Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.1 ggr 10/10/85; site bentley.UUCP Path: utzoo!watmath!clyde!cbosgd!ihnp4!bentley!kwh From: kwh@bentley.UUCP (KW Heuer) Newsgroups: net.puzzle Subject: Re: Inverse Tic-Tac-Toe Message-ID: <602@bentley.UUCP> Date: Fri, 28-Feb-86 10:20:09 EST Article-I.D.: bentley.602 Posted: Fri Feb 28 10:20:09 1986 Date-Received: Sat, 1-Mar-86 16:27:38 EST References: <873@spp2.UUCP> Organization: AT&T Bell Laboratories, Liberty Corner Lines: 27 In article <873@spp2.UUCP> spp2!stassen (Chris Stassen) writes: >Suppose we keep the same rules of playing (3x3 board, alternating >turns, etc.), but change the requirements for winning. The winner of >the game is the player who forces his OPPONENT to occupy three squares >in a row. It is a draw under rational play. The first player can start in the center and then mirror his opponent. I don't have a quick proof for the second player, but clearly he has the advantage of having one less mark to place. The interesting thing about this game is that the optimal first move is the center, which at first glance might seem like a good point to avoid. In fact, I believe the first player loses if he doesn't play there, or if he doesn't mirror his opponent's next move. This game was analyzed in _Mathematics Magazine_ ca. 1975-1980 (sorry I can't pinpoint it; it's also possible it was in _The American Mathematical Monthly_ instead). Now, a related question. A friend (since deceased) once told me that on a 4x4 board, with the winner being the first to achieve a line of three of his own marks *and one of his opponents*, the game is a second-player win. Does anybody have further knowledge of this? (I realize the game is slightly ill-defined -- the game x22 o11 x23 o31 x44 o41 x43 o24 x21 seems to win for both players) Karl W. Z. Heuer (ihnp4!bentley!kwh), The Walking Lint