
             | by game theoretic concerns. The very top chess players are
             | extremely risk averse. Chess is way too complex for humans
             | to ever be able to play perfectly in sufficiently complex
             | positions, honestly. The top players today obsessively
             | avoid positions like that unless they can find a forced
             | drawing line as a backup.
             | 
             | In other words, not losing is heavily prioritised over
             | winning in top chess, currently.
             | 
             | There are many possible ways to change this. My favourite
             | is to make a win worth 3 points, and a draw 1 point. Both
             | in tournament scoring and rating calculation.
             | 
             | I think this would incentivise more aggressive play, and
             | disincentivise the constant slog of the same 15 top players
             | playing mostly draws against eachother, and barely playing
             | in more open tournaments with a bigger rating interval.
        
               | mkesper wrote:
               | German soccer league followed the English and Italian
               | league in 1994 with a three points rule. It seems to
               | favor the better teams (with more expensive players) even
               | more, stabilizing the championship.
               | https://www.fiaa.at/theories/die-3-punkte-regel-und-ihre-
               | pro...
        
               | bluGill wrote:
               | Great chess players often pull out a draw from what looks
               | like an obviously lost position. Mostly great players
               | start playing for a win, but somewhere in the middle they
               | realize winning is hopeless and switch to looking for a
               | draw.
        
           | graphe wrote:
           | Depends if you like 'solved' games. Are chess tournaments
           | useless if computers are better?
           | https://www.chess.com/forum/view/general/chess-will-never-
           | be...
        
           | Someone wrote:
           | > Is Othello like checkers, where there were mostly draws in
           | high level games?
           | 
           | Othello tends to have huge score swings in the end game. I
           | think it's even hard to get a draw from a typical mid game
           | position if both players were to aim for it.
           | 
           | This result may change that, of course.
        
           | cvoss wrote:
           | This paper "weakly solves" Othello. That means that we know
           | for the initial board state both 1) the final win/lose/draw
           | outcome (it's a draw), and 2) the sequence of moves that
           | should be taken by perfect players to get there (Figure 1,
           | right).
           | 
           | In particular, the paper does not "strongly solve" Othello.
           | If you have an arbitrary board state, 1) and 2) are are not
           | necessarily known for it. That means it's still possible to
           | win a game by intentionally deviating from the perfect
           | sequence and betting on the fact that your opponent doesn't
           | know how to recover.
        
             | charcircuit wrote:
             | >That means it's still possible to win a game by
             | intentionally deviating from the perfect sequence
             | 
             | Someone with perfect strategy would have an answer for any
             | deviation. Playing imperfectly would likely get you into a
             | losing position. There is no way to go from a game being
             | drawn if played perfectly to being winning if the then
             | loser were to be using perfect strategy.
        
               | lcuff wrote:
               | I agree. As a nuance, (and I'm not an Othello player, but
               | a chess player) in many positions in chess, there are
               | many moves that, while not the best, are just slightly
               | worse. Finding the 'refutation' for a weaker move is the
               | measure of the strength of a player, and playing a few
               | slightly weaker moves in a row will almost certainly take
               | even high level players out of 'book' (the memorized
               | sequence of best moves). At that point, the strength of
               | the players becomes important, as opposed to how much
               | they have memorized. The strategy, then, is to have a
               | _slightly_ worse position from which one can recover and
               | go on to win. Obviously, if the opponent plays perfectly,
               | it is either a win for him or a draw. Typically the
               | 'slightly weaker' move still keeps the game a draw. The
               | advantage is not a game-winning sized advantage. I wonder
               | if in Othello there are positions where there are
               | multiple possible moves which 'preserve' the draw.
        
               | SonOfLilit wrote:
               | No, the paper only "weakly solves", so it doesn't give a
               | perfect strategy of the type you talk about.
               | 
               | Imagine finding a pamphlet written by God that contains a
               | listing of a perfect game of chess. Armed with it, you
               | will still lose easily to Magnus Carlsen. He will deviate
               | fro| the sequence and you won't know the perfect
               | responses to his moves.
        
               | leoff wrote:
               | > Imagine finding a pamphlet written by God that contains
               | a listing of a perfect game of chess
               | 
               | How would you go to prove that this is the perfect game
               | of chess, if you didn't explore all of it's possible
               | sequences? If they did solve the game, there's no way
               | around knowing all possible outcomes - starting from a
               | fixed given position.
        
               | bluGill wrote:
               | You don't, you trust that God has proved.
        
               | kreetx wrote:
               | I don't get then, how the paper "solves Othello": how
               | does it determine the perfect game (why is it perfect)?
        
               | bluGill wrote:
               | The claim (see other threads, it is not clear if the
               | paper really shows this) is that you can follow their
               | plan or any deviation from it known results. That is no
               | matter what I play if you understand their paper you can
               | ensure you don't lose. If I also know their paper I can
               | force a draw, but I won't win.
        
               | Asraelite wrote:
               | "Weakly solved" does actually imply that perfect
               | strategy. I think you're referring to "ultra-weakly
               | solved", which seems to be what the paper did.
        
               | charcircuit wrote:
               | >He will deviate fro| the sequence and you won't know the
               | perfect responses to his moves.
               | 
               | Even if you don't know the moves you will know that you
               | are in a winning / drawn position. Magnus can not find a
               | way to get to a winning position unless you make a
               | mistake.
        
               | tromp wrote:
               | > Someone with perfect strategy would have an answer for
               | any deviation.
               | 
               | Someone verified there is a perfect strategy, using tons
               | of computational resources and lots of time. The game
               | tree they explored may have millions of billions of
               | nodes, of which only the top layers could be saved.
               | 
               | To use a perfect strategy in an actual game, you need to
               | have it stored in some format that allows near-real time
               | lookups.
               | 
               | Such is the difference between weakly and strongly
               | solving.
               | 
               | EDIT: Strongly solving goes beyond the latter, requiring
               | real-time best play from arbitrary positions.
        
               | NooneAtAll3 wrote:
               | > Such is the difference between weakly and strongly
               | solving.
               | 
               | no, you described difference between storing the result
               | and not storing it
               | 
               | strongly solving means allowing arbitrary amount of
               | mistakes from either player before giving to the solver
        
               | foota wrote:
               | The author isnt claiming it's possible to win against a
               | perfect opponent, but rather, all perfect play scenarios
               | end in a draw. If both players either can't play
               | perfectly, or choose to play imperfectly, then it moves
               | into unknown territory and either side can force a win.
               | 
               | This does have to be mutual though, if only one side
               | plays imperfectly, then the other can always force at
               | least a draw.
               | 
               | So if you know the other side is incapable of playing
               | perfectly, it could be rational to deviate.
        
           | AndrewKemendo wrote:
           | Probably
           | 
           | See: Le Sedol [1] after AlphaGo:
           | 
           | "On 19 November 2019, Lee announced his retirement from
           | professional play, stating that he could never be the top
           | overall player of Go due to the increasing dominance of AI.
           | Lee referred to them as being "an entity that cannot be
           | defeated""
           | 
           | [1]https://en.wikipedia.org/wiki/Lee_Sedol
        
             | kadoban wrote:
             | That is one player's choice, but not even close to a
             | majority one.
             | 
             | Chess and Go and Checkers competitions have not disappeared
             | after humans stopped being the best players of them.
        
             | JoeDaDude wrote:
             | IN what could be interpreted as irony, Lee Seedol went on
             | to invent more board games.
             | 
             | https://www.dicebreaker.com/series/wizstone/news/go-
             | player-d...
        
             | nimih wrote:
             | Someone should probably let Shin Jinseo know that the Go
             | world championships are now "moot", because he appears to
             | still spend a lot of time training and practicing for them.
        
           | bluecalm wrote:
           | Chess is weakly solved for all practical purposes (it's not
           | proven but no one is able to show a winning sequence for
           | white even with weeks to prepare vs a top engine playing with
           | something like 30 minutes per move) and it doesn't affect the
           | competition at all. It's impossible to remember it all
           | anyway.
           | 
           | Once/if chess is formally weakly solved it will change
           | exactly nothing for human chess players. If your plan is to
           | remember the solution you may just as well start learning top
           | engine lines today.
        
             | tromp wrote:
             | Weakly solved is a computational notion that has nothing to
             | do with how well humans and computers play. We are far from
             | proving the game theoretic value of Chess. Even for proving
             | that White has a draw; i.e. that White is not in zugzwang
             | in the starting position. We may feel very strongly that
             | the notion is absurd, but I doubt we'll see a proof in my
             | lifetime.
        
             | coldtea wrote:
             | "Solved" in TFA sense is about a class of proofs being
             | discovered, not about merely digital chess software playing
             | better (even if they win every game).
        
               | bluecalm wrote:
               | Yeah but this is not very useful concept in practical
               | play and that was the context of my comment. Chess is at
               | different stage today than it was a few years ago. The
               | difference is that no matter what resources and how much
               | time your opponent have they will not beat you as long as
               | you remember the line shown by your home PC.
               | 
               | I call it "weakly solved in practice" because it's
               | exactly that: our (chess players) reality today is
               | exactly the same as if chess was actually weakly solved.
        
               | coldtea wrote:
               | > _Yeah but this is not very useful concept in practical
               | play and that was the context of my comment._
               | 
               | This depends on whether the solution can be "memorized"
               | so to speak. For games where it can, it makes playing
               | meaningless.
        
               | bluecalm wrote:
               | Obviously. The point is that in interesting games (for
               | example chess) the solution can't be memorized but parts
               | of it can. The point is that in chess we have a solution
               | as good as the mathematical one today (for all practical
               | purposes). It's an interesting point because it matters
               | for practical players - you're no longer afraid your
               | opponent or their team can find "holes" (that is weak
               | moves) in your preparation. You're now only afraid they
               | will play moves you didn't expect.
        
           | rc_mob wrote:
           | I don't understand this comment. Computers are not allowed to
           | play in the championship.
        
             | bediger4000 wrote:
             | I confess to being dumb and not understanding it's a human
             | championship. My bad!
        
           | waveBidder wrote:
           | chess engines are good enough to be effectively solved
           | compared to human play, so not really more than chess
           | tournaments.
        
       | Waterluvian wrote:
       | Othello is one of those games that works really well for playing
       | with young kids. The rules are simple. There's patterning to
       | learn. It's fun to cause massive flips. And best of all, it's
       | just as fun for the adult as it is the kid.
       | 
       | I've found that I can really enjoy myself without crushing my 6yo
       | or it feeling like it's just a luck-based game.
        
         | captn3m0 wrote:
         | I also like Blokus for similar reasons.
        
           | ramses0 wrote:
           | Blokus Duo is king!
        
         | hermitcrab wrote:
         | Suggest also having a look at Hus (one of the family of African
         | stone games): https://mancala.fandom.com/wiki/Hus
         | 
         | In theory there is no luck. But in practice you can't calculate
         | that far ahead, due to the chain reactions.
         | 
         | You can easily make your own board.
        
       | bradwood wrote:
       | How about the ancient Chinese game of "go", next? Not convinced
       | that can easily be solved at all.
        
         | mikpanko wrote:
         | Among popular board games, Go is more computationally complex
         | than chess, so the latter would probably be solved first.
        
         | tromp wrote:
         | Go is considered close to being solved on a 7x7 board [1]. The
         | grand challenge would be solving 9x9 Go, the standard beginner
         | board size.
         | 
         | Note that professional players are far from mastering 9x9, and
         | regularly play 9x9 tournaments.
         | 
         | Solving the full 19x19 game is utterly out of the question.
         | 
         | [1] https://forums.online-go.com/t/katago-attempts-to-
         | solve-7x7/...
        
           | mafuy wrote:
           | There was a recent push for 9x9. It's not solved but it is
           | believed to be near perfect play.
           | 
           | https://katagobooks.org/9x9highlights.html
        
       | KingOfCoders wrote:
       | One of the first games I've coded as a kid was Othello.
       | 
       | "Othello is now solved, computationally proved that perfect play
       | by both players lead to a draw."
       | 
       | I could never win against my creation :-)
        
       | sdwr wrote:
       | > Next, we selected 2,587 positions out of the aforementioned
       | 2,958,551 positions and formulated hypotheses regarding their
       | outcomes. We chose them such that if all these hypotheses were
       | proven correct, it would prove that the initial position results
       | in a draw.
       | 
       | But no elaboration? Sounds to me like the game is not solved,
       | instead the author looked pretty hard for a winning line, and
       | didn't find one.
        
         | dist-epoch wrote:
         | More likely, those 2587 positions cover all possibilities.
         | 
         | There are other proofs like this - the 4 color theorem one,
         | which was also reduced to a finite number of configurations
         | which were manually colored.
        
           | BlackFingolfin wrote:
           | But none of this explicit. This is at best an announcement of
           | a potential proof. But it isn't a proof yet.
           | 
           | Also curious: in the end of the paper they talk about having
           | "weakly solve" Othello... the paper overall reads really
           | strangely.
        
             | dfan wrote:
             | "Weakly solving" a game is a technical term. If you have
             | weakly solved a game, you can play perfectly (achieve the
             | optimal result) when the game starts from its initial
             | position. If you have strongly solved it, you can play
             | perfectly starting from any position.
        
               | BlackFingolfin wrote:
               | Sorry, I was unclear: I know what weakly solved means.
               | What I find curious is that the title and abstract refer
               | to "solved", and don't mention what they actually mean.
               | To me "solved" would suggest "strongly solved". But
               | perhaps equating "solved" with "weakly solved" is default
               | in this area? Still, I would like expect an abstract to
               | say something like that explicitly.
               | 
               | But given the overall state of that paper I think this is
               | a side concern at best anyway.
        
               | anigbrowl wrote:
               | They wrote about this in the introduction and in the
               | context of algorithm 2.
        
               | NooneAtAll3 wrote:
               | > To me "solved" would suggest "strongly solved". But
               | perhaps equating "solved" with "weakly solved" is default
               | in this area?
               | 
               | It's the default for all reasonable games - statespace is
               | huge (i.e. tic-tac-toe is childsplay) and simple
               | strategies don't exist (that'd make bad human game). You
               | can't even iterate all positions - even less prove them
               | all for one outcome.
        
               | light_hue_1 wrote:
               | > But perhaps equating "solved" with "weakly solved" is
               | default in this area?
               | 
               | It is the default and all that matters.
               | 
               | This is one of the dangers of reading papers as a non-
               | expert. You can dismiss or be wowed by something that is
               | totally irrelevant.
               | 
               | They wrote the paper very much like the Checkers paper
               | from Science 2007.
        
             | jmmcd wrote:
             | "weakly solve" is not curious. Read from the start, they
             | define this.
        
             | sdwr wrote:
             | This looks like a George W "Mission Accomplished" moment.
             | 
             | - the game is obviously known to be a draw
             | 
             | - but we don't have computational power to enumerate that
             | 
             | - so test a bunch of game states
             | 
             | - and confirm that none of them are wins
             | 
             | - ???
             | 
             | - it's solved! Trust me!
        
               | sebzim4500 wrote:
               | The concept of "weakly solved" is not original to this
               | effort. IIRC checkers was weakly solved for years but is
               | now strongly solved.
        
               | tialaramex wrote:
               | And you can go further Heads Up (ie two player) Limit (ie
               | you decide to raise or not, the size of the raise is
               | fixed) Texas Hold 'Em (the style of Poker most played
               | today) is _essentially_ weakly solved.
               | 
               | The process used generates a statistical approximation
               | and tells you how close it is to correct, in theory a
               | perfect solution would beat this by that amount, in
               | practice of course Poker is a game of chance, and so over
               | any realistic game it wouldn't matter because the
               | deviation from correctness they've computed is tiny.
               | Could they make an even smaller deviation with more
               | compute used? Sure, but why bother.
               | 
               | https://en.wikipedia.org/wiki/Cepheus_(poker_bot)
               | 
               | Cepheus is instructive also because some humans have
               | played against this and believed they were outplaying it,
               | which indicates there are real human poker players who
               | misunderstand their own variance so much (and/or discount
               | real variance from others so much) that they're
               | completely unable to successfully rate their abilities.
               | 
               | If you lose 12Bb over 100 hands you are not, in fact,
               | "winning except that it sometimes gets lucky". You're
               | just losing, _of course_ it sometimes gets lucky, that 's
               | how luck works, it's a game of chance.
        
         | missblit wrote:
         | I only skimmed it, but it looks like they described this to me.
         | 
         | The next sentence:
         | 
         | > Although there are numerous ways to select subsets that would
         | prove the initial position results in a draw, we used algorithm
         | 1 to obtain a small subset.
         | 
         | Algorithm 1:
         | 
         | > We developed an algorithm that requires predictive scores for
         | all positions with 50 empty squares and returns a subset such
         | that if the all positions belonging to that subset are solved,
         | and the all solutions match the predictions, the initial
         | position is consequently solved. It was described as Algorithm
         | 1.
         | 
         | (The algorithm is also printed out)
        
           | sdwr wrote:
           | Algorithm 1 doesn't say shit! It says "pick the best move",
           | or "pick all the moves".
           | 
           | From start of game to 50 squares left is enumerable.
           | 
           | From 36 moves left to end-of-game is apparently solvable.
           | 
           | The middle is the combinatorial explosion, and he avoids
           | explaining how he navigates it.
        
             | notdonspaulding wrote:
             | > From start of game to 50 squares left is enumerable.
             | 
             | A nitpick, but I don't think you meant to say "enumerable"
             | here
             | 
             | "enumerable" means "able to be enumerated, or counted"
             | 
             | https://webstersdictionary1828.com/Dictionary/Enumerate
             | 
             | "innumerable" means "unable to be numbered, or counted"
             | 
             | https://webstersdictionary1828.com/Dictionary/innumerable
        
               | sdwr wrote:
               | Enumerable as in "computationally enumerable", or "able
               | to be enumerated in a reasonable amount of time x cpu x
               | memory"
               | 
               | The beginning and end of the game have less possibilities
               | to consider. The midgame has the most possible moves =
               | hardest to calculate.
               | 
               | If you read carefully, the midgame is the bit the author
               | avoids explaining how to solve ;)
        
         | CSMastermind wrote:
         | I also got confused at this part. I've now read the paper twice
         | and I'm not sure I understand their method. Overall the way the
         | paper is written is not straightforward.
         | 
         | It's possible the author is correct, I'd need to really sit
         | down and try to work out their reasoning but at first pass I'm
         | skeptical.
        
         | devit wrote:
         | They computed results for a bunch of 36-empty-squares positions
         | on their clusters and uploaded them to
         | https://figshare.com/articles/dataset/Analyses_of_the_Game_o...
         | 
         | The script at https://github.com/eukaryo/reversi-
         | scripts/blob/main/reversi... plays perfectly (assuming the
         | whole thing is correct) a bunch of data computed by other
         | scripts in the repository using the 36-empty-squares solutions,
         | for which a regular machine is presumably suitable.
         | 
         | It seems that what it does is essentially look up a <=300GB
         | table with all positions with 37-64 empty squares reachable
         | from the weak solution, and runs edax with "-solve" for
         | positions with <=36 empty squares.
        
       | phkahler wrote:
       | >> Othello is now solved, computationally proved that perfect
       | play by both players lead to a draw.
       | 
       | Did not see that coming. That just makes the game _more_
       | interesting I think.
        
       | sciolist wrote:
       | Is this legit? It seems weird to me that this paper has one
       | author, from a deep-learning startup which I've never heard of
       | before.
        
         | dist-epoch wrote:
         | It wouldn't be the first time an unknown solves a major
         | problem. And Othello is not exactly the Riemann hypotheses -
         | meaning it wasn't as studied and there could be a low-hanging
         | fruit.
        
         | thenoblesunfish wrote:
         | The fact that they describe their own result as monumental
         | raised my eyebrows. Presumably this is being peer reviewed?
        
       | makach wrote:
       | Does that mean there are no disadvantages going second?
        
         | chaboud wrote:
         | Having not read the paper, it sounds like the author is
         | asserting that the game is solved under perfect play as a draw.
         | 
         | https://en.m.wikipedia.org/wiki/Solved_game
         | 
         | That would point to there being no advantage in perfect play.
         | However, in imperfect play, the first or second player could
         | still have a measured advantage.
        
         | toyg wrote:
         | If you consider that in the early game you want to keep low
         | your number of pieces (because it keeps the number of possible
         | moves high), it becomes somewhat obvious that going second is
         | not a disadvantage at all.
        
         | foompy_katt wrote:
         | There is no disadvantage to going second... in fact, in
         | tournament games, the player to go second (white) wins about 2%
         | more often than black does. All of black's first moves actually
         | transpose, so white has the first real choice in the game, and
         | also usually has the last move in the game, which can be an
         | advantage.
        
       | fidotron wrote:
       | There is a lot of good background on Othello like:
       | https://en.wikipedia.org/wiki/Computer_Othello
       | 
       | And especially: https://archive.org/details/byte-
       | magazine-1980-07/page/n57/m...
       | 
       | That Byte article is about implementing practical heuristics to
       | create a human like player as opposed to completely exhaustive
       | play which was most definitely impossible on early 80s machines.
       | 
       | I happened to implement a version myself at
       | https://luduxia.com/reversi/
        
       | Avlin67 wrote:
       | no, Othello is not complex, I do not remember exactly how but i
       | did play a lot when i was you and did find a way to win
       | consistently...
        
         | jmmcd wrote:
         | And if you played against yourself, did you still win?
        
           | sebastiennight wrote:
           | Plot twist: GP is the author of the paper, and your question
           | is how they demonstrated that "both players playing perfectly
           | leads to a draw".
        
         | laurentlb wrote:
         | > did find a way to win consistently...
         | 
         | Against who? You were playing against beginners?
        
         | toyg wrote:
         | A small amount of basic theory (which areas to target and which
         | to avoid, how to keep your numbers low in the early game, etc)
         | is enough to look like a master among casual players; but the
         | advanced game can be fiendishly hard.
        
       | omoikane wrote:
       | Related, here is one that plays 6x6 perfectly:
       | 
       | https://mame.github.io/6x6-reversi-oracle/
       | 
       | via: https://twitter.com/mametter/status/1476379841004183556
       | 
       | I didn't know 8x8 was unsolved until now.
        
         | namtab00 wrote:
         | I can't get one single black... it's this what perfectly means?
        
       | orzig wrote:
       | "Minutes to learn ... A lifetime to master" Not anymore!
        
       | iamflimflam1 wrote:
       | Othello is a great game to demonstrate how powerful some basic
       | heuristics can be.
       | 
       | There are certain squares that you should avoid placing pebble on
       | as the game develops - equally there are squares that you should
       | definitely try and place a pebble on if you can.
       | 
       | Implementing these rules can give you a fairly decent opponent
       | and it's interesting to see how quickly people will ascribe
       | "intelligence" to something that is very simple.
        
         | EVa5I7bHFq9mnYK wrote:
         | Yeah, I remember my ~200 lines Pascal program running on PDP-11
         | beat everyone in the lab, that was quite astonishing. It
         | completely solved the rest of the game when 19 free spaces
         | remained.
        
         | keitmo wrote:
         | I read an article many years ago on programing Othello. I think
         | it was BYTE Magazine, circa early 1980s. It mentioned pitting
         | an app using a simple heuristic technique similar to the one
         | you describe against an app using an equally simple (but
         | devastatingly horrible) "flip the most squares" approach.
         | 
         | The heuristic algorithm won by a landslide -- 60 to 4 or worse
         | (I don't remember exactly).
        
           | kjellsbells wrote:
           | Not the article you mention but there is a fun article in
           | this BYTE from 1981 on a computer Othello tournament that
           | really illustrates how far we've come. This edition of tha
           | mag is also notable for its point in time history, as it has
           | an editorial about the coming IBM PC and quanit ads from
           | Apple and Microsoft that give no clue as to the revolution
           | coming.
           | 
           | https://vintageapple.org/byte/pdf/198107_Byte_Magazine_Vol_0.
           | ..
        
           | lanstin wrote:
           | I read that same byte article, wrote a basic version that
           | played the heuristic way, and was unable to beat it. Good
           | times.
        
         | CyberDildonics wrote:
         | _Implementing these rules can give you a fairly decent opponent
         | and it 's interesting to see how quickly people will ascribe
         | "intelligence" to something that is very simple._
         | 
         | Who is actually "ascribing intelligence" to this? Othello has
         | been on $10 LCD games that take double AA batteries.
        
           | iamflimflam1 wrote:
           | People see something behaving based on some very simple rules
           | and assume that it is "thinking".
        
             | CyberDildonics wrote:
             | This is just repeating what you said before, but who are
             | these 'people' that you're talking about?
        
           | Tao3300 wrote:
           | > Double AA
           | 
           | So you mean AAAA?
        
             | CyberDildonics wrote:
             | I actually remember those things taking two AA batteries,
             | so I may have flubbed my way into something that is still
             | technically true.
        
       | gmac wrote:
       | If anyone fancies playing the game, I made this for/with my kids:
       | https://jawj.github.io/fliptiles
       | 
       | (The 'AI' player is very weak)
        
         | hermitcrab wrote:
         | I was even weaker. ;0)
         | 
         | (Nice job BTW)
        
         | mumintrollet wrote:
         | Impressive! I used to play this all the time as a kid but I
         | kinda forgot it existed for a while, so this was fun :) I
         | scored 31 against the computer's 33 :/
        
           | gmac wrote:
           | Likewise! My daughter played it at a friend's house and
           | enjoyed it, which is what reminded me and prompted me to make
           | this.
        
       | amelius wrote:
       | Ok, so we just have to keep adding rows and columns to the game
       | in order to keep the game from being "solved"?
        
         | dzolob wrote:
         | Someday there might be a theorem. Something on the line of "for
         | all nxn boards, a perfect game ends in a tie".
        
           | amelius wrote:
           | Next challenge: (n+1)xn boards
        
       | dzolob wrote:
       | The thing I love about Othello is the contradiction between
       | action and territory. While the game develops, playing your turn
       | is in some sense against you, yet you must. Hence, you need to
       | remain compact and inner while you occupy, until space becomes
       | too small and its time to reclaim definite influence.
        
       | uxp8u61q wrote:
       | Correct title: an unknown author from an unknown startup claims
       | in an arXiv preprint (listed somehow in the cs.AI archive) that
       | Othello has been solved. The paper is 13 pages long.
       | 
       | I wish that the superconductor debacle (and many others) had
       | taught people critical thinking and skepticism. And yet this is
       | the #1 post on HN right now.
        
         | fbdab103 wrote:
         | Trust but verify. People were excited, but pretty much the
         | first thing on everyone's mind was looking for replication.
         | 
         | In contrast, this is not spouting a revolution in physics, but
         | a mathematical puzzle that is mostly trivia. I suspect that the
         | best computer Othello algorithm can already trounce a human.
        
           | uxp8u61q wrote:
           | > a mathematical puzzle that is mostly trivia
           | 
           | "Solving" a game is not "trivia" or a "puzzle". It's an
           | actual mathematical problem that requires nontrivial proofs
           | for nontrivial games. Think about it: a game as "simple" as
           | checkers was only solved in 2007.
           | 
           | > I suspect that the best computer Othello algorithm can
           | already trounce a human.
           | 
           | That's a completely different problem. Chess computers are
           | much, much better than humans, but chess is far from being
           | solved.
        
             | sebzim4500 wrote:
             | It's not obvious to me that othello is much more
             | complicated than checkers. Admittedly, I haven't played
             | since I was a kid and I don't completely remember what the
             | rules are.
        
               | WoodenChair wrote:
               | So you don't really know much about the computational
               | complexity of the game and you're saying it's trivial.
               | 
               | How hard a game is to "solve" at least using traditional
               | algorithmic techniques is related to its search space.
               | That is a combination of the length of the game and the
               | number of possible moves in each position (ply and
               | branching factor). Chess has more possible positions than
               | exist atoms in the universe by some estimates. Checkers
               | has a tractable, for modern supercomputers, 500 billion
               | possible positions with about a ~6 branching factor over
               | an average of ~50 ply games.
               | 
               | Othello is several orders of magnitude more complex than
               | checkers but not quite at the level of chess. So, this is
               | a big claim. It's by no means trivial.
        
               | kbenson wrote:
               | The person you're responding to wasn't the one that said
               | it was "trivia" (much less trivial).
               | 
               | I don't think anyone was saying it's easy, just that they
               | didn't think it was very useful to know.
        
               | WoodenChair wrote:
               | The post I'm replying to said:
               | 
               | > It's not obvious to me that othello is much more
               | complicated than checkers.
               | 
               | How is that not saying it's trivial when the context is a
               | thread mentioning that Checkers has already been solved.
        
               | kbenson wrote:
               | In the past, "solving" games has often been done through
               | novel changes in hardware and/or approaches and
               | algorithms as I understand it. The person you replied to
               | stated that they didn't know why Othello was an
               | achievement _beyond_ checkers. That doesn 't mean it's
               | trivial, but it also doesn't mean it required any
               | additional insight or advances to do so if it's not
               | specifically more complicated than checkers.
               | 
               | They then went on to qualify their statement with the
               | information that they don't specifically remember the
               | rules of Othello. In a discussion held in good faith,
               | this should be assumed to be an invitation to add
               | additional insight as to why Othello might be more
               | complicated.
               | 
               | You either know the reason why and didn't state it, or
               | believe it's more complicated based on authorities you
               | trust and didn't relate that and instead stated it
               | authoritatively, or don't know it at all and
               | misrepresented it. None of those are very useful for
               | discussion. The former two are easy to rectify by
               | explaining, qualifying, or referring someone to
               | additional info though, and would have been a more useful
               | way to respond.
               | 
               | Ultimately though, it sort of feels like you're reaching
               | for an additional interpretation that makes an earlier
               | misinterpretation still valid, when you could just say
               | "oops. Most of my comment still stands as accurate, but I
               | guess I misinterpreted your point."
               | 
               | Edit: from looking at you profile, it appears you are a
               | CS professor. Perhaps part of the issue is context. This
               | is a public forum, not a classroom, and while in a
               | classroom your statements can be taken with an assumed
               | authority, nobody necessarily knows that about you here
               | when you post, so some additional qualification of your
               | statements or background may be warranted.
        
           | notfed wrote:
           | > Trust but verify.
           | 
           | Ok, so, do you trust everything posted on the Internet until
           | you verify it?
           | 
           | I really think "distrust but verify" is a heck of a better
           | rule, unless your source has a really solid track record.
        
           | coldtea wrote:
           | > _Trust but verify_
           | 
           | Given that most papers don't replicate, and most hype ends up
           | BS, "don't trust until it's verified" is a much better rule.
        
         | throw101010 wrote:
         | > And yet this is the #1 post on HN right now.
         | 
         | Doesn't it make sense to give some visibility to such claims so
         | they can be verified? I would think a lot of people on HN are
         | equipped to take part in this informally.
         | 
         | But I agree with you that the title is too categorical and
         | should be updated.
        
         | scythe wrote:
         | You really wouldn't want to have a post sit on top of Hacker
         | News for an hour and nothing comes of it. Think of how much we
         | could have gotten done on this messageboard otherwise!
        
           | mcphage wrote:
           | Boy are you gonna feel foolish when the #2 post on HN is
           | "Cancer _almost_ cured", and you realize how dangerous a
           | diversion this was...
        
         | anigbrowl wrote:
         | Boo. The paper is cautiously written, addresses a very
         | tractable and well-defined problem, confirms what experts
         | expected, and is straightforward to implement (the source code
         | is on Github). And yet this posturing is the #1 comment on this
         | thread right now.
        
           | notfed wrote:
           | Great, then let's name it "Othello claimed to be solved",
           | then pound it with peer reviews and reproductions for a bit,
           | _then_ we can phrase it as  "Othello is solved".
        
             | SomaticPirate wrote:
             | The source code is on Github? Why not run it yourself and
             | perform the peer review? The implementation is quite
             | straightforward
        
               | uxp8u61q wrote:
               | You need to prove that the code is correct, that's the
               | tricky part. Otherwise I could just write `return true;`
               | as the whole code and tell people to run it, it's easy,
               | just do the peer review yourself.
        
         | cwillu wrote:
         | There was absolutely nothing wrong with the superconductor
         | "debacle". What you're preaching is not skepticism, but
         | cynicism.
        
           | coldtea wrote:
           | Given the myriad posts and articles about "huge
           | breakthrough", "industry changing" and so on, scepticism in
           | that case would translate to way more cynicism.
        
         | g9yuayon wrote:
         | I thought the post is #1 on HN because people here are
         | genuinely interested in the topic and would like to at least
         | examine the paper and discuss the merits of it.
        
         | klyrs wrote:
         | I was watching every development of that superconductivity
         | claim. I was quite enthused! But never once did I move beyond
         | "groundbreaking _if true_. " This doesn't even have the
         | potential to be groundbreaking. Get over yourself, let people
         | get excited about little stuff.
        
           | jmye wrote:
           | > Get over yourself, let people get excited about little
           | stuff.
           | 
           | No one has said you're not allowed to be excited if you want.
           | Just like GP is allowed to be a wet blanket if they want.
           | 
           | Speaking of "get over yourself." I'm so tired of this "if you
           | don't completely validate and elevate _my_ feelings then
           | you're bad /mean and preventing me from feeling what I want"
           | crap. God forbid anyone ever disagree with you.
        
           | notfed wrote:
           | > Get over yourself, let people get excited about little
           | stuff.
           | 
           | Some people are looking for facts and science, and some are
           | looking for enthusiasm and excitement. Can't discount either
           | one, I suppose.
        
             | CyberDildonics wrote:
             | _Can 't discount either one, I suppose._
             | 
             | People getting each other excited by pretending fiction is
             | reality is called religion. That's fine if people are
             | honest about it.
        
             | klyrs wrote:
             | You can be enthusiastic and excited while looking for facts
             | and science. In fact, my interest in rooting out truths
             | tends to go hand in hand with my passion for the topic.
             | Negative results are important for scientific advancement,
             | and I was just as excited to see LK99 fully analyzed,
             | despite it not turning out to be the holy grail. We always
             | knew that was a longshot; I enjoyed the journey regardless
             | of the destination.
             | 
             | My admonition "get over yourself" is a response to this
             | ridiculous idea that science should be a joyless affair. It
             | isn't, and must not be. Historically, fuddy-duddy downers
             | don't make the big discovaries.
        
         | gfodor wrote:
         | Calling it a debacle is an admission you yourself could benefit
         | from your own advice.
        
         | satoqz wrote:
         | I would not call Preferred Networks an "unknown startup" -
         | They've been prominent within the AI research community for
         | quite some time and have contributed important projects such as
         | CuPy and Chainer, the latter introducing the "define-by-run"
         | concept which was later implemented in frameworks such as
         | PyTorch and Tensorflow.
        
       | at_a_remove wrote:
       | I had this for the Apple ][e and would play it, obsessively. At
       | one point I had gotten good enough against the computer that the
       | average game took ninety seconds, with the computer taking about
       | as much time as I did. I eventually learned how to completely
       | beat the computer such that it had no cells of its color. I took
       | photos of a couple of instances just as proof.
       | 
       | After a while, that got dull so I wrote a little program that
       | would randomly POKE into the game's memory space. The usual
       | result was a crash, or a program that didn't know how to play, or
       | would only put pieces on the lines instead of the empty cells,
       | that kind of thing. Every so often, though ... it would just play
       | a little differently against me. No crashes, no weirdness. I
       | always wondered what exactly had gone on with my random mutation
       | there: was there some table of position evaluations whose
       | weightings I had tweaked? A rule jumped over in the code?
        
         | pvg wrote:
         | That's more or less coming up with one of the ideas of Core War
         | due to Othello Implementation Boredom.
        
       | CodeCompost wrote:
       | Used to play an Othello game on my phone many moons ago. I always
       | won by always going inside-out.
        
       | dzolob wrote:
       | For those of you who think Othello is trivial, try Zebra.
       | 
       | Original author's website: http://radagast.se/othello/
       | 
       | A github source: https://github.com/hoshir/zebra
        
         | NooneAtAll3 wrote:
         | for those not getting what is "Othello" - it is also called
         | Reversi
        
           | zamadatix wrote:
           | If you've played only Reversi the Othello variant may have
           | some differences. Mainly, the starting board already has some
           | pieces on it. The general gameplay and goal is maintained
           | though.
        
       | mark_l_watson wrote:
       | This is cool.
       | 
       | I solved a simpler game about 15 years ago that my brother and I
       | used to play: an African game with about 10 pits on each side of
       | the board that hold stones. I coded up an alpha-beta engine for
       | it, and discovered crazy always win strategies to match how my
       | brother and I played. Suddenly I would win all the games, and
       | then he never wanted to play again. This was a classic match up
       | of a computer scientist vs. an optometrist.
        
         | notfed wrote:
         | Classic "Why nerds don't get invited to parties"!
        
           | roughly wrote:
           | > computer scientist vs an optometrist
           | 
           | There's a joke in here about perspective
        
             | rst4455 wrote:
             | I'll byte... C#?
        
               | ornornor wrote:
               | Nice
        
             | elromulous wrote:
             | The brother lacked vision
        
         | bentcorner wrote:
         | > _an African game with about 10 pits on each side of the board
         | that hold stones_
         | 
         | https://en.wikipedia.org/wiki/Mancala if you want more info
        
           | neontomo wrote:
           | Also, another version I'm more familiar with from childhood
           | is https://en.wikipedia.org/wiki/Kalah
        
             | Magi604 wrote:
             | Here is the game I played with my grandma when I was
             | younger:
             | 
             | https://en.wikipedia.org/wiki/Southeast_Asian_mancala
        
           | sundarurfriend wrote:
           | Reminded me of https://en.wikipedia.org/wiki/Pallanguzhi
           | 
           | And it is indeed mentioned under the Names and Variants
           | section. Seems likely that there's a historical connection
           | somewhere.
        
           | kiviuq wrote:
           | "The game was played by enslaved Africans to foster community
           | and develop social skills."
           | 
           | ..cringe...
        
             | bee_rider wrote:
             | I don't get it, what makes you want to cringe?
        
               | earthboundkid wrote:
               | They're humans and humans play games for fun.
        
         | probablynish wrote:
         | I played this game growing up (we called it Bao) - now I know
         | what my next party trick is going to be
        
         | sonofhans wrote:
         | That is super cool. I've played Mankala for years and would
         | love to hear more.
         | 
         | It's instructive to see old Africans playing Mankala. They play
         | very fast. It can become more like poker, where deceit is a
         | part of the game. If you spam down your stones fast enough
         | sometimes you can skip a bowl, or drop an extra stone, in order
         | to gain advantage.
         | 
         | I'm not facile enough to play this way, and I play with family
         | and so don't cheat. It's a very different thing, though. Like
         | the difference between British ladies playing slow Mahjong over
         | tea, versus people playing for money in a gambling room in
         | China.
        
           | jonahx wrote:
           | > They play very fast. It can become more like poker, where
           | deceit is a part of the game. If you spam down your stones
           | fast enough sometimes you can skip a bowl, or drop an extra
           | stone, in order to gain advantage.
           | 
           | What you describe is just a talent at cheating, and I assume
           | against the rules of the game. In poker, bluffing is an
           | explicit part of the game allowed by the rules. I wouldn't
           | even call it "deceit" in that context. At the very least,
           | these are highly distinct categories of deceit.
        
             | weatherlight wrote:
             | Sometimes there's an implicit its only cheating if you get
             | caught.
        
               | buzzy_hacker wrote:
               | Yeah, in monopoly you don't have to pay rent if the
               | property owner doesn't notice.
        
               | jhbadger wrote:
               | And in Scrabble it's fine to use a nonsense word if
               | nobody challenges it.
        
               | _justinfunk wrote:
               | And in American Football it's fine to deflate the ball if
               | no one measures it.
        
               | pests wrote:
               | This is not implicit though.
               | 
               | The rules state that property owners can ask for the rent
               | until the next player rolls the dice.
        
               | earthboundkid wrote:
               | In Bullshit, I always felt that if you could trick them
               | into taking the hand or not noticing you added an extra
               | card, it was all part of the game.
        
               | webkike wrote:
               | IMO that's still not cheating
        
           | elwell wrote:
           | > It can become more like poker, where deceit is a part of
           | the game.
           | 
           | I wouldn't equate skipping a bowl with bluffing. Maybe,
           | palming a chip as you put your bet in: which certainly isn't
           | "part of the game".
        
             | furyofantares wrote:
             | I also wouldn't equate it with bluffing at all, but from
             | the description, maybe also not palming a chip. It's
             | possible for something that's cheating among one group to
             | be a part of the game among another.
             | 
             | Sports have a lot of things that are in some sense against
             | the rules, but standard penalties are applied if caught,
             | and it's just a part of the game, like fouling a player in
             | basketball. Nobody considers it cheating, it's a part of
             | the game because the penalty is standardized. Of course you
             | still try not to get caught.
        
         | CyberDildonics wrote:
         | Mancala and connect four are classic examples of solved games.
         | 
         |  _computer scientist vs. an optometrist._
         | 
         | What does being an optometrist have to do with anything?
        
           | coffee_ wrote:
           | One solves problems and the other is a computer scientist.
        
             | rendall wrote:
             | Well as a computer scientist and programmer, I for one
             | laughed.
        
           | libraryatnight wrote:
           | Wasted his time learning to help people see, now he can't
           | even kick ass at Mancala! The rube!
        
           | hombre_fatal wrote:
           | It's a lowly profession for those less cunning, scarcely
           | worthy of mention alongside the intellectual ballet that is
           | the domain of software and computers.
        
           | easton wrote:
           | It's a joke. As in "CS vs Optometry, who will win in the
           | mancala battle of the century?!"
        
             | Keyframe wrote:
             | Unless it turns out OP is an optometrist
        
           | elwell wrote:
           | > This was a classic match up
           | 
           | "classic" here is tongue-in-cheek
        
         | qubex wrote:
         | I did something similar for my (then) favourite game _Pentago_
         | , with similar results: I drained all the fun from it.
        
           | jmholla wrote:
           | This is usually my approach when I'm playing too much of a
           | game. I cracked my sudoku addiction by writing a solver. Got
           | a lot less fun when I could tell my computer to solve it how
           | I would solve it.
        
           | dbrueck wrote:
           | Haha, I did this for Wordle - same result!
        
           | marssaxman wrote:
           | I carefully refrained from building an actual word-ladder
           | solver, for that reason - instead I have a little dictionary-
           | explorer script which will show me the next two layers of the
           | tree, should I get stuck.
        
         | grensley wrote:
         | I can't remember the source for it (help me out if you know
         | it), but people only like to play games when they're in the
         | band of 30-70% winrate. Win too much or too little, and they'll
         | stop enjoying playing the game.
        
           | passion__desire wrote:
           | If your team always wins, there is no point in supporting it,
           | no thrill. Everything in moderation, even winnings.
        
         | jholloway7 wrote:
         | Now that you mention it, this might be why my family stopped
         | playing Rack-O with me
        
       | uncletaco wrote:
       | Good ol' Othello. I got an A in AI because I beat everyone else's
       | Othello player. You will always be the final boss of grad school.
        
       | avipars wrote:
       | Link to paper: https://arxiv.org/pdf/2310.19387.pdf
        
       | gtbcb wrote:
       | I would love a Wikipedia list article of games that have been
       | solved computationally and but also games where humans can still
       | beat computers / AI, discussing the challenges and context
       | behinds wins / losses.
        
         | Y_Y wrote:
         | Are there any board games left where humans beat the best
         | computers?
         | 
         | On a related note, are there any Wikipedia list articles which
         | are empty lists?
        
           | kibwen wrote:
           | _> Are there any board games left where humans beat the best
           | computers?_
           | 
           | Rest assured that no computer will ever dominate a human
           | opponent at Candyland.
        
           | Marazan wrote:
           | I couldn't imagine any computer beating a human at any
           | Collectable Card Game in the near term. Likewise I'd imagine
           | that computers would be at a insurmountable disadvantage at
           | Deck Builders like Dominion in the general case (in that I
           | could easily imagine a Computer being trained to play
           | perfectly on a specific Kingdom but no where close to a top
           | human on a randomly selected Kingdom).
        
       | snitty wrote:
       | Until someone gives me a convincing reason why Iago did it,
       | Othello is NOT solved.
        
       | thomastjeffery wrote:
       | _weakly solved_
        
       | munificent wrote:
       | _> The Othello result is a monumental achievement for humanity_
       | 
       | Imagine having the hubris to describe your own paper like this.
        
         | lagt_t wrote:
         | A before and after in the history of mankind. A milestone
         | carved in the memory of all mankind through time and space.
        
         | ksd482 wrote:
         | Perhaps its humor?
        
           | whirlwin wrote:
           | Maybe Schrodinger's satire. Either it's satire or not based
           | on the reaction of the reader
        
         | prof-dr-ir wrote:
         | The sentence certainly sounds arrogant, but I have seen such
         | phrasing used also by novice authors who were simply trying to
         | sell a result that they were enthusiastic about. Like the
         | present article's author, these were always non-native
         | speakers.
        
         | NotYourLawyer wrote:
         | Look upon my works, ye mighty, and despair.
        
       | gus_massa wrote:
       | I'm very surprised it's a draw. It's not like chess where it's
       | "easy" to exchange a piece for an equal one until the board is
       | "empty" and it's a draw. (Yes, it's more complicated. I played a
       | lot of chess until secondary school, and it's more complicated.
       | But trading equal pieces is a good strategy to get a draw.)
       | 
       | In Othello the number of pieces go up and down in weird patters,
       | so a draw is very surprising for me.
       | 
       | Has anyone checked the proof?
       | 
       | Edit: Is Othello solved for smaller boards? Can this proof be
       | aplied to smaller boards?
        
         | Tepix wrote:
         | The most promising lines have long (decades) been known to
         | result in a draw. There wasn't enough CPU power to brute force
         | the entire search space.
        
       | blindriver wrote:
       | It sounds like they "solved" this using 2 AI players playing
       | "perfect" Othello?
       | 
       | But what if someone plays imperfect Othello? I heard Magnus
       | Carlson will start his games with completely unorthodox opening
       | moves to throw his opponents off kilter because they're always
       | used to playing well-known moves. Will this AI work against that
       | tactic as well?
        
         | doikor wrote:
         | The AI can always continue with the perfect play from that
         | imperfect state. That is what happens in chess as you can't
         | fool a good chess AI by making intentionally imperfect moves
         | (chess is not solved so we don't know if a move is perfect or
         | not but you get the idea)
         | 
         | Basically in games with no hidden information (chess, go,
         | othello, etc) how you got into a game state does not matter. If
         | your AI can play perfectly then it can make the perfect move
         | from any state.
        
           | 542458 wrote:
           | > you can't fool a good chess AI by making intentionally
           | imperfect moves
           | 
           | You actually used to be able to. That's part of how Kasparov
           | beat Deep Blue in '96 IIRC - by forcing the game into unusual
           | situations where the computer would have fewer prior games to
           | pattern match off. But by the rematch heuristics for "off
           | book" situations had improved, and the same strategies failed
           | (or even backfired).
        
       | codr7 wrote:
       | Dang, brings back memories from AI class at university.
       | 
       | We had an expert Othello player in our class who helped with
       | fleshing out strategies for scoring the boards, in the end it was
       | pretty difficult to beat.
       | 
       | Used alpha-beta if memory serves.
        
       | einpoklum wrote:
       | Oh, it's Reversi!
       | 
       | https://en.wikipedia.org/wiki/Reversi
       | 
       | By the way - in the general case (NxN board, arbitrary position)
       | - determining whether there's a winning strategy is a PSPACE-
       | complete problem.
        
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