![]() One mistake and it's a tie or worse, so think twice :D. These 32 positions can be called up and the human will have a chance to try to win against a perfect computer opponent. Among those, there are 32 such positions that have exactly one solution, so these are considered the hardest problem for a human. Neutral fields are colored yellow.įrom an extensive mining of the database, the longest forced win is “win in four moves” and there are several hundred such positions (or about 8 times more, considering symmetry related transformations). Similarly, losing moves are shown in shades of red. Winning moves are shown in green, the color intensity indicating the number of moves needed to win. Hints are shown via a color code on all empty fields. Hints can be permanently enabled via a check box or shown only temporarily as long as a button is pressed. Since the quality of each possible move is known at all times, the program is configured to give hints to the users if desired. From any position a new move can be initiated to try a different line. Enable hints during replay to see where mistakes were made. (Of course we could program an even weaker setting where the computer picks only among the worst moves, but what fun is that?)Įach side can have a different strength setting and the computer can play against itself.įor each game, the computer maintains a history of all moves, so a finished game can be inspected move by move in both directions. When set to “random” all possible moves have an equal chance of being played, the weakest setting available. When set to “weak”, the computer will also include one “second-best” move in the pick list, thus there is a chance that it makes mistakes like a human. To give the player a chance, the computer opponent playing strength can be reduced to two easier levels. Under perfect play, the outcome is always a tie. The computer opponent can play perfectly and will randomly pick among all equally best possible moves. It has an embedded database of all 462327 decisive positions, any position not in the database is known to be a tie (or impossible to reach). While it might not pass the turing test, the program has full knowledge of the game, obtained from a retrograde analysis of all possible positions. Press the "about" button for the welcome dialog containing a few tips. All (or most) controls have context help and tip strips, so hover over a control for quick details or press ctrl+h for the context help if desired. Or set O to “manual” and press “Play!” to have the computer start as X instead. ![]() ![]() If this is achieved, the game ends in a win, otherwise the game ends in a draw once no more moves are possible.įrom the default settings after start of the program, simply click on one of the 16 positions of the board to start playing. The object of the game is to place four of your pieces in a row, either vertically, horizontally, or diagonally. X starts and players take alternate turns. ![]() The game takes place on a 4x4 board and involves two players, X and O. It also contains a set of difficult problem positions to entertain the user interested in puzzles. There is full coaching functionality via an intuitive color system if desired, either to get hints or to explore the depths of the game. There are several levels of playing strength (the highest playing perfectly), undo history, play against a human for either side, or self play with selectable strength for each side. The program provides an easy to use and intuitive user interface, yet provides a wealth of features. This demo project is a simple game: 4x4 Tic Tac Toe. ![]()
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