Montecarlo Tree Search (MCTS) would be very ideal for this situation. Since the tree depth is really low, you would not need a neural network estimator. You would just load the entire game tree, and walk randomly through it, updating visit counts. The walk would be biased by the visit counts, and the biases would then converge to scores for each position. See the following for a really nice tutorial for a slightly mo…
> load the entire game tree, and walk randomly through it Can't you just multiply all the percentages and just get an expected value for each field? Why the random walk? Can't you just calculate this exhaustively?
Show HN: Probabilistic Tic-Tac-Toe
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Re: Show HN: Probabilistic Tic-Tac-Toe
#92Earlier quoted context omitted.
> load the entire game tree, and walk randomly through it Can't you just multiply all the percentages and just get an expected value for each field? Why the random walk? Can't you just calculate this exhaustively?
I was thinking the same ø, but does it work with the neutral field and changing players in the mix?
Re: Show HN: Probabilistic Tic-Tac-Toe
#93Earlier quoted context omitted.
If it were just solely :) / :( then it is a freshman's exercise in expectiminimax.
it turns out you don't need anything more than minimax for the general case Here's my solution https://github.com/pvillano/probabalistic-tic-tac-toe
Re: Show HN: Probabilistic Tic-Tac-Toe
#94Old HN thread: https://news.ycombinator.com/item?id=12932183
Re: Show HN: Probabilistic Tic-Tac-Toe
#95Re: Show HN: Probabilistic Tic-Tac-Toe
#96Totally changes the game for me. Makes it so that you (almost) never want to play the middle square unless your hand is forced. Also reminds me of how I was playing Senet last night. I controlled the game until the very end, where by chance, I kept rolling "bad" numbers and my opponent kept rolling "good" numbers.
Middle square is actually pretty good. Solid odds of the opponent giving you a layup with a bad break.
Re: Show HN: Probabilistic Tic-Tac-Toe
#97Harder 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…
I think this is doable. Say we assign a win rate W(S) to each board state S, and let W(S, A) denote the win rate after taking action A from state S. Since the transition is probabilistic, we can write: W(S, A) = P(good) * (1 - W(S_good)) + P(bad) * (1 - W(S_bad)) + (1 - P(good) - P(bad)) * (1 - W(S)) And obvisouly: W(S) = max(W(S, A), foreach A in Actions) max() is troublesome, but we can replace it with a >= sign: W…
Re: Show HN: Probabilistic Tic-Tac-Toe
#98Harder 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…
I think this is doable. Say we assign a win rate W(S) to each board state S, and let W(S, A) denote the win rate after taking action A from state S. Since the transition is probabilistic, we can write: W(S, A) = P(good) * (1 - W(S_good)) + P(bad) * (1 - W(S_bad)) + (1 - P(good) - P(bad)) * (1 - W(S)) And obvisouly: W(S) = max(W(S, A), foreach A in Actions) max() is troublesome, but we can replace it with a >= sign: W…
Re: Show HN: Probabilistic Tic-Tac-Toe
#99Harder 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
#100Earlier quoted context omitted.
The square would look like: 1-5 sad face 6-9 neutral face 10-20 happy face more or less like an ability check in DnD
Yes, I think we're saying the same thing. Your second sentence is exactly what I mean by lookup table.