Tic-Tac-Toe

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A behavioral program for the game of Tic-Tac-Toe

  • Download the example from

Game Description

Two players, X and O, alternately mark squares on a 3X3 grid whose squares are identified by <row,column> pairs: <0,0>, <0,1>, ...,<2,2>. The winner is the player who manages to form a full horizontal, vertical or diagonal line with three of his/her marks. If the entire grid becomes marked but no player has formed a line, the result is a draw.

In our example, player X should be played by a human user, and player O is played by the application. Each move (marking of a square by a player) is represented by an event, X_<row,col> or O_<row,col>. Three additional events, XWin, OWin, and draw$, represent the respective victories and a draw.

A play of the game may be described as a sequence of events. E.g., the sequence X_<0,0>, O_<1,1>, X_<2,1>, O_<0,2>, X_<2,0>, O_<1,0>, X_<2,2>, XWin describes a play in which X wins, and whose final configuration is:

TTT01.jpg

b-Threads

Rules of the game

  • SquareTaken: block further marking of a square already marked by X or O.
  • EnforceTurns: alternately block O moves while waiting for X moves, and vice versa (we assume that X always plays first).
  • DetectXWin: wait for placement of three X marks in a line and request XWin.
  • DetectOWin: wait for placement of three O marks in a line and request OWin.
  • DetectDraw: wait for nine moves and request draw event.

Strategies

  • DefaultMoves: a b-thread that repeatedly requests all nine possible O moves in the following order of center, corners and edges: O_<1,1>,O_<0,0>,O_<0,2>,O_<2,0>,O_<2,2>, O_<0,1>,O_<1,0>,O_<1,2>,O_<2,1>.
  • PreventThirdX: when two Xs are noticed in a line, add an O in that line (and prevent an immediate loss).
  • AddThirdO: when two Os are located on a single line, add a third O (and win).
  • PreventXFork: when two Xs are noticed, in a corner and opposing edge such that X may force a win, mark an O in the intersection corner of the potential fork, thus preventing its creation.
  • PreventAnotherXFork: when the first two Xs are marked in two opposite corners and the first O is marked at the center, request O_<0,1>.

In the spirit of ``the best defense is a good offense, this move creates an attack that forces X to play X_<2,1>, and seems to avoid the immediate fork threat.

  • PreventYetAnotherXFork: when two Xs are noticed in two edge squares that are adjacent to a common corner, mark an O in that corner.