뒤로
분석 · 코드 · 데모
턴제 대결그리드

Tic Tac Toe Showdown: Turn-Based Line-Matching Game

Tic Tac Toe Showdown teardown: alternating placement, line detection and a minimax AI on a configurable 3x3 grid, with a playable embedded demo.

40

분석

Game Objective
  • Connect your pieces into a line of the specified length first
Core Loop
  • State Flow: boot → menu → gameplay → result; Core Actions: Alternating Turns + Piece Placement + Line Matching + Score Comparison + Decision Making
  • Your Task: Take turns with an opponent to place pieces on the grid, aiming to align identical pieces in a row.
Key Parameters
  • playerCount = 2 (Adjustable 1~4)
  • gridRows = 3 (Adjustable 3~30)
  • gridCols = 3 (Adjustable 3~30)
  • matchSize = 3 (Adjustable 3~5)
  • directions = hv
Module Composition
  • common-ui: Generic UI Event Binding Module: Automatically binds click events to button nodes in the skin and supports auto-transition from the boot scene to the menu.
  • core/board-turn: Generic Turn-Based Board Core: Manages grid board state, piece placement, and win detection (line/chain). Suitable for Tic Tac Toe, Gomoku, Four-in-a-Row, and simplified Go.
  • core/board-ai: Generic Board AI: Provides move decisions for board-turn. Current implementation uses minimax, supporting small-scale zero-sum games like Tic Tac Toe.

핵심 코드

core/board-turn · checkWinner()
ts· 20줄
core/board-ai · checkWinner()
ts· 20줄
아키타입:이 글은 "턴제 대결" 아키타입에 속합니다턴제 전투의 핵심: 행동권과 승부 판정
아키타입 보기

데모

Embedded playable demo: take turns placing pieces and be the first to complete a line (choose 1 Player to face a minimax AI).

Tic Tac Toe Showdown: Turn-Based Line-Matching Game Demo
게임 불러오는 중…

아티클

Tic Tac Toe Showdown: Take Turns, First to Connect Wins

The Essence in One Sentence

On the surface, it's a simple clone of Tic-Tac-Toe; in reality, the core mechanism is a turn-based game and win/loss determination under a finite state space. This article focuses on explaining how to decouple board rules from AI strategy using generic modules.

> The Essence in One Sentence: Take turns placing pieces; the first to form a line wins.

How to Play This Game

What you do: Take turns with an opponent to place pieces on the grid cells, aiming to connect identical pieces in a line. Be the first to connect your pieces in a line of the specified length.

Behavior Loop: State flow: boot → menu → gameplay → result; Core behaviors: Take turns + Place piece + Match line + Compare values + Make choice

Only Three Rules, But Deep Enough

  • Take turns
  • Place piece
  • Match line
  • Compare values
  • Make choice

The charm of a turn-based board game lies in: extremely simple rules, but every move requires thinking about "If I play here, where does the opponent play next."

| Parameter | Value in This Game | Adjustable Range | |---|---|---| | playerCount | 2 | 1~4 | | gridRows | 3 | 3~30 | | gridCols | 3 | 3~30 | | matchSize | 3 | 3~5 | | directions | hv | - | | threshold | 0 | - |

How It's Built

This game consists of 3 public modules:

  • common-ui: Generic UI event binding module: Automatically binds click events to button nodes in the skin, and supports automatically advancing from the boot scene to the menu.
  • core/board-turn: Generic turn-based board core: Manages grid board state, piece placement, and win/loss determination (lines/connects). Suitable for Tic-Tac-Toe, Gomoku, Four-in-a-Row, simplified Go, and other board games.
  • core/board-ai: Generic board AI: Provides piece placement decisions for board-turn. Current implementation uses minimax, supporting small-scale zero-sum board games like Tic-Tac-Toe.

> The same set of modules with different rules becomes a different game—that's the meaning of modularity.

Key Code

core/board-turn · checkWinner()

ts· 20줄

> Real implementation from module core/board-turn

core/board-ai · checkWinner()

ts· 20줄

> Real implementation from module core/board-ai

Design Highlights

  • 3×3 small board: Finite state space, opening strategy can be exhaustively searched
  • Connect 3 pieces to win: Balance between offense and blocking
  • AI strength = Opponent model: Three experience levels: Random / Blocking / Calculated kill

What You Can Learn

  • Minimum state machine for board games (boot → menu → gameplay → result)
  • How to write win/loss determination as a pure function (easy to test, easy to reuse)
  • AI opponent is essentially a choice of "opponent model" strength

Edge Cases

  • Need to handle the issue where board size exceeds 3×3, causing state space explosion and making AI exhaustive search impossible
  • Need to handle invalid input validation for out-of-bounds player move coordinates or duplicate moves
  • Need to handle draw/end state judgment when the board is full without any connected lines
  • Need to handle the decision boundary for AI when it cannot force a win, choosing to block the opponent or move randomly
  • Need to handle whether player state reset is clean after the game ends to avoid residual data

Design Trade-offs

  • Benefit: Extremely simple rules and finite state space; Cost: Insufficient strategy depth; Alternative: Adjust board size or line length to increase complexity
  • Benefit: Win/loss determination written as a pure function is easy to test and reuse; Cost: AI strength completely depends on the opponent model; Alternative: Introduce more complex heuristic algorithms or evaluation functions