Show HN: Tic-tac-toe, with a multiplayer twist
41–46 of 46 posts
Re: Show HN: Tic-tac-toe, with a multiplayer twist
#42Earlier quoted context omitted.
I recall lots of people found winning strategies when the game first came out. They were based on always sending the opponent to the same field.
I meant optimal perfect strategy, either via a proof or a game tree search (alpha-beta pruning). With 3^81 game states (most not attainable), it should be searchable. More precisely, the game has a finite # of states, and cannot end in a draw. It's always a win for P1 or P2. If both people play perfectly, who wins and what is the optimal strategy? (Note: It is possible that this game is a P2 win, because your move re…
Re: Show HN: Tic-tac-toe, with a multiplayer twist
#43Earlier quoted context omitted.
I meant optimal perfect strategy, either via a proof or a game tree search (alpha-beta pruning). With 3^81 game states (most not attainable), it should be searchable. More precisely, the game has a finite # of states, and cannot end in a draw. It's always a win for P1 or P2. If both people play perfectly, who wins and what is the optimal strategy? (Note: It is possible that this game is a P2 win, because your move re…
I'm not so sure that it's searchable. 3^81 is quite a lot. I don't know of any solved game with that many. Tic-tac-toe, connect 4, checkers, etc all have less. I think 3^81 is comparable to 9x9-Go and Chess which are both unsolved. I suppose it depends how aggressive you can prune (which, admittedly, is probably pretty aggressively).
In this game, there are (usually) at most 9 legal moves per turn. The branching factor is a lot less. (Giving your opponent free choice to play anywhere is frequently a mistake.)
Re: Show HN: Tic-tac-toe, with a multiplayer twist
#44Any thoughts about adding chat? =)
Re: Show HN: Tic-tac-toe, with a multiplayer twist
#45Team GitHub played [8,1,0] @kn0ll chose [8,2,0]
Re: Show HN: Tic-tac-toe, with a multiplayer twist
#46Collaborative gaming has a lot of promise, but so far it's been implemented poorly. You need to allow gamers to create small teams, and allow them to talk with one another to discuss strategy. Then they decide on a move. Someone make chess using the above.
For example, I would suspect far fewer people are willing to invest upfront in a game like yours. It's much easier to find two people who want to play chess against each other where they are fully in control, than two groups getting only one single, slow game out of it.
One way a more thoughtful, strategic game like yours might work would be to achieve critical mass with a simpler, fast paced game and then add depth.