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A solved game is a game whose outcome (win, lose or draw) can be correctly predicted from any position, assuming that both players play perfectly.This concept is usually applied to abstract strategy games, and especially to games with full information and no element of chance; solving such a game may use combinatorial game theory or computer assistance.
The rating of best Go-playing programs on the KGS server since 2007. Since 2006, all the best programs use Monte Carlo tree search. [14]In 2006, inspired by its predecessors, [15] Rémi Coulom described the application of the Monte Carlo method to game-tree search and coined the name Monte Carlo tree search, [16] L. Kocsis and Cs.
This chart had drawings of tic-tac-toe game grids with various configurations of X, O, and empty squares, [4] corresponding to all possible permutations a game could go through as it progressed. [11] After removing duplicate arrangements (ones that were simply rotations or mirror images of other configurations), MENACE used 304 permutations in ...
Tic-tac-toe A completed game of tic-tac-toe Other names Noughts and Crosses Xs and Os Genres Paper-and-pencil game Players 2 Setup time Minimal Playing time ~1 minute Chance None Skills Strategy, tactics, observation Tic-tac-toe (American English), noughts and crosses (Commonwealth English), or Xs and Os (Canadian or Irish English) is a paper-and-pencil game for two players who take turns ...
Alpha–beta pruning is a search algorithm that seeks to decrease the number of nodes that are evaluated by the minimax algorithm in its search tree.It is an adversarial search algorithm used commonly for machine playing of two-player combinatorial games (Tic-tac-toe, Chess, Connect 4, etc.).
Ultimate tic-tac-toe (also known as UTT, super tic-tac-toe, meta tic-tac-toe, (tic-tac-toe)² or Ultimate Noughts and Crosses [1]) is a board game composed of nine tic-tac-toe boards arranged in a 3 × 3 grid. [2] [3] Players take turns playing on the smaller tic-tac-toe boards until one of them wins on the larger board. Compared to traditional ...
Minimax (sometimes Minmax, MM [1] or saddle point [2]) is a decision rule used in artificial intelligence, decision theory, game theory, statistics, and philosophy for minimizing the possible loss for a worst case (maximum loss) scenario.
The first two plies of the game tree for tic-tac-toe. The diagram shows the first two levels, or plies, in the game tree for tic-tac-toe. The rotations and reflections of positions are equivalent, so the first player has three choices of move: in the center, at the edge, or in the corner.