tic-tac-toe
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Tic-tac-toe (
American English American English, sometimes called United States English or U.S. English, is the set of variety (linguistics), varieties of the English language native to the United States. English is the Languages of the United States, most widely spoken lang ...
), noughts and crosses (
Commonwealth English The use of the English language in current and former Member states of the Commonwealth of Nations, countries of Commonwealth of Nations, the Commonwealth was largely inherited from British Empire, British colonisation, with some exceptions. Eng ...
), or Xs and Os (
Canadian Canadians () are people identified with the country of Canada. This connection may be residential, legal, historical or cultural. For most Canadians, many (or all) of these connections exist and are collectively the source of their being ''C ...
or
Irish English Hiberno-English or Irish English (IrE), also formerly sometimes called Anglo-Irish, is the set of dialects of English native to the island of Ireland. In both the Republic of Ireland and Northern Ireland, English is the first language in e ...
) is a
paper-and-pencil game Paper-and-pencil games or paper-and-pen games (or some variation on those terms) are games that can be played solely with paper and pencil, pencils (or other writing implements), usually without erasing. They may be played to pass the time, as ...
for two players who take turns marking the spaces in a three-by-three grid, one with Xs and the other with Os. A player wins when they mark all three spaces of a row, column, or diagonal of the grid, whereupon they traditionally draw a line through those three marks to indicate the win. It is a
solved game A solved game is a game whose outcome (win, lose or tie (draw), draw) can be correctly predicted from any position, assuming that both players play perfectly. This concept is usually applied to abstract strategy games, and especially to games with ...
, with a forced draw assuming best play from both players.


Names

In
American English American English, sometimes called United States English or U.S. English, is the set of variety (linguistics), varieties of the English language native to the United States. English is the Languages of the United States, most widely spoken lang ...
, the game is known as "tic-tac-toe". It may also be spelled "tick-tack-toe", "tick-tat-toe", or "tit-tat-toe". In
Commonwealth English The use of the English language in current and former Member states of the Commonwealth of Nations, countries of Commonwealth of Nations, the Commonwealth was largely inherited from British Empire, British colonisation, with some exceptions. Eng ...
(particularly
British British may refer to: Peoples, culture, and language * British people, nationals or natives of the United Kingdom, British Overseas Territories and Crown Dependencies. * British national identity, the characteristics of British people and culture ...
, South African, Indian,
Australian Australian(s) may refer to: Australia * Australia, a country * Australians, citizens of the Commonwealth of Australia ** European Australians ** Anglo-Celtic Australians, Australians descended principally from British colonists ** Aboriginal Aus ...
, and
New Zealand English New Zealand English (NZE) is the variant of the English language spoken and written by most English-speaking New Zealanders. Its language code in ISO and Internet standards is en-NZ. It is the first language of the majority of the populati ...
), the game is known as "noughts and crosses", alternatively spelled "naughts and crosses". This name derives from the shape of the marks in the game (i.e the X and O); "nought" is another name for the number
zero 0 (zero) is a number representing an empty quantity. Adding (or subtracting) 0 to any number leaves that number unchanged; in mathematical terminology, 0 is the additive identity of the integers, rational numbers, real numbers, and compl ...
, while "cross" refers to the X shape. Sometimes, tic-tac-toe (where players keep adding "pieces") and
three men's morris Three men's morris is an abstract strategy game played on a three by three board (counting lines) that is similar to tic-tac-toe. It is also related to six men's morris and nine men's morris. A player wins by forming a mill, that is, three of the ...
(where pieces start to move after a certain number have been placed) are confused with each other.


Gameplay

Tic-tac-toe is played on a three-by-three grid by two players, who alternately place the marks X and O in one of the nine spaces in the grid. In the following example, the first player (''X'') wins the game in seven steps: There is no universally agreed rule as to who plays first, but in this article the convention that X plays first is used. Players soon discover that the best play from both parties leads to a draw. Hence, tic-tac-toe is often played by young children who may not have discovered the optimal strategy. Because of the simplicity of tic-tac-toe, it is often used as a
pedagogical Pedagogy (), most commonly understood as the approach to teaching, is the theory and practice of learning, and how this process influences, and is influenced by, the social, political, and psychological development of learners. Pedagogy, taken ...
tool for teaching the concepts of good
sportsmanship Sportsmanship is an aspiration or ethos that a sport or activity will be enjoyed for its own sake, and with proper consideration for wikt:fairness, fairness, ethics, respect, and a sense of fellowship with one's competitors. A "sore loser" r ...
and the branch of
artificial intelligence Artificial intelligence (AI) is the capability of computer, computational systems to perform tasks typically associated with human intelligence, such as learning, reasoning, problem-solving, perception, and decision-making. It is a field of re ...
that deals with the searching of
game tree In the context of combinatorial game theory, a game tree is a graph representing all possible game states within a sequential game that has perfect information. Such games include chess, checkers, Go, and tic-tac-toe. A game tree can be us ...
s. It is straightforward to write a computer program to play tic-tac-toe perfectly or to enumerate the 765 essentially different positions (the
state space complexity State most commonly refers to: * State (polity), a centralized political organization that regulates law and society within a territory **Sovereign state, a sovereign polity in international law, commonly referred to as a country **Nation state, a ...
) or the 26,830 possible games
up to Two Mathematical object, mathematical objects and are called "equal up to an equivalence relation " * if and are related by , that is, * if holds, that is, * if the equivalence classes of and with respect to are equal. This figure of speech ...
rotations and reflections (the game tree complexity) on this space. If played optimally by both players, the game always ends in a draw, making tic-tac-toe a futile game. The game can be generalized to an ''m'',''n'',''k''-game, in which two players alternate placing stones of their own color on an ''m''-by-''n'' board with the goal of getting ''k'' of their own color in a row. Tic-tac-toe is the 3,3,3-game. Harary's generalized tic-tac-toe is an even broader generalization of tic-tac-toe. It can also be generalized as an ''n''''d'' game, specifically one in which ''n'' = 3 and ''d'' = 2. It can be generalised even further by playing on an arbitrary
incidence structure In mathematics, an incidence structure is an abstract system consisting of two types of objects and a single relationship between these types of objects. Consider the Point (geometry), points and Line (geometry), lines of the Euclidean plane as t ...
, where rows are lines and cells are
points A point is a small dot or the sharp tip of something. Point or points may refer to: Mathematics * Point (geometry), an entity that has a location in space or on a plane, but has no extent; more generally, an element of some abstract topologica ...
. Tic-tac-toe's incidence structure consists of nine points, three horizontal lines, three vertical lines, and two diagonal lines, with each line consisting of at least three points.


History

Games played on three-in-a-row boards can be traced back to
ancient Egypt Ancient Egypt () was a cradle of civilization concentrated along the lower reaches of the Nile River in Northeast Africa. It emerged from prehistoric Egypt around 3150BC (according to conventional Egyptian chronology), when Upper and Lower E ...
, where such game boards have been found on roofing tiles dating from around 1300 BC. An early variation of tic-tac-toe was played in the
Roman Empire The Roman Empire ruled the Mediterranean and much of Europe, Western Asia and North Africa. The Roman people, Romans conquered most of this during the Roman Republic, Republic, and it was ruled by emperors following Octavian's assumption of ...
, around the first century BC. It was called ''terni lapilli'' (''three pebbles at a time'') and instead of having any number of pieces, each player had only three; thus, they had to move them around to empty spaces to keep playing. The game's grid markings have been found chalked all over Rome. Another closely related ancient game is
three men's morris Three men's morris is an abstract strategy game played on a three by three board (counting lines) that is similar to tic-tac-toe. It is also related to six men's morris and nine men's morris. A player wins by forming a mill, that is, three of the ...
which is also played on a simple grid and requires three pieces in a row to finish, and Picaria, a game of the
Puebloans The Pueblo peoples are Native Americans in the United States, Native Americans in the Southwestern United States who share common agricultural, material, and religious practices. Among the currently inhabited Pueblos, Taos Pueblo, Taos, San Il ...
. The different names of the game are more recent. The first print reference to "noughts and crosses" (
nought "Zero" is the usual name for the number 0 in English. In British English "nought" is also used and in American English "naught" is used occasionally for zero, but (as with British English) "naught" is more often used as an archaic word for nothing ...
being an alternative word for 'zero'), the British name, appeared in 1858, in an issue of ''
Notes and Queries ''Notes and Queries'', also styled ''Notes & Queries'', is a long-running quarterly scholarly journal that publishes short articles related to " English language and literature, lexicography, history, and scholarly antiquarianism".From the inner ...
''. The first print reference to a game called "tick-tack-toe" occurred in 1884, but referred to "a children's game played on a slate, consisting of trying with the eyes shut to bring the pencil down on one of the numbers of a set, the number hit being scored". "Tic-tac-toe" may also derive from "tick-tack", the name of an old version of
backgammon Backgammon is a two-player board game played with counters and dice on tables boards. It is the most widespread Western member of the large family of tables games, whose ancestors date back at least 1,600 years. The earliest record of backgammo ...
first described in 1558. The US renaming of "noughts and crosses" to "tic-tac-toe" occurred in the 20th century. In 1952, '' OXO'' (or ''Noughts and Crosses''), developed by British computer scientist Sandy Douglas for the
EDSAC The Electronic Delay Storage Automatic Calculator (EDSAC) was an early British computer. Inspired by John von Neumann's seminal ''First Draft of a Report on the EDVAC'', the machine was constructed by Maurice Wilkes and his team at the Universit ...
computer at the
University of Cambridge The University of Cambridge is a Public university, public collegiate university, collegiate research university in Cambridge, England. Founded in 1209, the University of Cambridge is the List of oldest universities in continuous operation, wo ...
, became one of the first known video games. The computer player could play perfect games of tic-tac-toe against a human opponent. In 1975, tic-tac-toe was also used by
MIT The Massachusetts Institute of Technology (MIT) is a private research university in Cambridge, Massachusetts, United States. Established in 1861, MIT has played a significant role in the development of many areas of modern technology and sc ...
students to demonstrate the computational power of Tinkertoy elements. The Tinkertoy computer, made out of (almost) only Tinkertoys, is able to play tic-tac-toe perfectly. It is currently on display at the
Computer History Museum The Computer History Museum (CHM) is a computer museum in Mountain View, California. The museum presents stories and artifacts of Silicon Valley and the Information Age, and explores the Digital Revolution, computing revolution and its impact ...
.


Combinatorics

When considering only the state of the board, and after taking into account board symmetries (i.e. rotations and reflections), there are only 138 terminal board positions. A
combinatorics Combinatorics is an area of mathematics primarily concerned with counting, both as a means and as an end to obtaining results, and certain properties of finite structures. It is closely related to many other areas of mathematics and has many ...
study of the game shows that when "X" makes the first move every time, the game outcomes are as follows: *91 distinct positions are won by (X) *44 distinct positions are won by (O) *3 distinct positions are drawn (often called a "cat's game")


Strategy

A player can play a perfect game of tic-tac-toe (to win or at least draw) if, each time it is their turn to play, they choose the first available move from the following list, as used in Newell and Simon's 1972 tic-tac-toe program. #Win: If the player has two in a row, they can place a third to get three in a row. #Block: If the opponent has two in a row, the player must play the third themselves to block the opponent. #Fork: Cause a scenario where the player has two ways to win (two non-blocked lines of 2). #Blocking an opponent's fork: If there is only one possible fork for the opponent, the player should block it. Otherwise, the player should block all forks in any way that simultaneously allows them to make two in a row. Otherwise, the player should make a two in a row to force the opponent into defending, as long as it does not result in them producing a fork. For example, if "X" has two opposite corners and "O" has the center, "O" must not play a corner move to win. (Playing a corner move in this scenario produces a fork for "X" to win.) #Center: A player marks the center. (If it is the first move of the game, playing a corner move gives the second player more opportunities to make a mistake and may therefore be the better choice; however, it makes no difference between perfect players.) #Opposite corner: If the opponent is in the corner, the player plays the opposite corner. #Empty corner: The player plays in a corner square. #Empty side: The player plays in a middle square on any of the four sides. The first player, who shall be designated "X", has three possible strategically distinct positions to mark during the first turn. Superficially, it might seem that there are nine possible positions, corresponding to the nine squares in the grid. However, by rotating the board, we will find that, in the first turn, every corner mark is strategically equivalent to every other corner mark. The same is true of every edge (side middle) mark. From a strategic point of view, there are therefore only three possible first marks: corner, edge, or center. Player X can win or force a draw from any of these starting marks; however, playing the corner gives the opponent the smallest choice of squares which must be played to avoid losing. This might suggest that the corner is the best opening move for X, however another study shows that if the players are not perfect, an opening move in the center is best for X. The second player, who shall be designated "O", must respond to X's opening mark in such a way as to avoid the forced win. Player O must always respond to a corner opening with a center mark, and to a center opening with a corner mark. An edge opening must be answered either with a center mark, a corner mark next to the X, or an edge mark opposite the X. Any other responses will allow X to force the win. Once the opening is completed, O's task is to follow the above list of priorities in order to force the draw, or else to gain a win if X makes a weak play. More detailed, to guarantee a draw, O should adopt the following strategies: * If X plays a corner opening move, O should take center, and then an edge, forcing X to block in the next move. This will stop any forks from happening. When both X and O are perfect players and X chooses to start by marking a corner, O takes the center, and X takes the corner opposite the original. In that case, O is free to choose any edge as its second move. However, if X is not a perfect player and has played a corner and then an edge, O should not play the opposite edge as its second move, because then X is not forced to block in the next move and can fork. * If X plays edge opening move, O should take center or one of the corners adjacent to X, and then follow the above list of priorities, mainly paying attention to block forks. With perfect play, O can also force a draw by taking the opposite edge from X. * If X plays the center opening move, O should take a corner, and then follow the above list of priorities, mainly paying attention to block forks. When X plays corner first, and O is not a perfect player, the following may happen: * If O responds with a center mark (best move for them), a perfect X player will take the corner opposite the original. Then O should play an edge. However, if O plays a corner as its second move, a perfect X player will mark the remaining corner, blocking O's 3-in-a-row and making their own fork. * If O responds with a corner mark, X is guaranteed to win. By taking any of the other two corners, O can only take the position between the two Xs, then by taking the remaining corner to create a fork, X will win on the next move. * If O responds with an edge mark, X is guaranteed to win. By taking center, O can only take the corner opposite the corner which X plays first, then by taking a corner to create a fork, X will win on the next move.


Further details

Consider a board with the nine positions numbered as follows: When X plays 1 as their opening move, then O should take 5. Then X takes 9 (in this situation, O should not take 3 or 7, O should take 2, 4, 6 or 8): * X1 → O5 → X9 → O2 → X8 → O7 → X3 → O6 → X4, this game will be a draw. or 6 (in this situation, O should not take 4 or 7, O should take 2, 3, 8 or 9. In fact, taking 9 is the best move, since a non-perfect player X may take 4, then O can take 7 to win). * X1 → O5 → X6 → O2 → X8, then O should not take 3, or X can take 7 to win, and O should not take 4, or X can take 9 to win, O should take 7 or 9. ** X1 → O5 → X6 → O2 → X8 → O7 → X3 → O9 → X4, this game will be a draw. ** X1 → O5 → X6 → O2 → X8 → O9 → X4 (7) → O7 (4) → X3, this game will be a draw. * X1 → O5 → X6 → O3 → X7 → O4 → X8 (9) → O9 (8) → X2, this game will be a draw. * X1 → O5 → X6 → O8 → X2 → O3 → X7 → O4 → X9, this game will be a draw. * X1 → O5 → X6 → O9, then X should not take 4, or O can take 7 to win, X should take 2, 3, 7 or 8. ** X1 → O5 → X6 → O9 → X2 → O3 → X7 → O4 → X8, this game will be a draw. ** X1 → O5 → X6 → O9 → X3 → O2 → X8 → O4 (7) → X7 (4), this game will be a draw. ** X1 → O5 → X6 → O9 → X7 → O4 → X2 (3) → O3 (2) → X8, this game will be a draw. ** X1 → O5 → X6 → O9 → X8 → O2 (3, 4, 7) → X4/7 (4/7, 2/3, 2/3) → O7/4 (7/4, 3/2, 3/2) → X3 (2, 7, 4), this game will be a draw. In both of these situations (X takes 9 or 6 as the second move), X has a property to win. If X is not a perfect player, X may take 2 or 3 as a second move. Then this game will be a draw, X cannot win. * X1 → O5 → X2 → O3 → X7 → O4 → X6 → O8 (9) → X9 (8), this game will be a draw. * X1 → O5 → X3 → O2 → X8 → O4 (6) → X6 (4) → O9 (7) → X7 (9), this game will be a draw. If X plays 1 opening move, and O is not a perfect player, the following may happen: Although O takes the only good position (5) as the first move, O takes a bad position as the second move: * X1 → O5 → X9 → O3 → X7, then X can take 4 or 8 to win. * X1 → O5 → X6 → O4 → X3, then X can take 7 or 9 to win. * X1 → O5 → X6 → O7 → X3, then X can take 2 or 9 to win. Although O takes good positions in the first two moves, O takes a bad position in the third move: * X1 → O5 → X6 → O2 → X8 → O3 → X7, then X can take 4 or 9 to win. * X1 → O5 → X6 → O2 → X8 → O4 → X9, then X can take 3 or 7 to win. O takes a bad position as first move (except of 5, all other positions are bad): * X1 → O3 → X7 → O4 → X9, then X can take 5 or 8 to win. * X1 → O9 → X3 → O2 → X7, then X can take 4 or 5 to win. * X1 → O2 → X5 → O9 → X7, then X can take 3 or 4 to win. * X1 → O6 → X5 → O9 → X3, then X can take 2 or 7 to win.


Variations

Many
board game A board game is a type of tabletop game that involves small objects () that are placed and moved in particular ways on a specially designed patterned game board, potentially including other components, e.g. dice. The earliest known uses of the ...
s share the element of trying to be the first to get ''n''-in-a-row, including
three men's morris Three men's morris is an abstract strategy game played on a three by three board (counting lines) that is similar to tic-tac-toe. It is also related to six men's morris and nine men's morris. A player wins by forming a mill, that is, three of the ...
,
nine men's morris Nine men's morris is a strategy board game for two players, dating back to at least the Roman Empire. The game is also known as nine-man morris, mill, mills, the mill game, merels, merrills, merelles, marelles, morelles, and ninepenny marl in Eng ...
,
pente Pente is an Abstract strategy game, abstract strategy board game for two or more players, created in 1977 by Gary Gabrel. A member of the M,n,k-game, m,n,k game family, Pente stands out for its Custodian capture, custodial capture mechanic, which ...
,
gomoku ''Gomoku'', also called ''five in a row'', is an Abstract strategy game, abstract strategy board game. It is traditionally played with Go (game), Go pieces (black and white stones) on a 15×15 Go board while in the past a 19×19 board was standa ...
, Qubic,
Connect Four Connect Four (also known as Connect 4, Four Up, Plot Four, Find Four, Captain's Mistress, Four in a Row, Drop Four, and in the Soviet Union, Gravitrips) is a game in which the players choose a color and then take turns dropping colored tokens int ...
,
Quarto Quarto (abbreviated Qto, 4to or 4º) is the format of a book or pamphlet produced from full sheets printed with eight pages of text, four to a side, then folded twice to produce four leaves. The leaves are then trimmed along the folds to produc ...
, Gobblet, Order and Chaos, Toss Across, and
Mojo Mojo may refer to: * Mojo (African-American culture), a magical charm bag used in Hoodoo Arts, entertainment and media Film and television * ''Mojo'' (2017 film), a 2017 Indian Kannada drama film written and directed by Sreesha Belakvaadi * '' ...
. Tic-tac-toe is an instance of an
m,n,k-game An ''m'',''n'',''k''-game is an abstract board game in which two players take turns in placing a stone of their color on an ''m''-by-''n'' board, the winner being the player who first gets ''k'' stones of their own color in a row, horizontally, ...
, where two players alternate taking turns on an ''m''×''n'' board until one of them gets ''k'' in a row. Harary's generalized tic-tac-toe is an even broader generalization. The game can be generalised even further by playing on an arbitrary
hypergraph In mathematics, a hypergraph is a generalization of a Graph (discrete mathematics), graph in which an graph theory, edge can join any number of vertex (graph theory), vertices. In contrast, in an ordinary graph, an edge connects exactly two vert ...
, where rows are hyperedges and cells are vertices. Other variations of tic-tac-toe include: * 3-dimensional tic-tac-toe on a 3×3×3 board. In this game, the first player has an easy win by playing in the centre if 2 people are playing. One can play on a board of 4x4 squares, winning in several ways. Winning can include: 4 in a straight line, 4 in a diagonal line, 4 in a diamond, or 4 to make a square. Another variant, Qubic, is played on a 4×4×4 board; it was solved by Oren Patashnik in 1980 (the first player can force a win). Higher dimensional variations are also possible. * In misère tic-tac-toe, the player wins if the opponent gets ''n'' in a row. A 3×3 game is a draw. More generally, the first player can draw or win on any board (of any dimension) whose side length is odd, by playing first in the central cell and then mirroring the opponent's moves. * In "wild" tic-tac-toe, players can choose to place either X or O on each move. * Number Scrabble or Pick15 is
isomorphic In mathematics, an isomorphism is a structure-preserving mapping or morphism between two structures of the same type that can be reversed by an inverse mapping. Two mathematical structures are isomorphic if an isomorphism exists between the ...
to tic-tac-toe but on the surface appears completely different. Two players in turn say a number between one and nine. A particular number may not be repeated. The game is won by the player who has said three numbers whose sum is 15. If all the numbers are used and no one gets three numbers that add up to 15 then the game is a draw. Plotting these numbers on a 3×3
magic square In mathematics, especially History of mathematics, historical and recreational mathematics, a square array of numbers, usually positive integers, is called a magic square if the sums of the numbers in each row, each column, and both main diago ...
shows that the game exactly corresponds with tic-tac-toe, since three numbers will be arranged in a straight line if and only if they total 15. * Another isomorphic game uses a list of nine carefully chosen words, for instance "try", "be", "on", "any", "boat", "by", "ten", "or", and "fear". Each player picks one word in turn and to win, a player must select three words with the same letter. The words may be plotted on a tic-tac-toe grid in such a way that a three-in-a-row line wins. * Numerical tic-tac-toe is a variation invented by the mathematician
Ronald Graham Ronald Lewis Graham (October 31, 1935July 6, 2020) was an American mathematician credited by the American Mathematical Society as "one of the principal architects of the rapid development worldwide of discrete mathematics in recent years". He ...
. The numbers 1 to 9 are used in this game. The first player plays with the odd numbers, and the second player plays with the even numbers. All numbers can be used only once. The player who puts down 15 points in a line wins (sum of 3 numbers). * In the 1970s, there was a two-player game made by Tri-ang Toys & Games called ''Check Lines'', in which the board consisted of eleven holes arranged in a geometrical pattern of twelve straight lines each containing three of the holes. Each player had exactly five tokens and played in turn placing one token in any of the holes. The winner was the first player whose tokens were arranged in two lines of three (which by definition were intersecting lines). If neither player had won by the tenth turn, subsequent turns consisted of moving one of one's own tokens to the remaining empty hole, with the constraint that this move could only be from an adjacent hole. * There is also a variant of the game with the classic 3×3 field, in which it is necessary to make two rows to win, while the opposing algorithm only needs one. * Quantum tic-tac-toe allows players to place a quantum superposition of numbers on the board, i.e. the players' moves are "superpositions" of plays in the original classical game. This variation was invented by Allan Goff of Novatia Labs.


In popular culture

* George Cooper wrote the words and John Rogers Thomas wrote the music for a song "Tit, Tac, Toe" in 1876. *Episode 452 of ''
This American Life ''This American Life'' is a weekly hour-long American radio program produced in collaboration with Chicago Public Media and hosted by Ira Glass. It is broadcast on numerous public radio stations in the United States and internationally, and is ...
'' recounts the true story of a legal defense team that sought to overturn the state of Florida's decision to
execute Execution, in capital punishment Capital punishment, also known as the death penalty and formerly called judicial homicide, is the state-sanctioned killing of a person as punishment for actual or supposed misconduct. The sentence (law), s ...
a mentally ill murderer by eliciting a tic-tac-toe-playing chicken as
evidence Evidence for a proposition is what supports the proposition. It is usually understood as an indication that the proposition is truth, true. The exact definition and role of evidence vary across different fields. In epistemology, evidence is what J ...
. Arcade games with tic-tac-toe-playing chickens were popular in the mid-1970s; the animals were trained using
operant conditioning Operant conditioning, also called instrumental conditioning, is a learning process in which voluntary behaviors are modified by association with the addition (or removal) of reward or aversive stimuli. The frequency or duration of the behavior ma ...
, with the moves being chosen by computer and indicated to the chicken with a light invisible to the human player. *In the 1983 science-fiction film ''
WarGames ''WarGames'' is a 1983 American techno-thriller film directed by John Badham, written by Lawrence Lasker and Walter F. Parkes, and starring Matthew Broderick, Dabney Coleman, John Wood and Ally Sheedy. Broderick plays David Lightman, a ...
'', global thermonuclear war is described as similar to tic-tac-toe, in that if all sides engage in full-scale use of their arsenals with the most effective strategies possible, no side will actually win. Various game shows have been based on tic-tac-toe and its variants: * On ''
Hollywood Squares ''Hollywood Squares'' (originally ''The Hollywood Squares'', later stylized as ''H2: Hollywood Squares'') is an American game show in which two contestants compete in a game of tic-tac-toe to win cash and prizes. The show originally aired as a ...
'', nine celebrities filled the cells of the tic-tac-toe grid; players put symbols on the board by correctly agreeing or disagreeing with a celebrity's answer to a question. Variations of the show include ''
Storybook Squares ''Storybook Squares'' is an American game show. It is a spin-off of ''Hollywood Squares''. The series featured celebrities dressed up as famous people and characters from history and various forms of media. Peter Marshall (U.S. entertainer), Pete ...
'' and ''
Hip Hop Squares ''Hip Hop Squares'' is an American television game show originally hosted by Peter Rosenberg, which debuted on MTV2 on May 22, 2012. The show is a licensed format of CBS Television Distribution's ''Hollywood Squares'' ( King World Productions, CB ...
''. The British version was '' Celebrity Squares''. Australia had various versions under the names of ''Celebrity Squares'', '' Personality Squares'' and '' All Star Squares''. * In '' Tic-Tac-Dough'', players put symbols up on the board by answering questions in various categories, which shuffle after both players have taken both turns. * In '' Beat the Teacher'', contestants answer questions to win a turn to influence a tic-tac-toe grid. * On ''
The Price Is Right ''The Price Is Right'' is an American television game show where contestants compete by guessing the prices of merchandise to win cash and prizes. A 1972 revival by Mark Goodson and Bill Todman of their The Price Is Right (1956 American game ...
'', several national variants feature a pricing game called "Secret X", in which players must guess prices of two small prizes to win Xs (in addition to one free X) to place on a blank board. They must place the Xs in position to guess the location of the titular "secret X" hidden in the center column of the board and form a tic-tac-toe line horizontally (across) or diagonally (no vertical lines allowed). There are no Os in this variant of the game. * On '' Minute to Win It'', the game Ping Tac Toe has one contestant playing the game with nine water-filled glasses and white and orange ping-pong balls, trying to get three in a row of either color. They must alternate colors after each successful landing and must be careful not to block themself.


See also

* Hales–Jewett theorem *''
m,n,k-game An ''m'',''n'',''k''-game is an abstract board game in which two players take turns in placing a stone of their color on an ''m''-by-''n'' board, the winner being the player who first gets ''k'' stones of their own color in a row, horizontally, ...
'' * Number Scrabble


References


External links

* * * * – Discussion about the term "cat's game" for a drawn game of tic-tac-toe {{Game theory, state=collapsed Abstract strategy games Discrete geometry Positional games Paper-and-pencil games Solved games