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- REVE(6) GAMES AND DEMOS REVE(6)
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- NAME
- reve - an othello game.
-
- SYNOPSIS
- reve [ -animate ] [ -bestmove ] [ -black ] [ -clock ] [ -d
- difficulty ] [ -e edgefile ] [ -g geometry ] [ -h helpfile ]
- [ -help ] [ -i ] [ -last ] [ -load gamefile ] [ -log ] [ -m
- ] [ -notes ] [ -number ] [ -opponent user@host ] [ -props ]
- [ -quick ] [ -r reve_proc ] [ -v ] [ -white ] [ -? ] [ -Wi ]
- [ -Wp x y ] [ -WP x y ]
-
- DESCRIPTION
- Reve is a version of the popular Othello game. It contains
- graphical interfaces for SunView, X11 and XView, as well as
- being able to function on normal display terminals using a
- termcap interface.
-
- Reve is played on an 8 x 8 board, with stones which should
- be considered to be black on one side and white on the
- other. A legal move consists of placing a stone of one's own
- color on the board so as to "sandwich" one or more rows
- (orthogonal or diagonal) of stones of the opposite color
- between the stone just placed and another stone of the same
- color. All stones so sandwiched are flipped over to reveal
- the color of the other side (your own color).
-
- The object of the game, is to have more stones than the
- opponent at the end of the game (ie. when the board is full
- or neither side has a legal move). If you have no legal
- move, you simply miss a turn. Black goes first.
-
- With reve, to place one of your own stones simply click with
- the mouse over the square in which you want your stone to
- go. Note that it is also possible to supply a number and a
- letter pair, to indicate where you would like your new stone
- to go. This is the only method to place stones with the dumb
- tty interface. The square containing the last move will be
- shown with a black outline. This is updated with each new
- move. If you hold the mouse button down as you move around
- the board, the square you are currently over will be
- highlighted.
-
- There are various buttons, choice, toggles and cyclic selec-
- tions available. Their meanings are given below, plus an
- indication of their keyboard equivalents. With the cyclic
- selections, clicking over the left half of the cycle item
- increments the selection, and clicking over the right half
- of the cycle item decrements the selection. Control-l is a
- keyboard accelerator for redrawing the reve windows.
-
- By default, a human will play black, and the computer will
- play white. If you want a human vs human startup or some
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- REVE(6) GAMES AND DEMOS REVE(6)
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- other combination, then you should use the appropriate com-
- mand line options (see below).
-
- REVE BUTTONS
- With the graphics versions, there are ten buttons that are
- normally displayed at the top of the reve window. Each of
- these buttons, has a keyboard equivalent which is given in
- brackets below. Note that the XView version has a slightly
- different appearance, but it should be easy to deduce what
- each option does.
-
- load [ L ] Load a game file. The format of this game
- file is given below. With the graphical
- versions, a text field is displayed
- between the done and quit buttons for you
- to enter the filename of this game file.
- Clicking over the cancel button or press-
- ing the Escape key will cancel the load
- operation. When you press the Return key,
- filename entry is complete, and the pro-
- gram will try to load this file. If it's
- unsuccessful, it will stop on the invalid
- line, and display an error message. As
- each line is successfully read from the
- game file, the stone is displayed on the
- board, and the appropriate stones flipped.
-
- moves? [ A ] Show all the valid moves for the current
- board. This is useful for beginners, and
- for teaching purposes.
-
- new game [ n ] Start a new game of reve
-
- help [ H ] Display a window containing the online
- reve help information. A cycle at the top
- of this window allows you to page through
- this file.
-
- redo [ r ] Redo the last "move". If the opponent is
- the computer, then two "moves" are redone.
- A "move" is considered to be all consecu-
- tive moves by the opponent. To redo a
- move, you must have undone a move.
-
- props [ p ] Display a property sheet containing
- choices and toggles which will alter vari-
- ous reve properties.
-
- save [ S ] Save the current game to file. See the
- entry for the load button above for
- details of how to enter the filename.
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- suggest [ s ] Let the computer suggest a good move for
- you. This move will be dependent upon the
- current level of difficulty set.
-
- print [ P ] Print the current game to a PostScript
- printer. The default print command is
- "trans | lpr", but this can be over-ridden
- for the X11 and XView versions with an X
- resource (see below).
-
- undo [ u ] Undo the last "move". If the opponent is
- the computer, then two "moves" are undone.
- A "move" is considered to be all previous
- consecutive moves by the opponent.
-
- quit [ q ] Exit the reve program.
-
- REVE PROPERTY SHEET SELECTIONS
- With the graphical versions, there is a property sheet win-
- dow which can be displayed. The property sheet has two
- choice items, one cyclic item, and six toggle items. Click
- with the left mouse button over the option you want from the
- choice items. With the cyclic items, click with the left
- mouse button over the appropriate half, to either increment
- or decrement the current value. Clicking left over the tog-
- gle item boxes, will toggle the value of that item on or
- off. The choice and toggle items also have keyboard
- equivalents which are given in brackets below. The choice
- items must be followed by the value of the new selection you
- wish to make. The dumb tty version has the equivalent of
- these items displayed to the right of the reve board
- display.
-
- Computer plays: [ C ]
- A choice item which selects what color[s]
- the computer should play. The keyboard
- equivalents are 'b' for black, 'w' for
- white, 'n' for neither, and 'a' for all
- (both).
-
- Difficulty: [ D ] A choice item which sets the degree of
- difficulty for the computers moves. Key-
- board selection values are in the range
- '1' to '9'. The computer move is deter-
- mined on a time basis. The degree of dif-
- ficulty determines the total amount of
- time that the computer will take to make
- all its moves. Here are the time periods
- for each level of difficulty:
-
- Difficulty Time
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- 1 Time allocation disabled (fast simple move).
- 2 1 minutes.
- 3 3 minutes.
- 4 5 minutes.
- 5 10 minutes.
- 6 15 minutes.
- 7 20 minutes.
- 8 30 minutes.
- 9 60 minutes.
-
- Level eight is tournament level.
-
- Set search depth: [ No keyboard equivalent ]
- A cyclic item which sets the maximum
- search depth for each and every computer
- move. By default this option is turned
- off, and the computer uses a clock to time
- it's moves. Depending on where in the game
- you are, the search depth usually varies
- by one or two plys. Turning on this option
- disables the clock.
-
- Animate move option. [ O followed by a or A ]
- A toggle item for animating the computer
- move and the dragging of human pieces.
-
- Show current best move option. [ O followed by b or B ]
- A toggle item for showing the current best
- move as the computer makes it's move.
-
- Show last move option. [ O followed by l or L ]
- A toggle item for outlining the square
- containing the last move.
-
- Show evaluation information option. [ O followed by e or E ]
- A toggle item for displaying evaluation
- information for each computer move. In
- short, a positive number indicates a good
- move for the computer, and a negative
- number is good for the opponent. The
- evaluation information also includes the
- depth to which the computer searched for
- it's move. If that depth value is nega-
- tive, it indicates the search was not com-
- pleted at that depth, due to the timer
- expiring.
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- Number last move option. [ O followed by n or N ]
- A toggle item for number the last move
- stone.
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- Don't show flip option. [ O followed by f or F ]
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- A toggle item to prevent the flip of the
- stones as a turn is completed.
-
- Invalid move shows legal moves option. [ O followed by m or M ]
- A toggle item which will show all the pos-
- sible legal moves if the user makes an
- invalid move.
-
- Use Clocks to Time Moves. [ O followed by c or C ]
- A toggle item to display timer clocks for
- each player. If timer clocks are shown,
- then each player is allowed a certain
- amount of time to play all their moves.
- This amount of time depends on the current
- level of difficulty.
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- OPTIONS
- -animate
- Show animation. The computer's stone will glide in from
- the top left corner of the board, and when you hold the
- left mouse button down, your stone is dragged around.
-
- -bestmove
- As the computer is making it's move, continually show
- the position of the best move found so far.
-
- -black
- Black will be played by a human.
-
- -clock
- Display clocks to time each move. A total amount of
- time is allowed for each player depending upon the
- level of difficulty. When that time has expired, then
- the game is over.
-
- -d difficulty
- The level of difficulty for computer moves. See the
- Difficulty: cyclic item description above for more
- information.
-
- -e edgefile
- Specify an alternate location for the reve edge stabil-
- ity table file. Normally the location of this file is
- compiled in when the program is created, but reve will
- search every directory on your search path looking file
- a file called reve.edgetable.
-
- -g geometry
- Used with the X11 variant of reve to give geometry
- information.
-
- -h helpfile
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- Specify an alternate location for the reve online help
- file. Normally the location of this file is compiled in
- when the program is created, but reve will search every
- directory on your search path looking file a file
- called reve.help.
-
- -help
- Initially show the reve help window.
-
- -i Invert the reve window before displaying it. For use by
- people who started their graphics environment in
- inverse mode. This option is currently only implemented
- for the SunView version.
-
- -last
- Show where the last stone was placed, by outlining the
- square.
-
- -load gamefile
- Load a game file. The format of this game file is given
- below. The board will be setup with these stones.
-
- -log Save a log of computer move information to the file
- reve.res as the game progresses. This information is
- probably only useful to people trying to improve the
- computer algorithm.
-
- -m Always display in monochrome, even on a color screen.
-
- -notes
- Display computer notes.
-
- -number
- Show the move number on the last stone placed.
-
- -opponent user@host
- Play a game against another human on another networked
- machine. Reve will send an invitation to that person
- asking if the want to play, and they will then invoke
- reve on their machine (using your username and host-
- name), and the connection is established. Note that
- both machines need to have the reve network daemon con-
- figured. See the README file for information on how to
- do this.
-
- -props
- Initially show the reve property window.
-
- -quick
- Play a quick game. Don't flash the stones as they are
- being turned.
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- -r reve_proc
- Full pathname of the computer strategy reve_proc pro-
- gram.
-
- -? Print the version number and usage message for this
- release of the reve program.
-
- -v Print the version number and usage message for this
- release of the reve program.
-
- -white
- White will be played by a human.
-
- -Wi Start the reve program up in iconic form. The SunView
- and XView version of reve will automatically uses this
- flag, but the X11 version will also.
-
- -Wp x y
- Start the open window position at x y
-
- -WP x y
- Start the icon position at x y
-
- RESOURCES
- On startup, the X11 and XView version of reve will use the
- following X resources. These resources can be placed in all
- the normal X places. You can also set a REVEDEFAULTS
- environment variable to point to a file containing them, or
- place them in a .reverc file in your home directory.
-
- Resource: reve.animate
- Values: True, False (False)
- Description Indicates whether various animation effects
- are shown.
-
- Resource: reve.bestmove
- Values: True, False (False)
- Description Indicates whether to continually show the
- best move so far, as the computer is making
- it's move.
-
- Resource: reve.boardSize
- Values: Board size (numeric)
- Description The initial size in pixels of the reve game
- board.
-
- Resource: reve.difficulty
- Values: Difficulty value (numeric)
- Description The computer difficulty level.
-
- Resource: reve.last
- Values: True, False (False)
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- Description Indicates whether the position of the last
- stone placed is shown by a square.
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- Resource: reve.log
- Values: True, False (False)
- Description Indicates whether to save a log of computer
- information to the file reve.res/
-
- Resource: reve.notes
- Values: True, False (False)
- Description Indicates whether todisplay computer notes.
-
- Resource: reve.number
- Values: True, False (False)
- Description Indicates whether the last stone placed in
- numbered.
-
- Resource: reve.quick
- Values: True, False (False)
- Description Indicates whether a quick game should be
- played. Stones are not flashed as they are
- placed, if this resource is set true.
-
- Resource: reve.properties
- Values: True, False (False)
- Description Indicates whether the properties window is
- initially displayed.
-
- Resource: reve.showClocks
- Values: True, False (False)
- Description Indicates whether timer clocks for each
- player are initially displayed.
- Resource: reve.showHelp
- Values: True, False (False)
- Description Indicates whether the online help window is
- initially displayed.
-
- Resource: reve.showLegalMoves
- Values: True, False (False)
- Description Indicates whether an invalid move should show
- all legal moves.
-
- Resource: reve.iconiseForOpponentMove
- Values: True, False (False)
- Description Indicates whether the reve window should be
- closed during the opponents move.
-
- Resource: reve.bellAfterOpponentMove
- Values: True, False (False)
- Description Indicates whether there should be a beep
- sounded after the opponents move.
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- Resource: reve.raiseAfterOpponentMove
- Values: True, False (False)
- Description Indicates whether the reve window should be
- automatically raised to the top after the
- opponents move.
-
- Resource: reve.panelColor
- Values: Color name string or hexadecimal color
- specification string
- Description The background color of the main and property
- panels.
-
- Resource: reve.boardColor
- Values: Color name string or hexadecimal color
- specification string
- Description The color of the reve playing board.
-
- Resource: reve.boardBorderColor
- Values: Color name string or hexadecimal color
- specification string
- Description The border color of the reve playing board.
-
- Resource: reve.gridColor
- Values: Color name string or hexadecimal color
- specification string
- Description The color of the grid lines on the reve play-
- ing board.
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- Resource: reve.textColor
- Values: Color name string or hexadecimal color
- specification string
- Description The color of all text panel text items.
-
- Resource: reve.itemColor
- Values: Color name string or hexadecimal color
- specification string
- Description The background color of the button and cycle
- items.
-
- Resource: reve.blackStoneColor
- Values: Color name string or hexadecimal color
- specification string
- Description The color of the "black" stones.
-
- Resource: reve.whiteStoneColor
- Values: Color name string or hexadecimal color
- specification string
- Description The color of the "white" stones.
-
- Resource: reve.blackStoneName
- Values: Black stone name string
- Description The name to be displayed in all "black" stone
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- messages.
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- Resource: reve.whiteStoneName
- Values: White stone name string.
- Description The name to be displayed in all "white" stone
- messages.
-
- Resource: reve.printCommand
- Values: Print command string
- Description The print command to use to print reve game
- transcripts.
-
- Resource: reve.boardFont
- Values: Font name string
- Description The name of the font used to display text on
- the reve game board.
-
- Resource: reve.boldFont
- Values: Font name string
- Description The name of the font used to display bold
- text.
-
- Resource: reve.helpFont
- Values: Font name string
- Description The name of the font used to display the
- online help information.
-
- Resource: reve.normalFont
- Values: Font name string
- Description The name of the font used to display normal
- text.
-
- REVE GAMES FILE FORMAT
- Reve has the ability to load or save games. The format of
- the games files are:
- 1, <C-4> - [ remarks field ]
- 2, - <E-3> [ remarks field ]
- There is one move per line. Lines starting with a '#' and
- blank lines are ignored. The first field of each line is the
- move number. This will be present before the comma. It is
- used as a consistency check. Next are the black and white
- fields. If the '<' character is present before the white.
- The three characters between the '<' and '>' are the move,
- and give the column and row. The column letter can be in
- either lower or upper case.
- It is possible for one player to have two or more consequen-
- tive moves, hence the need for the above scheme. Reve is
- flexible about white space (except between the '<' and '>'
- characters). The remarks field is ignored. The program will
- stop on the first line it thinks is in error, and display
- the reason for this. As valid lines are read from a game
- file, the board is updated.
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- FILES
- /usr/local/lib/reve.edgetable
- /usr/local/lib/reve.help
- ~/.reverc
- edge stability table for all possible edge combina-
- tions.
- /etc/services
- /etc/inetd.conf
- BUGS
- See the TODO file for the list of known problems.
- AUTHORS
- Computer strategy: Yves Gallot (no net address at
- present).
- Graphics interface: Rich Burridge richb@Aus.Sun.COM
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