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Tic-tac-toe

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"Noughts and Crosses" redirects here. For , see .
Tic-tac-toe, also called noughts and crosses and many other names, is a pen-and-paper game for two players, O and X, who take turns to mark the spaces in a 3×3 grid. The player who succeeds in placing three of their own marks in a horizontal, vertical or diagonal row wins the game.

This game is won by the first player, X:

Game of tic-tac-toe, won by X

This is a "cat's game", that is, it is drawn:

Game of tic-tac-toe, drawn

Players soon discover that best play leads to a draw, regardless of where the first player plays. So tic-tac-toe is most often played by very young children; when they have discovered an unbeatable strategy they move on to more sophisticated games such as dots and boxes. This reputation for ease has led to casinos offering gamblers the chance to play tic-tac-toe against trained chickens [link], [link].

The first two ply of the game tree for tic-tac-toe.
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The first two ply of the game tree for tic-tac-toe.

The simplicity of tic-tac-toe makes it ideal as a pedagogical tool for teaching the concepts of game theory and the branch of artificial intelligence that deals with the searching of game trees. It is straightforward to write a computer program to play tic-tac-toe perfectly, to enumerate the 765 essentially different positions (the state space complexity), or the 26,830 possible games (the game tree complexity) on this space. Ignoring symmetry, there are 255,168 possible games.

The first known computer game, OXO (or Noughts and Crosses, 1952) for the EDSAC computer played perfect games of tic-tac-toe against a human opponent.

One example of a Tic-Tac-Toe playing computer is the Tinkertoy computer, developed by MIT students, and made out of Tinker Toys. It only plays Tic-Tac-Toe, and has never lost a game. It is currently on display at the Museum of Science, Boston.

Strategy

An example of a game.
Enlarge
An example of a game.

To win or avoid losing in tic-tac-toe requires that the player consistently perform as many of the following actions as possible with each mark--listed in order of priority--without sacrificing the higher priorities:

  1. Complete three in a row.
  2. Block their opponent from completing three in a row.
  3. Threaten a win with two possible completions in two rows.
  4. Avoid a configuration in which the opponent can force the win.
  5. Threaten a win with a possible completion (two in a row).
  6. Prevent the opponent from getting two in a row.
To be successful, the player must seek to complete as many of these objectives as possible with a single mark, without sacrificing higher priorities. The player must also think ahead to see whether a mark can be made this turn that will allow him or her to achieve a higher priority in the next turn.

The game is won or drawn after the first two marks are made, assuming perfect play for the remainder of the game. It is therefore very important for the serious tic-tac-toe player to study these openings (of which there are 12) in order to avoid making a mark that enables the opponent to force a win, or to recognize marks that can be capitalized upon in order to force the win.

The first player, whom we shall designate "X," has 3 possible positions to mark during the first turn. Superficially, it might seem that there are 9 possible positions, corresponding to the 9 squares in the grid. However, by rotating the board, we will find that in the first turn, every corner mark is strategically equivalent to every other corner mark. The same is true of every edge mark. For strategy purposes, there are therefore only three possible first marks: corner, edge, or center. Player X can win or force a draw from any of these starting marks. The choice of which to make will depend on the player's knowledge of their opponent's weaknesses in recognizing good answers to a particular opening. In a series of games, alternating the opening mark and its superficial position can help a player win more often against a weaker player.

The second player, whom we shall designate "O," must respond to X's opening mark in such a way as to avoid the forced win. Player O must always respond to a corner opening with a center mark, and to a center opening with a corner mark. An edge opening must be answered either with a center mark, a corner mark next to the X, or an edge mark opposite the X. Any other responses will allow X to force the win. Once the opening is completed, O's task is to follow the above list of priorities in order to force the draw, or else to gain a win if X makes a weak play.

Possibly the most famous appearance of the game is in the cult 1980's film WarGames, where tic-tac-toe is used as an allegory for nuclear war. Matthew Broderick makes the missile defense computer WOPR play against itself. As each game ends in a draw, WOPR makes the association between the two and declares that "The only winning move is not to play".

Variations

Many board games share the element of trying to be the first to get n-in-a-row: three men's morris, nine men's morris, pente, gomoku, Connect Four, Quarto, Gobblet. The m,n,k-games are a family of generalized games based on tic-tac-toe.

Alternative names

In the English-speaking world, the game has a number of alternative names. Sometimes, the names of the games Tic-tac-toe (where players keep adding "pieces") and Three Men's Morris (where pieces start to move after a certain number have been placed) are confused.

External links

 


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