othello engine written in Rust
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2025-11-07 23:38:18 -06:00
.cargo cleanup, add bench 2025-10-30 04:26:49 -05:00
benches improve bench for reversals 2025-11-04 01:32:55 -06:00
design remove bench sections for now 2025-11-07 23:38:18 -06:00
src use an OR in a spot where it will help some tiny amount, set up doc 2025-11-05 21:29:08 -06:00
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Cargo.lock restructured, flips working, benchmarking flips, got some basic terminal rendering 2025-11-04 01:04:50 -06:00
Cargo.toml restructured, flips working, benchmarking flips, got some basic terminal rendering 2025-11-04 01:04:50 -06:00
flake.lock setup flake 2025-11-04 18:40:38 -06:00
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README.md init 2025-10-29 21:51:24 -05:00

Othello

Project Structure

├── iagorithms <-- contains expert system AI library
│   └── ...
├── othello <-- contains main binary and library for Othello
│   └── ...
└── README.md <-- you are here

Game Representation

The game state is represented by what's known as a BitBoard. I knew about these already from researching Chess programming in the past.

This does mean that when calling upon iagorithms' it will need to explode the bitboard into a format that can be pattern matched on.