Computer reversi game
Abstract
Computer game devices which implement all or part of the rule of the reversi or transformed reversies, wherein wall(s) and/or pillar(s) are arranged even at places which are not end nor corner of game board, wherein there is rule that player can not acquire piece(s) in case of sandwiching the piece(s) with wall(s) vertically or horizontally and player can not acquire piece(s) in case of sandwiching the piece(s) with pillar(s) diagonally, wherein computer applies the above rule relating to wall(s) and/or pillar(s) during game progress, providing game which is not boring even if computer take the role of opponent player, without failing to making use of good natures of reversi.
Claims
exact text as granted — not AI-modified1 . A computer game device which implements all or part of rules of reversi or transformed reversi, comprising:
that wall objects or pillar objects are arranged at places which are not ends nor corners of a game board; that there is a rule that a player can not acquire pieces in ease by sandwiching pieces with the walls vertically or horizontally and the player can not acquire pieces by sandwiching the pieces with the pillars diagonally, and a computer applies the rule relating to the walls or pillars during game progress.
2 . The computer game device according to claim 1 , wherein the computer is configures to play the role of an opponent player, and the computer acquires, among coordinates, those coordinates that have much number of directions in each of which the coordinate neighbors a wall or a pillar and, in each corresponding exact opposite direction, the coordinate is much far ahead open without walls or pillars, hereinafter we call it widely-one-direction-open-coordinates.
3 . The computer game device according to claim 2 , wherein the computer is configured to avoid, if possible, acquiring coordinates neighboring said widely-one-direction-open-coordinate(s).
4 . The computer game device according to claim 2 , wherein the computer is configured to acquire said widely-one-direction -open-coordinates only during early stages of games.
5 . The computer game device according to claim 1 , wherein the computer is configured to play the role of an opponent player, and the computer is configured to acquire, among coordinates, those coordinates that have much number of directions in each of which the coordinate neighbors a wall or a pillar and, in each corresponding exact opposite direction, the coordinate is much far ahead open toward much quantity of said widely-one-direction-open-coordinates without walls or pillars, hereinafter we call widely-one-direction-open-coordinate-widely-holding -one-direction-open-coordinates.
6 . The computer game device according to claim 5 , wherein the computer is configured to avoid, if possible, acquiring coordinates neighboring said widely-one-direction-open-coordinate-widely-holding-one-direction -open-coordinates.
7 . The computer game device according to claim 5 , wherein the computer is configured to acquire said widely-one-direction -open-coordinate-widely-holding-one-direction-open-coordinates only in early stages of games.
8 . The computer game device according to claim 1 , wherein the computer is configured to play the role of an opponent player, the computer comprises cache means to adopt choices which think routine of computer decided in the past for current game status or which a player who played advantageously in the past adopted.
9 . The computer game device according to claim 1 , wherein the computer is configured to play a role of an opponent player, a quantity and an arrangement, at initial stages, of opponent pieces, player pieces, said walls and said pillars are adjusted so that the number of choice-orders corresponding to the demand of short think-time or the degree of previous reading search level become enough small compared to ability of CPU and memory.
10 . The computer game device according to claim 1 , wherein the computer is configured to play a role of an opponent player, and the computer comprises highscore total means to total highscores of different boards, wherein the different boards have different quantities and arrangements, at initial stages, of opponent pieces, player pieces, said wall(s) and said pillar(s)) and the computer is further configured to display the totaled highscores, with giving more bigger weights to upper-ranked highscores than the scores themselves.
11 . A computer game program which implements all or part of the rules of reversi or transformed reversi, comprising:
that wall objects or pillar objects are arranged even at places which are not ends nor corners of a game board; that there is a rule that a player can not acquire pieces in case of sandwiching the pieces with walls vertically or horizontally and the player can not acquire pieces by sandwiching the pieces with pillars diagonally; and a computer applies the rule relating to the walls or the pillars during game progress.Join the waitlist — get patent alerts
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