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3D tic-tac-toe

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169:; likewise for face and edge cells. The group of automorphisms of the game contains 192 automorphisms. It is made up of combinations of the usual rotations and reflections that reorient or reflect the cube, plus two that scramble the order of cells on each line. If a line comprises cells A, B, C and D in that order, one of these exchanges inner cells for outer ones (such as B, A, D, C) for all lines of the cube, and the other exchanges cells of either the inner or the outer cells (A, C, B, D or equivalently D, B, C, A) for all lines of the cube. Combinations of these basic automorphisms generate the entire group of 192 as shown by R. Silver in 1967. 866: 1020: 40: 158:
boards. There are eight vertically-oriented planes parallel to the sides of the boards, each of these adding two more diagonals (the horizontal and vertical lines of these planes have already been counted). Finally, there are two vertically-oriented planes that include the diagonal lines of the 4x4 boards, and each of these contributes two more diagonal lines—each of these including two corners and two internal cells.
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On the 4×4×4 board, there are 76 winning lines. On each of the four 4×4 boards, or horizontal planes, there are four columns, four rows, and two diagonals, accounting for 40 lines. There are 16 vertical lines, each ascending from a cell on the bottom board through the corresponding cells on the other
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In the original issue, the bottom level board was opaque plastic, and the upper three clear, all of simple square design. The 1972 reissue used four clear plastic boards with rounded corners. Whereas pencil and paper play almost always involves just two players, Parker Brothers' rules said that up to
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but is played in a cubical array of cells, usually 4×4×4. Players take turns placing their markers in blank cells in the array. The first player to achieve four of their own markers in a row wins. The winning row can be horizontal, vertical, or diagonal on a single board as in regular tic-tac-toe, or
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that consumed 1500 hours of computer time. The strategy comprised move choices for 2929 difficult "strategic" positions, plus assurances that all other positions that could arise could be easily won with a sequence entirely made up of forcing moves. It was further asserted that the strategy had been
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The 3×3×3 version of the game cannot end in a draw and is easily won by the first player unless a rule is adopted that prevents the first player from taking the center cell on his first step. In that case, the game is easily won by the second player. By banning the use of the center cell altogether,
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Gobblets Gobbler and Otrio, use marker sizes (small, medium, large) as the replacement of the third element. Players can 'steal' the opponent spot by placing larger marker at the top of the opponent smaller marker or just simply competing with overlapping spot.
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The 16 cells lying on these latter four lines (that is, the eight corner cells and eight internal cells) are each included in seven different winning lines; the other 48 cells (24 face cells and 24 edge cells) are each included in four winning lines.
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in the choosing of the side the player must use, the game becomes fair and winnable by all players but is subject to chance. By making the choice of the player piece (× or ⚬) subject to chance, the game becomes fair and winnable by all players.
290:, text terminals, or similar interaction: the human player would enter moves numerically (for example, using "4 2 3" for fourth level, second row, third column) and the program would respond similarly, as graphics displays were uncommon. 365:. It uses the standard joystick controller. It can be played by two players against each other, or one player can play against the program on one of eight different difficulty settings. The product code for the Atari game was CX-2618. 176:, meaning that the existence of a winning strategy was proven but without actually presenting such a strategy, by Eugene Mahalko in 1976. He proved that in two-person play, the first player will win if there are two optimal players. 300:
William Daly Jr. wrote and described a Qubic-playing program as part of his Master's program at the Massachusetts Institute of Technology. The program was written in assembler language for the
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As with traditional tic-tac-toe, several commercial sets of apparatus have been sold for the game, and it may also be played with pencil and paper with a hand-drawn board.
664: 81:, the game may be played with pencil and paper. A game board can easily be drawn by hand, with players using the usual "naughts and crosses" to mark their moves. 514: 304:
computer. It included lookahead to 12 moves and kept a history of previous games with each opponent, modifying its strategy according to their past behavior.
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independently verified. As computer storage became cheaper and the internet made it possible, these positions and moves were made available online.
109:, starting in 1964. It was reissued in 1972 with a more modern design. Both versions described the game as "Parker Brothers 3D Tic Tac Toe Game". 705: 126: 806: 88:) sold a series of "Paper Games", including "3 Dimensional Tic Tac Toe". Buyers received a pad of 50 sheets with preprinted game boards. 286:
Several computer programs that play the game against a human opponent have been written. The earliest of these used console lights and
315:. Its strategy involved looking for combinations of one or two free cells shared among two or three rows with particular contents. 144:
the game is easily won by the first player. By including a 3rd player, the perfect game will be played out to a draw. By including
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strategy was developed and published. However, the strategy is too complicated for most human players to memorize and apply.
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McFeetors, P. Janelle; Palfy, Kylie (May 1, 2017). "We're in Math Class Playing Games, Not Playing Games in Math Class".
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Kubota, Runa; Troillet, Lucien; Matsuzaki, Kiminori (December 2022). "Three Player Otrio will be Strongly Solved".
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L .V. Allis & P. N. A. Schoo (1992). "Qubic solved again". In H. J. van den Herik & L. V. Allis (eds.).
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A more complete analysis, including the announcement of a complete first-player-win strategy, was published by
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three players could play. The circular playing pieces resembled small poker chips in red, blue, and yellow.
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Golomb, Solomon W.; Hales, Alfred W. (August 2002). "Hypercube Tic-Tac-Toe". In Nowakowski, Richard (ed.).
372: 999: 54:, is an abstract strategy board game, generally for two players. It is similar in concept to traditional 311:
was written by Robert K. Louden and presented, with an extensive description of its design, in his book
1073: 920: 432: 865: 1068: 566:. Mathematical Sciences Research Institute Publications. Vol. 42. Cambridge University Press. 184: 792: 475:
2022 International Conference on Technologies and Applications of Artificial Intelligence (TAAI)
105:"Qubic" is the brand name of equipment for the 4×4×4 game that was manufactured and marketed by 810: 587:
R. Silver (March 1967). "The group of automorphisms of the game of 3-dimensional ticktacktoe".
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Three-dimensional tic-tac-toe on a 4x4x4 board (optionally 3x3x3) was included in the
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Heuristic Programming in Artificial Intelligence 3: The Third Computer Olympiad
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The corner cells and the internal cells are actually equivalent via an
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Oren Patashnik (September 1980). "Qubic: 4 x 4 x 4 Tic-Tac-Toe".
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vertically in a column, or a diagonal line through four boards.
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used front panel switches and lights for the user interface.
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Robert K. Louden (1967). "Integer manipulation in FORTRAN".
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released a 4x4x4 graphical version of the game for the
85: 32:"Qubic" redirects here. For the cosmology project, see 392:
A program library named Qubist, and front-end for the
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A Qubic program in a DEC dialect of BASIC appeared in
379:. In 2010, Microsoft made the game available on its 595:(3). Mathematical Association of America: 247–254. 756:. Digital Equipment Corporation. pp. 175–177. 693:. Ellis Horwood, Chichester, UK. pp. 192–204. 515:"Trademark Status & Document Retrieval (TSDR)" 621: 1174: 723: 355:, who went on to greater fame as the creator of 65:The game has been analyzed mathematically and a 713:(M.Sc.). Massachusetts Institute of Technology. 636: 528:Freeman, Jon; Jackson, John (August 6, 1979). 527: 445: 921: 624:A Possible Win Strategy for the Game of Qubic 396:window library are a project on SourceForge. 746: 517:. United States Patent and Trademark Office. 561: 530:"The Playboy winner's guide to board games" 202: 928: 914: 218: 707:Computer Strategies for the Game of Qubic 704:William George Daly Jr. (February 1961). 626:(M.Sc. thesis). Brigham Young University. 586: 448:Mathematics Teaching in the Middle School 127:The Playboy Winner's Guide to Board Games 91: 328: 133: 38: 43:3-D Tic-Tac-Toe played with glass beads 14: 1175: 84:In the 1970s, 3M Games (a division of 909: 807:"AtariAge - Programmers - Carol Shaw" 555: 351:in 1978. The program was written by 152: 138: 116:The game is no longer manufactured. 100: 839: 728:. Prentice-Hall. pp. 179–204. 72: 24: 551:Tic-tac-toe game on the cube 3×3×3 460:10.5951/mathteacmiddscho.22.9.0534 25: 1224: 890: 882:. SourceForge. December 12, 2018. 726:Programming the IBM 1130 and 1800 313:Programming the IBM 1130 and 1800 1064:Harary's generalized tic-tac-toe 1018: 864: 768:"Atari 2600 VCS 3-D Tic-Tac-Toe" 935: 872: 825: 799: 785: 760: 740: 717: 697: 682: 657: 630: 50:, also known by the trade name 833:"3-D Tic-Tac-Toe at MobyGames" 615: 580: 544: 532:. Chicago : Playboy Press 521: 507: 466: 439: 425: 13: 1: 1198:Three-dimensional board games 540:– via Internet Archive. 433:"Gaming Unplugged Since 2000" 418: 191:The game was solved again by 483:10.1109/TAAI57707.2022.00015 375:in the 1990s under the name 7: 401: 10: 1229: 1074:Strategy-stealing argument 622:Eugene D. Mahalko (1976). 373:Windows Entertainment Pack 293:A program written for the 183:in 1980. Patashnik used a 119: 31: 1092: 1027: 1016: 943: 276: 260: 248: 238: 226: 217: 212: 750:101 BASIC Computer Games 320:101 BASIC Computer Games 203:Computer implementations 1183:Abstract strategy games 564:More Games of No Chance 185:computer-assisted proof 1203:Paper-and-pencil games 337: 92:Marker sizes variation 44: 27:Abstract strategy game 1193:Parker Brothers games 1084:Paper-and-pencil game 747:David H. Ahl (1975). 349:Atari 8-bit computers 332: 307:An implementation in 134:Gameplay and analysis 77:Like traditional 3×3 42: 1208:Tic-tac-toe variants 1069:Hales–Jewett theorem 1005:Ultimate tic-tac-toe 880:"Qubist source code" 813:on November 30, 2016 639:Mathematics Magazine 990:Quantum tic-tac-toe 589:Amer. Math. Monthly 413:Quarto (board game) 197:proof-number search 172:3D tic-tac-toe was 1127:Three men's morris 665:"qubic.dictionary" 477:. pp. 30–35. 338: 45: 1170: 1169: 1100:Nine men's morris 492:979-8-3503-9950-9 284: 283: 153:4×4×4, two-player 139:3×3×3, two-player 16:(Redirected from 1220: 1059:Kaplansky's game 1028:Related concepts 1022: 1010:Wild tic-tac-toe 930: 923: 916: 907: 906: 884: 883: 876: 870: 869: 868: 862: 856: 854: 843: 837: 836: 829: 823: 822: 820: 818: 809:. 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Index

Qubic
Qubic experiment

tic-tac-toe
first-player-win
tic-tac-toe
3M Corporation
Parker Brothers
The Playboy Winner's Guide to Board Games
stochasticity
automorphism
weakly solved
Oren Patashnik
computer-assisted proof
Victor Allis
proof-number search

Developer(s)
Atari, Inc.
Publisher(s)
Programmer(s)
Carol Shaw
Platform(s)
Atari 2600
Atari 8-bit
switches
IBM 650
TX-0
Fortran
David H. Ahl

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