04-27-2006 08:57 AM
How about a time limit during competition play? Testing the self-play speed can easily be defeated by having the code switch to a very fast algorithm if the side changes with every call of the subVI. 😉
04-27-2006 10:31 AM - edited 04-27-2006 10:31 AM
altenbach a écrit:...I think there are final boards possible with not even any 3 in a row
Message Edité par chilly charly le 04-27-2006 05:32 PM
04-27-2006 10:42 AM
04-27-2006 06:17 PM
LabVIEW, C'est LabVIEW
04-27-2006 07:15 PM
04-27-2006 07:59 PM
@altenbach wrote:
Given enough games, ~41.6% end in a draw, ~31.7% are won by the one who moves first, and ~26.7% by the other player.
Of course "winning" means 4 in a row and actually loosing the challenge of NOT winning. 😄
This is a bit confusing. The program should display the looser after the game has finished, right?
04-27-2006 08:15 PM
04-27-2006 08:20 PM
04-28-2006 02:58 AM - edited 04-28-2006 02:58 AM
Thank you Bruce 🙂
Without searching the web ... I remember an article about a mechanical 3x3 ti tac toe player ... basically a hard coded lookup table.
With the assumption that for every position you can name one best move (to loose)... lets see
Simple lookup table could be a complete I32 table 16 bit x-position and 16 bit o-position and 4 bit for the move = 2GB
rotation /4 = 512 kB , symmetry /4 = 128kB minus (most?) left positions where already someone won .... double for faster lookup
Yepp, a lookup table seems possible
Something missing.. ? Oh, only the best move
Just my thoughts ... since I have no time for coding... Have FUN
Followup:
A way to the best move?
Given a list of (possible, resonable?) positions (ca. 64kB), in mean 7 possible moves plus weight factor (7x16bit, 4bit move 12bit factor) roundabout 1GB...
(just a big state mashine ...)
now start random walks and increment/decrement the factor according to the result...
Message Edited by Henrik Volkers on 04-28-2006 10:16 AM
04-28-2006 05:06 AM