Jump to content

  • Log In with Google      Sign In   
  • Create Account


#Actualcagdassalur

Posted 07 March 2013 - 06:23 AM

You dont necessarily need to use Minimax. Here's the xkcd's optimal tic-tac-toe moves for each player.

 

And this is the list of rules you need to check if you choose to implement this kind of method(from tic-tac-toe page on wikipedia);

  1. Win: If the player has two in a row, they can place a third to get three in a row.
  2. Block: If the [opponent] has two in a row, the player must play the third themself to block the opponent.
  3. Fork: Creation of an opportunity where the player has two threats to win (two non-blocked lines of 2).
  4. Blocking an opponent's fork:
    • Option 1: The player should create two in a row to force the opponent into defending, as long as it doesn't result in them creating a fork. For example, if "X" has a corner, "O" has the center, and "X" has the opposite corner as well, "O" must not play a corner in order to win. (Playing a corner in this scenario creates a fork for "X" to win.)
    • Option 2: If there is a configuration where the opponent can fork, the player should block that fork.
  5. Center: A player marks the center. (If it is the first move of the game, playing on a corner gives "O" more opportunities to make a mistake and may therefore be the better choice; however, it makes no difference between perfect players.)
  6. Opposite corner: If the opponent is in the corner, the player plays the opposite corner.
  7. Empty corner: The player plays in a corner square.
  8. Empty side: The player plays in a middle square on any of the 4 sides

#2cagdassalur

Posted 07 March 2013 - 06:23 AM

You dont necessarily need to use Minimax. Here's the xkcd's optimal tic-tac-toe moves for each player.

 

And this is the list of rules you need to check if you choose to implement this kind of method(from tic-tac-toe page on wikipedia);

 

 

  1. Win: If the player has two in a row, they can place a third to get three in a row.
  2. Block: If the [opponent] has two in a row, the player must play the third themself to block the opponent.
  3. Fork: Creation of an opportunity where the player has two threats to win (two non-blocked lines of 2).
  4. Blocking an opponent's fork:
    • Option 1: The player should create two in a row to force the opponent into defending, as long as it doesn't result in them creating a fork. For example, if "X" has a corner, "O" has the center, and "X" has the opposite corner as well, "O" must not play a corner in order to win. (Playing a corner in this scenario creates a fork for "X" to win.)
    • Option 2: If there is a configuration where the opponent can fork, the player should block that fork.
  5. Center: A player marks the center. (If it is the first move of the game, playing on a corner gives "O" more opportunities to make a mistake and may therefore be the better choice; however, it makes no difference between perfect players.)
  6. Opposite corner: If the opponent is in the corner, the player plays the opposite corner.
  7. Empty corner: The player plays in a corner square.
  8. Empty side: The player plays in a middle square on any of the 4 sides

#1cagdassalur

Posted 07 March 2013 - 06:22 AM

You dont necesserily need to use Minimax. Here's the xkcd's optimal tic-tac-toe moves for each player.

 

And this is the list of rules you need to check if you choose to implement this kind of method(from tic-tac-toe page on wikipedia);

 

 

  1. Win: If the player has two in a row, they can place a third to get three in a row.
  2. Block: If the [opponent] has two in a row, the player must play the third themself to block the opponent.
  3. Fork: Creation of an opportunity where the player has two threats to win (two non-blocked lines of 2).
  4. Blocking an opponent's fork:
    • Option 1: The player should create two in a row to force the opponent into defending, as long as it doesn't result in them creating a fork. For example, if "X" has a corner, "O" has the center, and "X" has the opposite corner as well, "O" must not play a corner in order to win. (Playing a corner in this scenario creates a fork for "X" to win.)
    • Option 2: If there is a configuration where the opponent can fork, the player should block that fork.
  5. Center: A player marks the center. (If it is the first move of the game, playing on a corner gives "O" more opportunities to make a mistake and may therefore be the better choice; however, it makes no difference between perfect players.)
  6. Opposite corner: If the opponent is in the corner, the player plays the opposite corner.
  7. Empty corner: The player plays in a corner square.
  8. Empty side: The player plays in a middle square on any of the 4 sides

PARTNERS