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#Actualjwezorek

Posted 01 April 2013 - 05:36 PM

Implementing a tic tac toe AI with an expert (i.e. rules based) system is no use for learning though, you want to use it to learn about minimax and related algorithms, which you can then use as a platform to move onto reversi, connect4, checkers, chess, etc.

 

Didn't mean rules in the sense of rule-based expert system. I meant rules in the sense of what each item in the following is:


  • Win: If the player has two in a row, they can place a third to get three in a row.
  • Block: If the [opponent] has two in a row, the player must play the third themself to block the opponent.
  • Fork: Creation of an opportunity where the player has two threats to win (two non-blocked lines of 2).
  • 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 

  • 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.)
  • Opposite corner: If the opponent is in the corner, the player plays the opposite corner.
  • Empty corner: The player plays in a corner square.
  • Empty side: The player plays in a middle square on any of the 4 sides.

which I think an "advanced beginner" should be able to do.


#2jwezorek

Posted 01 April 2013 - 05:35 PM

Implementing a tic tac toe AI with an expert (i.e. rules based) system is no use for learning though, you want to use it to learn about minimax and related algorithms, which you can then use as a platform to move onto reversi, connect4, checkers, chess, etc.

 

Didn't mean rules in the sense of rule-based expert system. I meant rules in the sense of what each item in the following is:

  • Win: If the player has two in a row, they can place a third to get three in a row.
  • Block: If the [opponent] has two in a row, the player must play the third themself to block the opponent.
  • Fork: Creation of an opportunity where the player has two threats to win (two non-blocked lines of 2).
  • 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.
  • 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.)
  • Opposite corner: If the opponent is in the corner, the player plays the opposite corner.
  • Empty corner: The player plays in a corner square.
  • Empty side: The player plays in a middle square on any of the 4 sides.

#1jwezorek

Posted 01 April 2013 - 05:35 PM

Implementing a tic tac toe AI with an expert (i.e. rules based) system is no use for learning though, you want to use it to learn about minimax and related algorithms, which you can then use as a platform to move onto reversi, connect4, checkers, chess, etc.

 

Didn't mean rules in the sense of rule-based system. I meant rules in the sense of what each item in the following is:

 

 


  • Win: If the player has two in a row, they can place a third to get three in a row.
  • Block: If the [opponent] has two in a row, the player must play the third themself to block the opponent.
  • Fork: Creation of an opportunity where the player has two threats to win (two non-blocked lines of 2).
  • 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.
  • 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.)
  • Opposite corner: If the opponent is in the corner, the player plays the opposite corner.
  • Empty corner: The player plays in a corner square.
  • Empty side: The player plays in a middle square on any of the 4 sides.

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