Show HN: Probabilistic Tic-Tac-Toe
Overall Reception
- Many find the idea “fantastic,” “brilliant,” and surprisingly deep for Tic-Tac-Toe.
- Several comment that randomness plus strategy makes it compelling, but also occasionally frustrating when losing high-probability moves.
- Some feel the AI is weak or makes “obviously bad” plays, while others report being consistently beaten or going roughly even over many games.
Gameplay & Strategy
- The game forces players to think in probabilities rather than classic Tic-Tac-Toe patterns.
- Some initially overvalue the center; later realize square odds change every game and that corners and “forcing” the opponent onto bad squares can be superior.
- A key tension: sometimes it’s optimal to let the opponent attempt a dangerous square if the “bad” outcome probability is high.
- Neutral rolls (“nothing happens”) significantly affect tempo and who is forced to make the final, risky move.
- Players note that even doing “everything right” can lose in a single game, but skill should dominate over many games.
UI, Performance & UX Feedback
- Multiple users report slow initial load, a dark/blank screen, or heavy resource usage; Unity is seen as overkill by some.
- Dice-roll animations are praised visually but widely criticized as too slow for repeated play.
- A fast-forward button was added; some think 2× is too fast, others like 3×.
- Requests include: instant-skip on dice, a line through three-in-a-row, clearer tie indication, and a mode with lower latency.
AI & Optimal Play
- The built-in AI uses simple heuristics based on local probabilities and line potentials; it sometimes misses blocks or picks weaker squares.
- Several commenters work on stronger solvers: minimax, expectiminimax, value iteration, Markov-style reasoning, and linear programming.
- There’s debate over whether simple greedy expected-value heuristics are nearly optimal versus needing deeper tree search.
- One detailed probability spec for board generation is shared: per square, neutral, good, and bad chances are randomized with constraints, mapped to d20 faces.
Extensions & Variants
- Ideas include probabilistic versions of Connect Four and Battleship, alternate rules modeling “rich get richer” dynamics, and a physical travel version using tiles and a d20.
- Related games mentioned: “Quantum Tic Tac Toe,” “incomplete information” Tic-Tac-Toe, and other probabilistic or quantum variants.