Othello is Solved
Hiroki Takizawa
TL;DR
The paper addresses solving Othello, a game with an enormous state space estimated at around $10^{28}$ positions and $10^{58}$ possible game records, by achieving a weak solution on the $8\times 8$ board in which perfect play by both players leads to a draw. The approach combines modified Edax alpha-beta search with targeted subproblems: generating a subset of positions with $50$ empty squares and estimating values for positions with $36$ empty squares, aided by a series of algorithms to traverse the game-graph and verify hypotheses. The key contributions include the first weak solution for Othello, a detailed procedure for proving the initial position's draw via a finite set of verifiable hypotheses, and publicly released software and data to enable reproducibility. The work demonstrates a path toward solving complex perfect-information games and discusses future directions toward semi-strong solving and potential extensions to chess, reinforcing the practical significance for AI research and game theory.
Abstract
The game of Othello is one of the world's most complex and popular games that has yet to be computationally solved. Othello has roughly ten octodecillion (10 to the 58th power) possible game records and ten octillion (10 to the 28th power) possible game positions. The challenge of solving Othello, determining the outcome of a game with no mistake made by either player, has long been a grand challenge in computer science. This paper announces a significant milestone: Othello is now solved. It is computationally proved that perfect play by both players lead to a draw. Strong Othello software has long been built using heuristically designed search techniques. Solving a game provides a solution that enables the software to play the game perfectly.
