Almost optimal pairing strategy for Tic-Tac-Toe with numerous directions
Padmini Mukkamala, D\"om\"ot\"or P\'alv\"olgyi

TL;DR
This paper proves that Breaker can force a draw in a generalized Tic-Tac-Toe game with many directions using an optimal pairing strategy, improving previous bounds and establishing near-optimal conditions.
Contribution
It introduces an almost optimal pairing strategy for Breaker in multi-directional Tic-Tac-Toe, refining previous bounds and demonstrating near-optimality of the main term.
Findings
Breaker can force a draw with m=2n+o(n) in the game.
The result improves the previous bound of m≥3n.
The main term of the bound is shown to be optimal.
Abstract
We show that there is an , such that, in the Maker-Breaker game played on where Maker needs to put at least of his marks consecutively in one of given winning directions, Breaker can force a draw using a pairing strategy. This improves the result of Kruczek and Sundberg who showed that such a pairing strategy exits if . A simple argument shows that has to be at least if Breaker is only allowed to use a pairing strategy, thus the main term of our bound is optimal.
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Taxonomy
Topicsgraph theory and CDMA systems · Cellular Automata and Applications
