An examination of TIC-TAC-TOE like games by ROBERT C. GAMMILL The Rand Corporation Santa Monica, California INTRODUCTIO~ DRAW STRATEGY.3 In other words, no LOSS STRATEGY exists. This is because if a LOSS STRATEGY existed, X could convert it to his own use and make it a WIN STRATEGY. Thus, to paraphrase the above, between two perfect players who completely understand an n k TIC-TACTOE game, there can be no LOSS. The only possibilities are WIN and DRAW. When a game of this class has been solved, it means that a WIN STRATEGY or DRAW STRATEGY has been produced. Games for which solutions exist are characterized by the type of strategy which has been found. It is well-known that TIC-TAC-TOE is a draw game. In the material which follows we will examine a method developed by Erdos and Selfridge4 which provides a draw strategy for a large number of n k TIC-TAC-TOE games. First some examination of the properties of n k boards is needed. There is a class of games which resemble TIC-TAC-TOE. These are games where two players alternately put X's and O's into playing spaces, attempting to get n of their signs in a row. Well-known games of this class are TIC-TAC-TOE (3X3) and QUBIC (4X4X4). The boards of these games form squares, cubes and hypercubes with n playing positions on a side. We will speak of these games as n k TIC-TAC-TOE following Citrenbaum. 2 Many games in this class are trivial, such as TIC-TACTOE (n=3, k=2), while others display considerable character. QUBIC (n=4, k=3) is an example of one of the latter. No solution is known for the game of QUBIC. It is commercially distributed and a number of computer programs have been written to play it.1,8 Most of those programs have demonstrated a rather poor understanding of the intricacies of QUBIC. In the material which follows we will examine a number of results which hold for all n k TIC-TAC-TOE games. These results demonstrate that QUBIC is the smallest unsolved member of the class. Means will be shown by which a solution attempt is being undertaken. A computer program which plays QUBIC will be described and its use in developing strategies and moving toward a solution will be discussed. Board properties It is important to have a number of equations at hand when examining n k boards. Equation (1) gives the number of lines in an arbitrary n k board. - L= _(n_+_2_)k___n_k 2 (1) Different points in an n k board will have differing numbers of lines through them. This makes some points more powerful than others. We will need to know the number of lines passing through the most powerful point on the board. When n is odd, the centermost point of the board is the most powerful. Equation (2) gives the number of lines through that center point when n is odd. n k TIC-TAC-TOE GAMES Some notation will be needed for a concise exposition. Table I gives the needed terms. Some of the terminology (e.g., LOSS) may appear strange unless one accepts our predeliction for defining the board state from X's point of VIew. 3k - l 2 LCP= - - No loss strategy exists (2) When n is even, there is a collection of most powerful points. The number of lines through these points is given by equation (3). One might think that DRAW STRATEGY should have an alternative meaning when it is a strategy for X, but it turns out that X should not be interested in DRAW for these games. This is because it is known from game theory that, in a finite two-player perfect information game, either the first player has a WIN STRATEGY or both players have a (3) These equations and many more can be found in Reference 2. 349 From the collection of the Computer History Museum (www.computerhistory.org) 350 National Computer Conference, 1974 This means that equation (7) holds whenj is odd. TABLE I MEANING TERM V(B j +2 ) = V(B j ) A playing position where an X or 0 may be placed. A sequence of n points, which when covered by LINE X's will produce win. Pieces played by first player, also his name. X Pieces played by second player, also his name. o A configuration of pieces on the board. STATE A state where first player (X) has won. WIN A state where first player has lost (i.e., 0 wins). LOSS A state from which neither WIN nor LOSS DRAW can be reached. STRATEGY A plan of action for a player. WIN STRATEGY A plan (for X) which reaches WIN, no matter what 0 does. A plan (for 0) which reaches LOSS, no matter LOSS STRATEGY what X does. DRAW STRATEGY A plan (for 0) which reaches DRAW, no matter what X does. POINT Draw strategies Erdos and Selfridge4 have devised a strategy by which 0 may achieve draw under certain conditions. In order to describe the strategy a number of definitions are needed. Table II defines the Erdos-Selfridge value of a line. TABLE II-Erdo.s-Selfridge Line Values Character of line L VeL) o One or more O's (blocked) empty 1 X, no O's 2 X's, no O's n X's, no O's 1 2" V(B) = x: VeL) (4) V(M) = L (5) VeL) MEL From the above, the following sequence of equations (6) can be deduced. V(Bo) = number of lines on the board = initial board value = V(Bo) + V(M1 ) = (7) If 0 picks his moves so they always have the maximum possible value (the Erdos-Selfridge strategy) then equations (9) and (10) are true when j is odd. Equation (9) holds because placing an 0 on a point (Mi+l) causes all lines through that point to take value zero. Points contained in those lines may then have reduced value. No point will have increased value. Thus, the value of X's next move V(M j +2 ) cannot be greater than the value of O's move V(M j +1 ). V(Mi+I) ~ V (M j +2 ) V(Bi+2) ::; V(B j ) (9) (10) It is clear that a WIN board state must have a value V(B) which is greater than or equal to 2n , since at least one line must have n X's in a row. This means that if V(B j ) <2n for any oddj, 0 can prevent X from winning, since all succeeding V(B;) wherej is odd will be no greater. Finally, if the maximum possible value of V(B 1 ) is less than 2n , 0 can use the Erdos-Selfridge strategy to achieve draw every time the game is played. The maximum value of V (B I ) is the number of lines on the board plus the value of the best possible move. That best move will be the· point which has the most lines through it. Thus, using equations (1) through (3) we produce equations (11) and (12), which specify a test for an n k game being drawn for n odd and n even respectively. (if n odd) (11) (if n even) (12) The smallest interesting game which satisfies these equations is (n=4, k=2) 4X4 TIC-TAC-TOE. Working out an example for that game is an instructive exercise. It should be emphasized that this technique not only characterizes complete games, but if at any time the board state value after X's move dips below 2 n , the Erdos-Selfridge criterion declares that draw has been reached. The Erdos-Selfridge strategy does not apply to TIC-TACTOE, i.e., the criterion is not satisfied after the first move. However, it is well-known that TIC-TAC-TOE is a draw game. Games which are known to have draw strategies are summarized in Table III. board value after first move (by X) V(B:!) = V(B 1 ) = V(2Jfj +1) + V (M j +2 ) 2 4 The value of a board state V(B) is the sum of the values of all lines on the board (4). The value of a move V (M) is the sum of the values of the lines passing through that point, before a piece has been played there (5) V(B 1 ) - - VV"in strategies V(~~f;.:) board value after second move (by 0) (6) Win strategies are known for a number of n k games. In most cases these games are so trivial that the strategy need not be explained. However, 33 TIC-TAC-TOE. has a win strategy and a simple explanation may be needed. The initial move should; of course, be in the centermost point, '~vhich is a member of 13 lines. Thereafter, it is almost impossible for 0 From the collection of the Computer History Museum (www.computerhistory.org) An Examination of TIC-TAC-TOE Like Games 351 TABLE III-Summary of nk games n, the number of points in each line 7 6 9 8 10 5 1 6 1 7 1 8 1 9 1 10 1 1 1 2 1 3 1 W ESD ESD ESD ESD ESD ESD ESD ESD ESD 1 4 4 6 9 8 16 10 25 12 36 14 49 16 64 18 81 100 22 W W D ESD ESD ESD ESD 1 13 8 28 64 76 125 109 216 148 343 193 W W 27 49 W ? ? ? 1 40 16 120 81 272 256 520 625 888 W W CW ? 2 4 k=2 k=4 5 4 1 k=1 k=3 4 3 2 E-S number 8 16 Wmeans WIN DmeansDRAW ESD 20 ESD ESD 512 244 729 301 1000 364 ? ESD ESD ESD 1296 1400 2401 2080 4096 2952 6561 4040 10000 5368 ? ? ? 32 64 Summary of n k games In Table III are summarized the results which are known concerning various n k TIC-TAC-TOE games. From the table it is clear that QUBIC is the smallest game for which no solution exists. Two interesting conjectures stem from the table. (a) Conjecture due to Citrenbaum:2 If n5:k then the game has a winning strategy. If n>k then it has a draw strategy. (b) Conjecture due to Gammill: If the number of lines is greater than or equal to the number of points in the board, the game has a win strategy. Otherwise it has a draw strategy. 2 128 256 512 points lines strategy points lines strategy points lines strategy 1024 CW means Citrenbaum WIN ESD means Erdos-Selfridge DRAW to achieve draw. Every time X moves, 0 must block on the opposite side of the cube. If X makes a move that produces two X's in a line in the cube side, he will also probably have produ,ced a line of two X's through the center. The simultaneous production of two lines of two X's results in a win, since 0 cannot block both. A theorem by Citrenbaum2, page 113, states that if an n k game has a win strategy, then the same strategy will apply for k larger than that. The reasoning is that if a winning strategy can be carried out on a k-dimensional board, it can be carried out in a sub-cube of a k+ 1 dimensional board, etc. The extra dimensions simply allow more space for 0 to spread his responses over, weakening his defense. Thus, we now know that all n=3, k~3 games have a win strategy. (n+2)k- n k ? points lines strategy Succeeding sections will describe methods used in the attempt to find a solution (strategy) for the game of QUBIC. QUBIC In the preceding sections we have shown that QUBIC is the smallest nontrivial n k TIC-TAC-TOE game. QUBIC is interesting from a number of points of view. It is a simple enough game to serve as a fruitful test-bed for ideas in strategy analysis. By contrast with chess or checkers, it has such simple rules and structure that the data processing tasks do not overcome the more interesting (and important) analysis tasks. However, despite the simplicity of the game the size of the board state space is sufficient to preclude brute force analysis (64! by unsophisticated methods). Like other sophisticated games (e.g. checkers and chess) it has phases of play which exhibit differing properties and require rather different kinds of analysis. The three phases of QUBIC are represented in the table below. TABLE OF QUBIC PHASES PHASE OPENING MIDDLE k· r . >n Imp les WID END Note, from the table, that this means that Citrenbaum assumes that a draw strategy will be found for QUBIC while the author assumes a win strategy will be found. Both conjectures are supported by all presently known information. CHARACTER OF THE PHASE Usually the first 5 to 7 moves. No direct threats occur and no defensive play is necessary. Primary goal is gaining control of board resources (lines and planes) . Threats and counter threats occur continually. Every move has both an offensive (threat creation) and defensive (threat elimination) component. An unstoppable threat is created by one of the players. The other player may stall, by creating mh'10r threats which must be fended off, but ultimately he is forced into completely defensive play until finally he loses. From the collection of the Computer History Museum (www.computerhistory.org) 352 National Computer Conference, 1974 In order to examine the analytic tools which are useful in each of the phases, we must examine some specific features of QUBIC. The QUBIC board 1 also shows how the transformations look when applied in the 42 game. The result of the 192 automorphisms of QUBIC is that on an empty board all the rich points are automorphic images of one another, and likewise for all the poor points. Thus, the first move of the game involves a simple choice, whether to playa rich or poor point. The following facts are known about the board. The opening game ELEMENT NUMBER POINTS LINES PLANES RICH POINTS POOR POINTS 64 76 18 16 48 Rich points are those that are members of seven different lines. Poor points are members of only four lines. Rich points are cube corner and interior points (elements of main diagonals). Rich points capture more lines for a player, so opening play is usually limited to them. The QUBIC board is large enough so that brute force examination of all possible games is not productive. However, many seemingly different games are actually the same, although rotated, reflected or otherwise transformed. Silver:> has shown that QUBIC has a group of 192 automorphisms. This includes the 48 standard axis transformations of the cube due to rotation and reflection. Added is a factor of 4 more automorphic images due to three "scrambling" transformations. These transformations do violence to the layout of the cube, but have no effect on the game of QUBIC. Perhaps the best way to describe them is to show hO\v they transform a position. If we describe a position using matrix notation (i, j, k) where the range of indices is 1 to 4, then Figure 1 gives the transformations. For example, using transformation 1, the position (1,2,3) becomes (2, 1,4). Figure TRA NSFO RMA TlO NS ( __ means "changes to") 1--2, 2--1, 3-4, 4--3 (inside out exchange) 2 1--4 (outside exchange) 3 2--3, 3--2 4--1 TRANSFORM 1 (inside exchange) TRANSFORM 2 TRANSFORM 3 Figure I-Scrambling transfOIIflatioui:l applied on a 4X4 square The 192 automorphisms as well as the fact that differing sequences of moves can achieve exactly the same board state cause a dramatic reduction in the number of different board states which are possible in the QUBIC opening. The following table gives the number of distinct states, when play is restricted to the rich points, oyer the first five moves. The tabulated results were produced by computer enumeration. TABLE Comparison of number of states for first 5 moves (on rich points) against number of distinct input sequences. MOVE 1 2 3 4 5 NUMBER OF NUMBER OF DISTINCT STATES POSSIBLE INPUTS 1 5 20 103 307 16 240 =15X16 3360 = 14X240 43680 =13X3360 524,160= 12 X 43680 It can be seen that the first five moves of QUBIC form a finite automaton of 436 states (when play is confined to rich points). Furthermore, if we are d~fining a winning strategy for the first player (X), then only the best move from each state where X plays need be defined. This results in only 12 possible states after three moves have been made. Thus, as more becomes known about the middle game, it should be possible to find optimal paths through the opening by a process of enumeration. The end game The end game is the best understood aspect of TIC-TACTOE games. The end game involves forcing sequences, where one player makes moves which require a specific reply by the opponent to prevent a loss. This sequence ultimately culminates in a win by the forcing player. Figure 2 shows two examples. Example (a) is the simplest form of forcing sequence, requiring only three moves. Example (b) shows a common eleven move forcing sequence. The examples are all planar subparts of the QUBIC board. Forcing situations like that of example (b) are extremely common. Anytime three pieces of one player occupy a plane, without interference from From the collection of the Computer History Museum (www.computerhistory.org) An Examination of TIC-TAC-TOE Like Games the opponent, it is likely that an eleven move forcing sequence can be found. Despite the importance and frequency of occurrence of this "three-in-a-plane" situation, many QUBIC players (people and computers) do not know about it. A classic example is a game listed in Reference 6 shmving a game played between a person and a computer program (written by Dalyl). In that game the person creates a situation like example (b), the program fails to make a defensive (blocking) move, the person fails to use his forced win, and thereafter the computer forces a win. Regrettably this "double blunder" game has been presented as an example of a skillful computer beating a person at QUBIC. Competitive play, like the ACM Computer Chess Tournaments, appears to be the best way to improve the quality of play. EXAMPLE (b) EXAMPLE (a) Situation Situation 11 move playing sequence 3 move playing sequence 1 5 8 7 10 X 11 3 X X 4 The force language Citrenbaum 2 and the writer have independently devised graphical notation systems (languages) for representing and recognizing a forcing situation. Where Citrenbaum has achieved slightly greater generality, creating a notation suitable for representing forcing situations in positional games (of which n k TIC-TAC-TOE is a subclass), the author has developed a language especially suited to QUBIC. Unlike Citrenbaum's notation, the graphical language to be presented here has been implemented in an efficient program for finding extremely complex forcing sequences. Sequences containing as many as 31 moves have been found. No depth limit is set. The following table presents the elements of the language. TABLE OF LANGUAGE ELEMENTS ELEMENT MEANING @ Line containing n X's o 353 Unplayed point Membership (point in line) Line containing 2 X's, showing its two unplayed points Using these elements we are able to describe the forces ,,,,hich were shown in Figure 2. It is not necessary to show all of the lines in each plane, only those lines directly involved. Figure 3 shows the representation of the forces from Figure 2. The number next to each point indicates the order in which moves occur. Odd numbered moves are X and even moves are O. From the graphical force descriptions shown in Figure 3 a general characterization of all forces can be produced. To start a force requires at least one line containing two X's. To continue the force requires intersection with a line containing one X, or two intersections with an empty line. Figure 4 provides a graphical description of the configurations which 9 6 2 Odd numbered moves are X Even numbered moves are 0 Figure 2-Two examples of forcing situations and the playing sequence leading to WIN" make up forces in part I and examples of some actual forces in part II. The ability to describe forces in QUBIC provides a powerful new tool. It appears that the language describes all possible forces, but no formal proof has been carried out. An important side effect, not described by the language, is that the force may not work if any of O's replies (even numbered moves) are forced into a line where 0 has two pieces. This has been termed a counter-force by Gilmartin,7 because it forces X to defend rather than continue the force. The solution to counter-forces is to avoid them or to order the forcing moves so that the reply which counter-forces is last, allowing the winning move to be made next. Gilmartin has also described an interesting case where forces and counterforces interact in a complex manner, as shown in Figure 5. The program A QUBIC playing computer program has been written using the methods described in the preceding sections. The most important features of that program are the following: (1) A module capable of responding to direct threats, collecting easy wins, and handling other obvious tactical situations. (2) A module capable of finding and playing out a force, if one exists. (3) A module capable of evaluating moves in terms of resources (e.g., lines and planes) controlled, and ordering those moves in a (best first) plausibility list. No searching is carried out. From the collection of the Computer History Museum (www.computerhistory.org) 354 National Computer Conference, 1974 Example (b) Example (a) 0 0 ;!.~-.~ ~ X X X X 0 0 X's turn to play (play anywhere) Figure 3-Graphical representation of Figure 2 Figure 5-Situation where X wins, but every forcing move produces a counterforce (4) A module capable of finding forces available for the opponent. This module finds the most plausible move (if one exists) which prevents all forces by the opponent. This program plays a good game of QUBIC, but of course that statement cannot easily be verified. The surest method of verification is competitive play. The program has beaten many good players, but competition with other good players (computers or humans) is actively being sought. Perhaps the most interesting facet of the program is that it is much more capable of recognizing board states that contain forcing sequences than is any human being observed 1. GRAPHICAL CONFIGURATIONS OF THE FORCE (0) FORCE STARTING (i odd) (b) FORCE CONTINUATION (i, j and k odd) ~ i 6 rj Pj + 1 ~ ~ j >i Pj P k+I Pk-k>i k >j (c) FORCE COMPLETION (i, j and k odd) II. EXAMPLES OF ACTUAL FORCES 2 ~ 2 135 1 2 X X2 1 5 X X 4 4 1 4 3 X 9 X 510 11 8 X 6 2 so far. This has had the interesting result that the program has taught a number of experienced QUBIC players, including the writer, to playa better game. This is accomplished by the module described under (4), which eliminates moves that fail to defend against a force threat. So many of the middle game board states contain forces or force threats, that games between humans invariably contain a number of blunders (normally not as obvious as the game mentioned above from Reference 6). Thus, modules of the program can serve as analysis tools for human players. It is particularly useful, for example, to have the program produce the small set of different moves which will prevent a force by the opponent and for the human to select that move from the set that captures maximum resources or threatens the opponent with a force. Up until recently the program had been organized to act as an independent player (maldng all its own decisions). As a result of the feeling that in some ways the program has superior capabilities (e.g. in recognizing force states) but in others (e.g. strategic reasoning) the human is better, the program has been reorganized to allow maximum interaction with a human player (i.e., kibitzing). Where the program formerly would playa game as either X or 0, now it may play both sides but accept advice from a human observer. Another mode is for the program to serve as an adviser (to a human player who is playing one or both sides) suggesting sets of moves or warning against certain moves. This can allow the human to act as a QUBIC researcher, and play out a sequence of moves that appears interesting. When the consequence of a particular move sequence has become clear, the game can be backed up to the last point at which X or 0 may have had a stronger move. A kibitzing or research mode like this might be a valuable addition to computer chess playing programs, as it could allow testing and improvement of the program's capabilities through the posing and solution of sample problems. The use of these research modes of the program have substantially advanced our knowledge of the game of QUBIC. Much work remains to be done, but slo'Nly the game of QUBIC is yielding its secrets. The time when a solution (strategy) can be reported appears to be approaching. Multiplanor SUMMARY Figure 4-Graphical force ianguage and example forces nic TIC-TAC-TOE games have been examined and it has been demonstrated that QUBIC (43 ) is the smallest non- From the collection of the Computer History Museum (www.computerhistory.org) An Examination of TIC-TAC-TOE Like Games trivial member of this class of games. The knowledge and methods used in research toward a solution of the game have been outlined. Finally, a QUBIC playing program which has been modified for use as a research tool has been described. REFERENCES 1. Daly, William, Computer Strategies for the Game of Qubic, Masters Thesis in E.E., MIT, Cambridge, Mass., Jan. 1961. 2. Citrenbaum, Ronald L., Efficient Representations of Optimal Solutions for a Class of Games, Systems Research Center Report SRC69-5, Case Western Reserve University, 1970. 355 3. Blackwell, D. and M. A. Girshick, Theory of Games and Statistical Decisions, Wiley, New York, 1954, p. 21. 4. Verbal Communication with Prof. Andrezej Ehrenfeucht, Dept. of Computer Science, U. of Colorado, concerning unpublished paper by Erdos and Selfridge. 5. Silver, Roland, "The Group of Automorphisms of the Game of 3Dimensional Ticktacktoe," American Mathematical Monthly, Vol. 74, 1967, pp. 247-254. 6. Slagle, James R., Artificial Intelligence: The Heuristic Programming Approach, McGraw-Hill, New York, 1971, pp. 38-39. 7. Gilmartin, Paul, An Efficient Algorithm for Detecting Forces in QUBIC, Department of Computer Science, University of Colorado, January 1973 (unpublished paper). 8. King, Paul F., A Computer Program for Positional Games, Report 1107, Jennings Computing Center, Case Western Reserve University. From the collection of the Computer History Museum (www.computerhistory.org) From the collection of the Computer History Museum (www.computerhistory.org)
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