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Show HN: Tic-tac-toe, with a multiplayer twist

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Re: Show HN: Tic-tac-toe, with a multiplayer twist

#42
post #28

Earlier 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…

It's no where near 3^81 as there are winning strategy's that don't fill the board. Optimal play is really about delaying how long it takes to force a win.

Re: Show HN: Tic-tac-toe, with a multiplayer twist

#43
post #35
post #28

Earlier 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).

To (perfectly) solve 9x9 go, you need to consider almost every move at every turn. That's a branching factor of 40+.

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

#46
post #11

Collaborative 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.

To be fair, these implementations are only poor in your opinion. And your suggestion might be poor in other ways.

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.

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