by igpay on 6/10/24, 4:40 PM with 106 comments
by janwillemb on 6/10/24, 6:22 PM
by orlp on 6/10/24, 7:19 PM
There are cycles in the board state graph, although they are of a very specific form (the only kind of cycle that exists is for board B with O and X alternating turns). So it is probably possible to make a completely deterministic and optimal algorithm for this probabilistic game, but it does sound complicated. You can't naively apply expectiminimax.
However after marking the winning board states as 0 or 1 respectively if O or X wins I would expect value iteration to very quickly converge to an optimal strategy here.
by mbroshi on 6/10/24, 5:44 PM
by livrem on 6/10/24, 10:17 PM
by legohead on 6/10/24, 5:28 PM
I also managed to get the die stuck on a side with an edge pointing up, to where the game couldn't choose a face. I thought it was going to brick the game, but it detected this and re-rolled the die. Nice!
by wongarsu on 6/10/24, 6:23 PM
by eevilspock on 6/10/24, 6:07 PM
> Well, in any given game of Probabilistic Tic-Tac-Toe you can do everything right and still lose (or do everything wrong and win.) However, the better player always rises to the top over time.
> Bad breaks are inevitable, but good judgment is always rewarded (eventually, and given enough chances.)
This assumes that everyone is on a level playing field with only non-compounding randomness preventing the better player from winning. But as you point out, luck does compound over time:
>The parents we’re born to, societal power structures... so many past events have an invisible impact on each new action we take
This is commonly known as the rich get richer and the poor get poorer, and to economists as the Matthew Effect[1].
You could try to model this in the game by having wins skew the odds of the next game in your favor. It's harder to model in a simple two person game like this... You have to persist state for a population of players over time.
I've wanted to publish alternate rules for Monopoly, where at the start of the game players don't get the same amount of cash. Cash is instead distributed according to real statistics for "birth wealth". Alternatively, your cash at the end of a game roles over into the next game.
I'd love to discuss this with you if you are interested. We might even collaborate on a future project.
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by cainxinth on 6/11/24, 1:04 PM
by napsternxg on 6/11/24, 10:19 AM
Old HN thread: https://news.ycombinator.com/item?id=12932183
by btbuildem on 6/10/24, 7:05 PM
by jkaptur on 6/10/24, 5:42 PM
Quick feature request: the die-roll is really cool, but can you make a lower-latency version so I can play more games in less time?
by abecedarius on 6/10/24, 6:13 PM
UI suggestion: show the probabilities for a move as a point in a triangle, with your outcome labels on the vertices. (Or maybe as red/green/neutral colors in the triangle's interior.) This representation is called the "probability simplex". It would look less busy, quicker to scan, I think.
by kristopolous on 6/11/24, 12:27 AM
The do nothing move is a nice touch
by furyofantares on 6/11/24, 3:22 PM
I think the AI should be optimized to not make plays that look obviously bad. It doesn't really need to be any harder, but it kinda ruins it when it makes a play that seems really obviously bad to me.
Also does it simply never play the center? It seems center is never an outlier probability but also feels like the AI should play it sometime. (edit: After 20 or so games it finally did. Maybe I was just overvaluing it? Although I'm winning about 80%.)
These suggestions are all about the feel of playing the AI rather than difficulty.
by primitivesuave on 6/12/24, 2:00 AM
Link to HN submission: https://news.ycombinator.com/item?id=40653736
by varelaz on 6/10/24, 9:39 PM
by nico on 6/10/24, 8:04 PM
Any recommendations for creating simple 3d visualizations of orbiting spheres? Something like the one from the link, but more web-native (instead of python)?: https://trinket.io/glowscript/a90cba5f40
by gwbas1c on 6/10/24, 5:30 PM
Also reminds me of how I was playing Senet last night. I controlled the game until the very end, where by chance, I kept rolling "bad" numbers and my opponent kept rolling "good" numbers.
by dylanhouli on 6/10/24, 5:59 PM
by rmetzler on 6/10/24, 6:48 PM
by jzw8833 on 6/10/24, 10:44 PM
by eastoeast on 6/11/24, 2:35 AM
by zeroonetwothree on 6/11/24, 2:37 AM
by pncnmnp on 6/10/24, 9:50 PM
by magicalhippo on 6/11/24, 1:11 AM
Reminded me a bit of the Quantum Tic Tac Toe[1] game that I stumbled over some time ago.
by pvillano on 6/10/24, 11:10 PM
For example, O should choose the lower right because it gives them a greater than 50% chance of winning, whereas choosing another spot gives them a greater than 50% chance of loosing
X X O
X _ O
_ X _
by ismailmaj on 6/11/24, 6:27 AM
by CSMastermind on 6/10/24, 7:39 PM
by henry_pulver on 6/10/24, 6:01 PM
The dice roll animation is :chefkiss:
by educasean on 6/10/24, 9:31 PM
by bagels on 6/10/24, 9:34 PM
by spywaregorilla on 6/10/24, 9:20 PM
by wilgertvelinga on 6/10/24, 7:57 PM
by netcraft on 6/10/24, 5:17 PM
Got the same in chrome but it eventually loaded
by aidenn0 on 6/10/24, 9:40 PM
by lupire on 6/11/24, 2:15 AM
by ziofill on 6/10/24, 10:00 PM
by antognini on 6/10/24, 9:05 PM
Another interesting variant is incomplete information Tic Tac Toe which was posted by SMBC: https://www.smbc-comics.com/comic/incomplete
by barfbagginus on 6/10/24, 10:43 PM
See the following for a really nice tutorial for a slightly more advanced but more technically correct algorithm, Monte Carlo graph search (MCGS). This exploits the fact that some nodes in the game tree might are identical positions on the board and can be merged.
For your setup he could easily do either one, but the graph search might give you more mileage in the future:
github.com/lightvector/KataGo/blob/master/docs/GraphSearch.md
Once your scores have converged on the entire game tree, you can print out a crib sheet visually showing each position and the correct move. That might be the closest we can get to a human executable strategy. But the crib sheet might have strategic principles or hard rules that humans can identify