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Reversi Engine

A real, playable flip-and-capture board game with a minimax + alpha-beta AI opponent

Unify Dynamics LLC

Tools5read-only
Sign-inNoneno account, no key
Data keptNoneprocessed in memory
PriceFreeoptional Pro limits
StatusLiveMCP + REST
Works withMCP · RESTany agent

Try asking

Real questions, and the tools your agent calls to answer them.

Let's play reversi
Tools called
new_game
Place a disc at row 2, column 3
Tools called
make_move
Where can I play?
Tools called
get_valid_moves
Show me the board
Tools called
render
Play me on hard difficulty
Tools called
ai_move
make_move
Make the computer's move
Tools called
ai_move
Play me but go easy on me
Tools called
new_game
ai_move
Who's ahead right now?
Tools called
render

About

Reversi Engine is a real, stateless, playable flip-and-capture board game on an 8x8 grid. new_game starts a fresh game on the standard 4-disc center start. make_move places a disc at a row/column (or flat index) and reports the result: in_progress, pass (the other side had no legal move and was skipped), win (whoever has more discs when neither side can move; ties possible), or invalid_move. get_valid_moves lists legal placements, each with how many discs it would flip. render draws an ASCII grid with disc counts. ai_move picks the AI's next placement at easy, medium, or hard difficulty without applying it. All difficulties use real minimax search with alpha-beta pruning and move ordering over a positional weight table (corners very valuable, X-squares penalized) blended with a frontier-disc exposure term and, late-game, raw disc count; because branching factor varies a lot by position, search uses iterative deepening with a per-difficulty time budget so every call stays fast. There is no server-side session; every tool call takes the full game state and returns the new one. Keyless; fully local; zero upstream calls; nothing stored.

Sources: An original, hand-built game engine: full 8-direction flip computation and win/draw detection, plus minimax search with alpha-beta pruning and iterative deepening for the AI opponent. Fully local, zero upstream calls.

Privacy

The publisher, Unify Dynamics LLC, states that tool inputs are processed in memory and not retained.

Data not collectedNo account, no profile, no stored prompts or results.

What it can do

5 tools, grouped by job. Every one is read-only or compute-only.

OpenAPI
Play4 tools
  • New gameStarts a fresh reversi-style game on the standard 4-disc center starting position and returns its initial state.
  • Make movePlaces a disc and flips every qualifying line.
  • Get valid movesLists legal placements for whoever is to move right now, each with how many discs it would flip.
  • RenderA human-readable ASCII grid with disc counts.
AI Opponent1 tools
  • Ai moveChooses the AI's next placement for whichever side is currently to move, WITHOUT applying it — call make_move with the returned row/col to…

Information

PublisherUnify Dynamics LLC
CategoryGames & entertainment
LanguagesEnglish
Built forGlobal
CompatibilityAny MCP client · any agent · REST
Version0.1.0
MCP endpointhttps://reversiengine.connectorbay.com/mcp
REST APIopenapi.json
SupportGet help · Status
CountryWorldwide

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Documentation

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What Reversi Engine is for

A real, playable flip-and-capture board game engine your assistant can run right inside the conversation — not a rules explainer. Place a disc, flip every qualifying line of the opponent's discs in any of the 8 directions, and whoever has more discs when neither side can move wins. Includes a genuine minimax AI opponent.

What it does

new_game starts a fresh 8x8 game on the standard 4-disc center starting position; black moves first. make_move places a disc at a row/column (or a flat index) for whoever's turn it is, and reports whether the game is in progress, the other side had no legal move and was passed automatically, was just won (whoever has more discs when neither side can move; ties are possible), or the placement was illegal. get_valid_moves lists legal placements, each annotated with how many discs it would flip. render draws a human-readable ASCII grid with current disc counts.

ai_move picks the AI's next placement without applying it — hand its row/col to make_move to actually play it. Three difficulties: easy, medium, and hard (default), all backed by real minimax search with alpha-beta pruning and move ordering over a positional weight table (corners are extremely valuable, squares diagonally adjacent to an empty corner are penalized because they can hand the opponent that corner) blended with a frontier-disc exposure term and, late-game, raw disc count.

How state works

There is no server-side session. Every tool takes the full game state (a JSON object: {"board": [...64 cells...], "current_player": "B"|"W"}) and returns the new one — your assistant carries that object forward between calls.

What it is not

This is an original implementation of the generic flip-and-capture board game concept, described in generic terms throughout — it is not associated with, and never uses the name of, any specific trademarked product. Not a general board-game reference — just one real, correct engine plus an opponent, fully local and stateless.

Privacy policy

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Reversi Engine — Privacy Policy

Effective 27 September 2026. Unify Dynamics LLC ("we", "us"), Menlo Park, California.

What Reversi Engine is. Reversi Engine is a connector (an MCP server and REST API) that AI assistants and personal agents call on your behalf to run a real flip-and-capture board game — validating placements, computing flips, detecting wins, and computing an AI opponent's moves. You interact with your assistant; the assistant sends us only the arguments needed for one tool call at a time.

What we receive. The arguments of each tool call — a game state (a 64-cell board and whose turn it is), a chosen placement, and a requested AI difficulty — plus the technical headers needed to serve the request (an IP address or a client identifier supplied by the assistant, and a Pro API key if you have one) and standard server logs.

Everything is computed locally and nothing is stored. There is no upstream call at all, no database, and no per-user session — every tool call is a pure function of the state it's given. Game states are not logged, recorded, or used to train anything, and nothing carries over between requests. Rate-limit counters (a client identifier and timestamps) are held in memory for at most 24 hours. Hosting-provider access logs, which contain IP addresses and request paths but not request bodies, are retained for up to 30 days for security and abuse prevention.

Sub-processors. None — everything runs locally on our server. Hosting: Vercel (United States regions).

Legal bases and your rights. Our processing is necessary to provide the service you request through your assistant. Because we store no personal data beyond short-lived logs, requests to access, correct or delete personal data are usually satisfied automatically; you can still contact agent@connectorbay.com and we will respond within 30 days. We do not sell or share personal information.

Children. Reversi Engine is a general-audience service operated by the person using the assistant.

Changes. We will post changes here with a new effective date.

Terms of service

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Reversi Engine — Terms of Service

Effective 27 September 2026. These terms govern use of the Reversi Engine connector ("the Service") operated by Unify Dynamics LLC ("we", "us").

  1. The Service. Reversi Engine runs a real, stateless flip-and-capture board game: move validation, flip computation, win/draw detection, and an AI opponent, accessed through an AI assistant or directly over MCP or HTTP. It is an original implementation of the generic flip-and-capture board game concept and is not affiliated with, and does not use the name or branding of, any trademarked product.
  2. Just a game. The Service is entertainment only. Nothing about its output should be treated as advice of any kind.
  3. Reference content. The engine's rules and AI logic are fixed and documented; behavior does not depend on real-time external data.
  4. Acceptable use. Automated use within the published rate limits is welcome.
  5. Availability. The Service is provided "as is" without warranty. We may change, limit or discontinue it at any time.
  6. Data. Our Privacy Policy describes what we process. In short: your move is answered from the state you sent us, and nothing is stored.
  7. Pro keys. Optional Pro API keys are issued at our discretion, are personal to the holder and may be revoked for abuse.
  8. Liability. To the fullest extent permitted by law, Unify Dynamics LLC is not liable for any loss or damage arising from use of the Service. Our total liability is limited to US $100.
  9. Governing law. California law; venue in San Mateo County, California.
  10. Contact. Unify Dynamics LLC · agent@connectorbay.com · https://connectorbay.com/reversiengine

Reversi Engine support

Email agent@connectorbay.com. We answer within two business days.

When you report a problem, include the question you asked your agent, roughly when, and which agent you used (for example Claude, ChatGPT or Gemini). Never send us passwords, account numbers or ID numbers. Reversi Engine never asks for them.

Get Reversi Engine

Free · No sign-in · Read-only

Streamable HTTP, stateless, no authentication. Paste the endpoint into any MCP-capable agent.

https://reversiengine.connectorbay.com/mcp
{
  "mcpServers": {
    "reversiengine": {
      "type": "http",
      "url": "https://reversiengine.connectorbay.com/mcp"
    }
  }
}