Talk:Morpion solitaire: Difference between revisions

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:Ah. Yeah, it's fine to add a point anywhere that creates a line of 5. When it says lines cannot overlap, I think a better way of putting it might be that lines can't share more than one point. (They can cross at one point, but can't overlap pieces of the line itself.) [[User:MagiMaster|MagiMaster]] 21:15, 7 June 2011 (UTC)
::Presumably that means that we cannot have a line of more than five. [[User:Markhobley|Markhobley]] 21:05, 18 July 2011 (UTC)
 
::: That's not what I presummed (with a '''T''' game). A line of '''xxxxbxxxx''' where '''b''' is a blank --- when the next move is placed at the '''b''', you have a line of nine. -- [[User:Gerard Schildberger|Gerard Schildberger]] 05:56, 16 May 2012 (UTC)
 
:Can we drop "and drawing a line through them" from the task description (or is that some sort of crossing out or deletion?). In other words do we keep the line of 5 Xs? or do we delete them (by changing them to dots), or do we need change them to Os (representing a crossing out) to prevent them from being reused? [[User:Markhobley|Markhobley]] 21:05, 18 July 2011 (UTC)
 
:: Well, they can be reused when lines cross. -- [[User:Gerard Schildberger|Gerard Schildberger]] 05:56, 16 May 2012 (UTC)
 
:Are these legal or not legal?:
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. = an empty position in the grid we can use to make a new line</pre>
These cases eliminate duplicates (reversed patterns). Everything else is not valid. --[[User:Dgamey|Dgamey]] 14:58, 12 January 2012 (UTC)
 
==Multiple lines==
Suppose a newly marked grid creates more than one line. How much does this score? How many new marks are permitted? Until specified, I'd say the programmer should freely choose and state which rule the code follows. I choose that only one line scores and the game continues in the simple fashion with only a next turn. In some cases it seems that a new mark would create a contiguous line of 5 on one of the alternate paths. --LambertDW 00:45, 24 June 2014 (UTC)
 
== Solution Sizes / Sub-pages ==
I looked into this a bit more and think that many of the solutions will be on the longish side and should have their own sub-pages (e.g. [[Morpion_solitaire/C]]) like tasks such as [[Go_Fish]]. --[[User:Dgamey|Dgamey]] 00:51, 23 January 2012 (UTC)
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* Tasks really need to have some form of comparable output. Drawings of games are often missing information and difficult to validate. I'm going to suggest that each task should output the game in the notation that is used by the Pentasol player. It seems to be accepted as a defacto standard for morpion and the images it produces are better than ascii art. I'd suggest that people could use the output of one of their random games played through pentasol to illustrate their example.
* Alternately, they should produce some kind of output like ASCII art. Keep in mind that an image using a single character for all moves will be an undecipherable blob. Adding numbers for the moves will require handling of two digit numbers making the art larger. And lastly, even if you can see each move in order, there is the problem of deciphering up to 5 possible ambiguous moves at a point. --[[User:Dgamey|Dgamey]] 13:43, 17 February 2012 (UTC)
 
== Tips and Tricks ==
 
* The initial two solutions work with expandable boards. While nice it's not needed. You'll never get near the world record grids so a fixed grid of say 30x30 would be more than large enough. If you're worried about changing it later, you could pick an offset so the cross is always constructed from a fixed reference point say 0,0 or 1,1 depending on your language. --[[User:Dgamey|Dgamey]] 12:38, 22 February 2012 (UTC)
* Playing morpion smartly or exploring the problem space isn't a trivial task and will require lots of effort, code and complexity. Playing a random game is fairly straight forward. The core code for the original two solutions comes in at about 200 lines each. --[[User:Dgamey|Dgamey]] 12:38, 22 February 2012 (UTC)
 
== Thoughts for Long Games ==
 
* Maximizing the number of possible moves seems like an obvious game solver strategy. How about instead maximizing the area? The initial grid makes me think low density is sufficient to have many possible moves. --LambertDW 19:39, 5 July 2014 (UTC)
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