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Quixo is Solved

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Advances in Computer Games (ACG 2021)

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 13262))

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Abstract

Quixo is a two-player game played on a \(5\times 5\) grid where the players try to align five identical symbols. Using a combination of value iteration and backward induction, we propose the first complete analysis of the game. We describe memory-efficient data structures and algorithmic optimizations that make the game solvable within reasonable time and space constraints. Our main conclusion is that Quixo is a Draw game. The paper also contains the analysis of smaller boards and presents some interesting states extracted from our computations.

A Japanese version of this paper was published and presented at the 25th Game Programming Workshop (GPW’20) [6]. S. Tanaka received the GPW Research Encouragement Award and the IPSJ Yamashita SIG Research Award for his work.

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Notes

  1. 1.

    As d’Or Festival International des Jeux (1995), Oscar du Jouet (1995), Mensa Select Top 5 Best Games (1995), Games Magazine “Games 100 Selection” (1995), Games Magazine “Best New Strategy Game” (1995), Parent’s Choice Gold Award (1995) [4].

  2. 2.

    In practice, this amount of space is likely much higher due to memory alignment. So, a more realistic estimation for full storage is in the order of 15 TB.

  3. 3.

    Some implementation details are omitted. For example, since we only consider states with active player X, we need to swap the tiles/players after each move.

  4. 4.

    We used a Ubuntu 18.04LTS server equipped with 32GB of RAM and powered by a 16-core Intel Core i9-9960X CPU.

  5. 5.

    The \(3\times 3\) version is not discussed here and left to the reader (Win in 7 moves).

References

  1. Allis, L.V.: A knowledge-based approach of connect-four. ICGA J. 11(4), 165 (1988)

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  2. Mishiba, S., Takenaga, Y.: IEICE general conference p. 26 (2017), (in Japanese)

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  3. Quixo page on BoardGameGeek website. https://boardgamegeek.com/boardgame/3190/quixo, (accessed 17 September 2021)

  4. Quixo page on Gigamic website. https://en.gigamic.com/game/quixo, (accessed: September 17 2021)

  5. Quixo source code repository. https://github.com/st34-satoshi/quixo-cpp

  6. Tanaka, S., Bonnet, F., Tixeuil, S., Tamura, Y.: Quixo . In: Proceedings of the 26th Game Programming Workshop, pp. 181–188 (2020), (in Japanese)

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  7. Tanaka, S., Bonnet, F., Tixeuil, S., Tamura, Y.: Quixo is solved (2020). https://arxiv.org/abs/2007.15895

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Correspondence to François Bonnet .

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Tanaka, S., Bonnet, F., Tixeuil, S., Tamura, Y. (2022). Quixo is Solved. In: Browne, C., Kishimoto, A., Schaeffer, J. (eds) Advances in Computer Games. ACG 2021. Lecture Notes in Computer Science, vol 13262. Springer, Cham. https://doi.org/10.1007/978-3-031-11488-5_8

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  • DOI: https://doi.org/10.1007/978-3-031-11488-5_8

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-11487-8

  • Online ISBN: 978-3-031-11488-5

  • eBook Packages: Computer ScienceComputer Science (R0)

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