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The game board is represented by an array `b[]` containing characters '0' to '9' representing the positions on the Tic-Tac-Toe grid. 2. Functions: ➢ `printboard()`: Prints the current state of the Tic-Tac-Toe board. ➢ `checkwin()`: Checks if any player has won the game based on the current board configuration. ➢ `aiMove()`: Represents the AI (Player 2) making a random move by generating a random number between 1 and 9. 3. Main Function: ➢ The `main()` function controls the flow of the game. ➢ It alternates between Player 1 and Player 2 (where Player 2 is the AI). ➢ Each player is prompted to make a move by entering a number corresponding to an empty position on the board. ➢ Player moves are denoted by 'X' and AI moves by 'O'. ➢ The game continues until there's a win, a draw, or an invalid move.
IRJET, 2022
The square block (3 x 3) can be filled with a cross (X) or a circle (O) in the Tic-Tac-Toe game, which can be played by two players (O). By allowing each player to mark their move, the game will switch between the players. When one of the players makes a horizontal, vertical, or diagonal line with three identical markers, the program displays which player has won, whether X or O. The game is constructed such that two players can play tictac-toe by entering the position to place their marks on the board. The software will have a display function and a select function for placing the symbol as well as a toggle function for switching between the symbols, allowing each participant to take a turn playing the game. After each player makes a move, the computer will update and check for game circumstances as the game progresses.
International Journal of Advanced Research in Computer Science
Tic Tac Toe is a well-known game played across all age groups It's a simple fun game played with two players. There is a 3x3 grid formed by two vertical and two horizontal lines The user can fill these nine places with either crosses X or noughts O. The aim of the game is to win by placing three similar marks in a horizontal, vertical, or diagonal row. In this paper, a simulation algorithm is presented to predict the win, or draw of a game by knowing the first move of a player The game of tictac-toe is simulated using Min-max algorithm The concept of combinational game theory is utilized to implement this game. This algorithm calculates only one step ahead using min-max algorithm In an ideal scenario, a player must calculate all the possibilities to ensure the success It's a small 3x3 game, so the state space tree generated will be short
2014
Tic-Tac-Toe game can be played by two players where the square block (3 x 3) can be filled with a cross (X) or a circle (O). The game will toggle between the players by giving the chance for each player to mark their move. When one of the players make a combination of 3 same markers in a horizontal, vertical or diagonal line the program will display which player has won, whether X or O. In this paper, we implement a 3x3 tic-tac-toe game in LabVIEW. The game is designed so that two players can play tic-tac-toe using LabVIEW software. The program will contain a display function and a select function to place the symbol as well as toggle between the symbols allowing each player a turn to play the game. The program will update after each player makes their move and check for the conditions of game as it goes on. Overall program works without any bugs and is able to use
International Journal of Engineering and Information Systems (IJEAIS), 2019
___ In Tic-Tac-Toe of the classic game is built on computer-based flat form using python as a part of case study project using Artificial Intelligent techniques. The primary goal for this project is to create a computer artificial intelligent based on Tic-Tac-Toe 4x4 game that show two players on who will win and who will lose the game accordingly, using the standard Minimax algorithm, it was adopted and modified as a subset of rules from best gameplay practices: (1) attempt to win, (2) endeavor to keep a misfortune, (3) make a key move, and (4) make an irregular move. To make the game more fun and more winnable at easier difficulty levels, probabilities are introduced that the computer would find a valuable move and ignore it. In the end, the computer artificial intelligent uses a simple, lightweight decision tree to choose its next move, and the gameplay is fast, balanced, and enjoyable. furthermore, in the winning strategy in a chess game by means of symbolic model checking, and demonstrate the winning strategy in tic-tac-toe game through the symbolic model checking tool improved with the verification algorithm for winning strategy.
Tic-tac-toe is a standout amongst the most famous game as a part of academic appliance for teaching the idea of good sportsmanship. Then again, the use of mechanical autonomy field is comprehensively utilized as a part of the field of research and lessens human mistakes. It is very interesting to play tic-tac-toe with a robotic arm and its artificial intelligence. I am going to show the idea of human-computer interaction where human player can play tic-tac-toe with AI, using paper and a pen just like playing with a human. This system will increase user experience with robotic interfaces by playing tic-tac-toe.
2015
TIC TAC TOE is a commonly traditional game in Yemen, which consists of two players. One of the player chooses a cell of the game and puts an X mark in the chosen cell while the second player chooses another cell and puts an O mark in this second cell. The purpose of the paper is to transport this commonly traditional game to modern electronic game to get along with modern electronic world. The modern electronic game is important to countryside children's, so that they can play the game safely without incurring diseases. It also aims to offer children an opportunity to deal with cheap modern techniques. The game designed in this paper is based on the microcontroller (PIC16f877A).
Journal of Science and Technology, 2015
TIC TAC TOE is a commonly traditional game in Yemen, which consists of two players. One of the player chooses a cell of the game and puts an X mark in the chosen cell while the second player chooses another cell and puts an O mark in this second cell. The purpose of the paper is to transport this commonly traditional game to modern electronic game to get along with modern electronic world. The modern electronic game is important to countryside children's, so that they can play the game safely without incurring diseases. It also aims to offer children an opportunity to deal with cheap modern techniques. The game designed in this paper is based on the microcontroller (PIC16f877A).
2016
This paper examines Charles Babbage's tic-tac-toe automaton using original notes and sketches taken from Babbage's notebooks. While Babbage's work with games and computers has been mentioned previously by other authors, this is the first attempt to study that work in detail. The paper explains the origins of the automaton, imagines how it would have operated had it been built, describes how it might have functioned, and Babbage's inspirations for building it. The paper concludes with an analysis of Babbage's place in the history of videogames.
The engineering courses, more and more, has required of the students knowledge acquisition on systems and computer science. Particularly, the control and automation engineering demands more interdisciplinary knowledge in the apprenticeship, since it has intersection between mechanical, electric and computation areas. This article describes a project development for entertainment and integration of technologies like a way of learning and validating knowledge between students of a mechatronic engineering course. In this work, techniques of competitive search of the Artificial Intelligence, computational vision, electronic, pneumatic and computation concepts were used for implement the decision-making of a robotic agent on the tic-tae-toe game, having human agents as adversaries.
Digital Creativity, 2000
This handout describes the most essential algorithms for game-playing computers. We begin with an analysis of a particular partial Tic-Tac-Toe game and go through several algorithms.
TELKOMNIKA Telecommunication Computing Electronics and Control, 2019
9tka is a board game created by Adam Kaluza. The game can be played with 2 up to 4 players, with the goal of conquering as many areas in the board as possible. The aim of this research is to implement the 9tka game into a digital game that can be played on a personal computer. The implementation will include the feature to play against computer players. The rules and game's play of 9tka is modelled, and then implemented using Java. The Artificial Intelligence (AI) of the computer player is implemented using the Max N algorithm, which is an extension of the minimax algorithm. Several tests were done to gauge the robustness of the implemented AI. The experiments show that the AI is capable to make a move in time less than 541 milliseconds on average, across all types of players. Moreover, from eight respondents, the average amount of human wins is 2.25 out of 5 matches, across all types of players. This shows that the implemented AI on computer player has a better chance to defeat human opponents.
In this paper we are going to describe a board game for two players. In this issue are presented basic rules and necessary conditions for describing a winner. Two type of boards are presented for the same rules for the game. In this issue have not presented analyses or winning strategies for the game. Possible generalization schemes of the game are presented at the end of article
Over the years Artificial Intelligence has made astonishing strides in computer science. Today, computer game is regarded as a new research field of Artificial Intelligence. Here, we use computer game to understand one of the most enigmatic sections of Artificial Intelligence. Game theory is a mathematical study of rational behavior in strategic environment. There are plethora of settings, most notably two-player zero-sum games, game theory provides strong and appealing solution concepts. We have seen the use of these concepts in creation of many game engines for games such as Chess, Tic-Tac-Toe. Various Gaming techniques such as MiniMax, Alpha-Beta pruning, Hash Table and Evaluation are used to create game engine. Artificial Intelligence of game engine can evaluate best moves using deep searching techniques and Probabilistic reasoning can be used to optimize computational capacity of Agent for uncertain and imperfect information environment.
In this article we present a new variant of Chess Game. This work is not written for attempt to propogate the Chess Game or to present whole beauty of the Game. We know that figures from ordinary Chess are faithful by means given by the definition at 'A New figure of the game and its properties' section. The aim here is different, here we want to make a new Game by playing with faithfulness of the figures. Directed by that motivation, we introduce a New Type Game Figure: Mindless Figure. This figure has very interesting property, it can not remember its past and its future do not known. And such property gives such name to our figure. From the future writing, our New Figure can be considered as a mirrow, which can reflect the properties of the other figures. In the coming sections of the article the following are presented and discused: discription of the new figure, general rules are for manage the game and the figure, final proposition and mechanisms of deciding of a winner. As general, the subject of the Game is the same as for the original Chess Game: 'kill the King' of Your opponent [1]. At the end a Conclusion is given.
Abstract: This paper aims at throwing light on the new mode of playing board games by having an automated physical platform. Hence it discusses the development of an automatic chess board called as Chess.Automated. which enables the user to play the game of chess in different formats; with the opponents moves completely automated. It uses various electronic components such as the Arduino Mega2560 Microcontroller, Membrane Keypad and driver IC’s along with different programming languages such C++, Python and Java to achieve automation between software and hardware. Keywords: Arduino Mega2560, Chess.Automated, Online gameplay, Membrane keypad, MRL (My Robot Lab).
Tic-Tac-Toe is a well-known game that almost everyone has played in their childhood. It is generally played on paper or a classical computer. Recognizing the potential and power of quantum computers, we believe the future is quantum computing, where quantum computers might replace conventional computers due to their high efficiency at handling exceptional levels of complexity. We make our version of Quantum Tic-Tac-Toe by modifying some rules and adding some different types of moves. Through this, we want to show that a game as simple as Tic-Tac-Toe could be made much more exciting and fun by involving quantum circuits. The players have an option to choose from two different types of moves. The classical move which measures the box and results in collapse and the quantum move which entangles two separate boxes and favours the player if the control box collapses in his favour. We give a detailed explanation of the working of the quantum circuit along with the rules and strategies of the game. We have also described the algorithm in detail and provided the code for the game.
Proceedings of the 44th annual southeast regional conference on - ACM-SE 44, 2006
The Lego Mindstorms Robot Command eXplorer (RCX) is a popular robotics kit that provides an immediate "out-of-the-box" opportunity to explore software controlled robot interaction. The limitations of the RCX provide a direct challenge that is typical of real-world embedded system development. This paper describes the Java-based development of a set of robots that coordinate to play the game of tic-tac-toe. Three key challenges were investigated in the project: 1) recognition of the state of the game board, 2) computation of the next-move within a reasonable timeframe using robots working in parallel, and 3) navigating a robot to the proper board location to mark the desired move. Game board analysis takes the form of a robot that performs optical scanning. A min-max tree algorithm was implemented in the primary control robot to determine the next best move. Various robot components were implemented to affect the physical movement of the robots and to mark the appropriate tictac-toe cell. The inefficiency of the min-max algorithm provides an opportunity to explore the use of parallelism among the robots to compute the next best move at specific levels of game play. In addition to the research results, the project informs the appropriateness of using the RCX as the basis for introductory programming classes and to provide a platform to drive undergraduate research.
arXiv (Cornell University), 2016
We formalize Simplified Boardgames language, which describes a subclass of arbitrary board games. The language structure is based on the regular expressions, which makes the rules easily machine-processable while keeping the rules concise and fairly human-readable.
berkantakin.com
This paper describes a computer program, which is able to play chess. The program performs three main tasks as in all chess-playing computer programs; board representation, a search algorithm, and an evaluation function. Board representation shows the placement of the pieces on a graphical user interface (GUI), and handles the moves of the pieces to comply with the rules of chess. The search algorithm runs minimax algorithm based on α α α α-β β β β pruning with move ordering heuristics before selecting the next move, and the next move is decided according to the result of the evaluation function.
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