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The importance of forcing and tree search in Qubic

Published:22 April 1976Publication History

ABSTRACT

Qubic, also called three dimensional Tic-Tac-Toe, provides a good environment for developing and testing different concepts of heuristic programming and game theory. Because Qubic is a simple game one can minimize the task of learning the rules of the game as one must do in Chess or another more complex game; however, one should realize that Qubic is not a trivial game. It is not known if the person who moves first can win every game (has a win strategy) or tie every game (has a draw strategy). Citrenbaum [in 1] claims that a draw strategy exists for the game while Gammill [1] claims that a win strategy exists. The current knowledge about Qubic supports both sides. This paper proposes a solution to the game by combining the two procedures of forcing and tree search into a single strategy.

References

  1. 1.Gammill, Robert C., "An examination of TIC-TAC-TOE like games," Proceedings of the National Computer Conference, 1974, pp. 349-355.Google ScholarGoogle Scholar
  2. 2.Silver, Roland, "The Group of Automorphlsms of the Game of 3-Dimenslonal Ticktacktoe," American Mathematical Monthly, Vol. 74, 1967, pp. 247-254.Google ScholarGoogle ScholarCross RefCross Ref
  3. 3.Knuth, Donald E. and Moore, Ronald W., "An Analysis of Alpha-Beta Pruning," Artificial Intelligence, Vol. 6, 1975, pp. 293-326.Google ScholarGoogle ScholarCross RefCross Ref
  1. The importance of forcing and tree search in Qubic

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            cover image ACM Conferences
            ACM-SE 14: Proceedings of the 14th annual Southeast regional conference
            April 1976
            406 pages
            ISBN:9781450373319
            DOI:10.1145/503561

            Copyright © 1976 ACM

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            Association for Computing Machinery

            New York, NY, United States

            Publication History

            • Published: 22 April 1976

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