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Show HN: Probabilistic Tic-Tac-Toe

csun.io

31–40 of 113 posts

Re: Show HN: Probabilistic Tic-Tac-Toe

#32

Nice! And irritating! I would make it a lot faster though. It takes so much time waiting for the animations to finish.

Too much time to load too (ditch the overkill 3D engine, there are lighter frameworks out there). Cool game though. I am still puzzled by how the probabilities are arrived at. Random?

Agreed that 3D is overkill. I'm fastest at prototyping in Unity though and this was only a couple day project, so I'm unlikely to port it to anything else.

Probabilities are mostly randomized during board generation but skewed in a way to make gameplay feel a bit better. There's a cap on the likelihood of the neutral event, and a bias towards the good event rather than a bad one.

Re: Show HN: Probabilistic Tic-Tac-Toe

#34
post #27

Harder for humans, but easy to make a really strong AI for this. Even overcounting because of illegal board states (multiple winners) and not even bothering to eliminate symmetries, there are at most 2 * 3^9 = 39366 board states. There are cycles in the board state graph, although they are of a very specific form (the only kind of cycle that exists is for board B with O and X alternating turns). So it is probably pos…

WRT to computing an exact solution, something something markov chains, transition matrices, eigenvalues. I think it is tractable

Re: Show HN: Probabilistic Tic-Tac-Toe

#38
post #33

Took me a minute to catch on - just play the odds! At first I was trying to play tic tac toe, but the winning strategy seems to be to go for the square likeliest to land your own mark.

That's how the AI seems to play it. :)

Yes, the AI mostly just looks for plays that have high certainty and are connected to other potential winning squares (for either team). Then it weights plays positively or negatively based on whether or not the "bad" chance outweighs "good"

Re: Show HN: Probabilistic Tic-Tac-Toe

#39
post #32

Earlier quoted context omitted.

Too much time to load too (ditch the overkill 3D engine, there are lighter frameworks out there). Cool game though. I am still puzzled by how the probabilities are arrived at. Random?

Agreed that 3D is overkill. I'm fastest at prototyping in Unity though and this was only a couple day project, so I'm unlikely to port it to anything else. Probabilities are mostly randomized during board generation but skewed in a way to make gameplay feel a bit better. There's a cap on the likelihood of the neutral event, and a bias towards the good event rather than a bad one.

I got the die to settle on an edge in the corner of the playfield, which triggered a re-roll.

Is this actually simulating a d20 with physics?

Re: Show HN: Probabilistic Tic-Tac-Toe

#40
post #37

What engine is this using? Any recommendations for creating simple 3d visualizations of orbiting spheres? Something like the one from the link, but more web-native (instead of python)?: https://trinket.io/glowscript/a90cba5f40

Unity per the logo on the loading screen
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