How to Win at Tic-Tac-Toe



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XOXOXOXOXOXOXOXOXOXOXOXOXOXOXOXOXOXOXOXOXOXOXOXOX How to Win at Tic-Tac-Toe By Ryan Aycock Copyright 2002 XOXOXOXOXOXOXOXOXOXOXOXOXOXOXOXOXOXOXOXOXOXOXOXOX

To Susan and Kellie, who rightfully believed I was nuts for researching this book.

Table of Contents Preface Chapter 1: The Xs 1.1 Starting from the corners 1.2 Starting from the sides 1.3 Starting from the center 1.4 Statistics Chapter 2: The Os 2.1 Starting from the corners 2.2 Starting from the sides 2.3 Starting from the center About the author

Preface If you re reading this, I m assuming you already know how to play tic-tac-toe. Notice the name of this book is not How to Play Tic-Tac-Toe, it is How to Win at Tic- Tac-Toe. Second, I think we need to get some definitions out of the way. Whenever I say X, I m referring to the starting piece. Likewise, an O will forever be known as the piece to go second. Now I know some people play by different rules i.e., one people is X no matter how he starts, but for the purpose of this book, we ll use my style. Just think what would happen if we did not have a set of rules. People might start putting Qs or Rs on the board. It would be pandemonium. It s also important to note which part of the board I m referring to. When I say the corners, I am referring to a place such as figure 0.1; sides are represented in figure 0.2; and the center is shown in figure 0.3. figure 0.1 figure 0.2 figure 0.3 Due to the symmetry of the board, I could rotate it in any direction and the outcome would still be the same. For example, if I started in the lower-right corner, the principles of playing there would be the same as playing at the upper-left corner. Although there are some 300,000 possible tic-tac-toe games, we ll focus on those that are sure to make you a winner.

Chapter 1: The Xs 1.1 Starting from the corners Most people learn how to play tic-tac-toe with a corner start. It is the easiest way to go because there are so many guaranteed wins. A guaranteed win is represented in figure 1.1. The subscripts represent the round i.e., X 1 is the first X that is played. figure 1.1 Notice that no matter where O 3 is put, X will win. The beauty of starting at the corners is that there are seven guaranteed wins. In fact, the only place O could move in the hopes of not losing is in the center. We ll talk about how to beat the center O 1 later on. But for now, the rest of the guaranteed wins are shown below. The goal of a guaranteed win is to lure your opponent into a trap until you are left with two possible victories. However, there comes a time when your opponent will go

for the center. It is at this moment you must go for symmetry. Symmetry occurs when whenever someone perfectly bisects the board to make the tic-tac-toe squares look nice. An example is shown in figure 1.2. Notice it just feels right to put the second X in that position. Now our only hope is that the opponent will continue the symmetry as shown in figure 1.3. figure 1.2 figure 1.3 It doesn t really matter at which corner O 2 is placed, because victory is yours: If at any point either you or your opponent breaks symmetry, this match will result in a cat. However, you can still win by placing your X 2 on one of the indicated sides in figure 1.4. So long as your opponent places O 2 in the opposite corner as shown above and below, you will prevail. figure 1.4

Once you ve mastered corner starts, you ll want to move on to the more advanced positions: the sides and the center. 1.2 Starting from the sides When you begin attacking from the sides, the number of guaranteed wins drops to two. As illustrated in figure 1.5, you want to lead your opponent, making sure X 2 touches O 1. figure 1.5 Remember, the symmetry of the board allows your opponent to place O 1 at the bottom side of the board without changing the game (Be sure not to confuse the terms symmetry of the board with symmetry of movement ). Now that that s out of the way, we need to move on to the more difficult placements of O 1. First, consider the case of the near corner (figure 1.6). Your best bet would be to place X 2 at the corner horizontal from O 1 (figure 1.7). From there, you only have a 50% chance of winning. Otherwise, you will get a cat. The winning spots for O 2 s placement are denoted by asterisks (figure 1.8). An example of a victory is shown in figure 1.9.

figure 1.6 figure 1.7 figure 1.8 figure 1.9 Now let s consider the case of the far corner. You should take the opposite vertical corner this time. The complete series is drawn out below. below. Notice that our chances of winning based on O 2 s placement almost doubled. Next, let s focus on the far side. You should take a far corner and follow the logic Finally, let s consider what happens when O 1 is placed in the center. Our job now becomes exponentially harder. First, winning requires the opponent to cast a blind eye when it comes to O 2. And second, you could actually lose if you should make a fatal mistake on the placement of X 2. To win, your opponent would have to fall for a symmetry trap:

or There are a few other places where the opponent can put O 2. But for the most part, consider this one a cat. Now for the loss. If you should get lulled into symmetry, you could actually come away a loser on this one. Consider the following match: Just follow the progression of the game to see a startling outcome. Now let s move on to the final starting position, the center. 1.3 Starting from the center The center is always a great place to start. An opponent is always thrown off whenever X 1 is placed right in the heart of the board. Thanks to symmetry, there are really only two possible games to consider. And luckily, one of them is a guaranteed win. If your opponent should place O 1 on one of the sides, simply pick any one of the corners and victory is yours:

If your opponent should chose a corner (figure 1.10), you should back into to diagonally-opposite corner and wait for placement of O 2 (figure 1.11). Just as when you started from the side, there are several places which will grant you a win (figures 1.12). And as before, I have provided an example match (figure 1.13). figure 1.10 figure 1.11 figure 1.12 figure 1.13 1.4 Statistics In this section, I ll attempt to make up some statistics on what your chances are of winning based on your starting position. Make note, I know nothing about formal statistics. Everything you see in this section is purely guesswork on my behalf. If you are the type of person who gets squeamish at the site of fuzzy math, now would be a good time to move on to the next chapter.

Now that you ve had a chance to see what it s like to be an X, let s focus our attention to the other side of tic-tac-toe, the Os.

Chapter 2: The Os 2.1 Starting from the corners As you may have noticed from the previous chapter, whenever O 1 is placed on a side, X is guaranteed a win. Therefore, for all starts, O 1 should never be placed on a side. The corner start also presents us with the problem of guaranteed wins everywhere except for the center. When you are O, should place O 1 at the center, and then avoid falling into a symmetry trap. Using this simple method, you will always get a cat. Eventually, your opponent will get bored and will stop with the corner starts. 2.2 Starting from the sides As you may have also have noticed earlier, starting from the center is your best option. From there, you should attempt to block your opponent s chance at a win by placing O 2 between the first two Xs: From, there, you will get a cat every time. Now for the good news. It is actually possible for O to win during X s side start. You have already seen one example of this in section 1.2. The image is redrawn below:

If your opponent should actually fall into a symmetry trap, victory is yours for the taking. There are several more instances when victory is yours for the taking. These involve placing O 1 at a corner and hoping for the best (figure 2.1). Just as with the previous example, winning on X s side start is more dumb luck than it is logic. Most of the time, however, you will end up with a cat so long as you avoid the hot spots of figure 1.12, which you should be able to do since you have read this book. figure 2.1 2.3 Starting from the center Also mentioned in chapter 1 was O 1 s placement at a corner whenever X starts at the center. When your opponent backs in the farthest corner (figure 2.2), simply take another corner and wait for the cat (figure 2.3). figure 2.2 figure 2.3 If X 2 is placed any where other than the farthest corner, that match will also result in a cat. From X s center start, there are no possible O wins.

About the author Ryan Aycock is an undergraduate at the University of Florida where he is double majoring in physics and religion. He has been an avid tic-tac-toe player since 1986. He is hoping a gullible publisher will pick up this book and sell thousands of copies to gullible people.