Match
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Opponent
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Play As
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Move History
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Streak
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Tic Tac Toe Arena

Dial in the challenge, then race the AI for perfect play streaks.

Hold win streaks to climb the leaderboard, or practice specific openings to sharpen your responses.
Controls
  • Mouse place mark
  • U undo move
  • R reset board
  • H cycle hint

Match Recap

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  • Result{{ lastOutcomeLabel }}
  • Moves{{ movesPlayed }}
  • Streak{{ streakLabel }}
  • Win Rate{{ winRateLabel }}
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{{ opponentLabel }} Play as {{ playAs }} {{ scoreboard.total }} Matches Streak {{ scoreboard.streak }}
Board Intelligence
Best move {{ bestHintCellLabel }}
{{ cellName((row - 1) * 3 + (col - 1)) }}
{{ intelScoreLabel((row - 1) * 3 + (col - 1)) }}
Match Configuration
Live edits synced
{{ row.label }} {{ row.value }}
# Player Cell Copy
{{ i + 1 }} {{ m.mark }} {{ cellName(m.index) }}
No moves yet — start a match to populate the log.

        
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Introduction:

Tic tac toe is a classic three by three grid game where two players place X and O and the first to complete three in a row wins. It supports quick practice, quick matches, and clear review so you can spot patterns and simple traps.

You can play against a computer that replies instantly or share the same screen for two player. Choose X or O before play begins, then watch the turn indicator, the move count, and the result as a win or a draw when the board is full. A concise move list helps you see how the finish formed.

Each marked square shows its move number so the sequence is easy to follow later. You can undo the last step to try a different idea, then reset for a fresh start. A compact state string lets you reproduce the exact position for study or sharing.

Try a center start and build a fork, or practice solid replies when you go second. Short sessions work well so you can compare attempts over time and notice steady improvement.

A quick note on interpretation. A valid finish confirms a legal line only, not who blundered first, so treat single games as small samples and look for repeatable ideas.

Technical Details:

The game state records nine cell values from a three by three board, using two marks, X and O, and empty cells. An evaluation pass checks for a completed line and reports a win or a draw when all cells are filled without a line.

Computation tests the eight winning lines that cover all rows, columns, and diagonals. When a line holds three identical non‑empty marks the game ends, the winning cells are highlighted, and a summary reflects the outcome.

For computer play the move chooser explores possible replies and scores terminal positions from the computer point of view as win, loss, or draw. The selected move maximizes the best reachable outcome, so identical positions always produce the same reply.

Read results as position quality rather than player quality. Perfect play drives many starts to a draw, and single wins or losses can hinge on one missed block. Compare sequences across several runs for a fair picture.

Processing Pipeline

  1. Track marks on nine cells and the current player.
  2. After each move, scan all eight winning lines.
  3. If a line has three identical marks, set winner and record the line.
  4. If the board is full and no line is found, set draw.
  5. In computer mode, enumerate legal moves for the computer side.
  6. Recursively score replies until a win, loss, or draw is reached.
  7. Choose the move with the highest reachable score for the computer.
  8. Advance turn or end the game based on the evaluation.
Symbols and units used by the engine
Symbol Meaning Unit/Datatype Source
b[i] Board cell at index 0 to 8 '' | 'X' | 'O' Input/derived
WIN_LINES Winning triplets over rows, columns, diagonals int[8][3] Constant
currentPlayer Side to move 'X' | 'O' Derived
winner Winner mark when a line forms null | 'X' | 'O' Derived
isDraw True when board filled without a line boolean Derived
history Ordered moves played array of {index, mark} Derived
Worked Example

Start with an empty board. X plays center. O plays a corner. X plays an edge that creates two threats. The evaluation finds that X can complete a line on the next move unless O blocks. If O fails to block, three in a row forms and the winner is X, with the three winning cells highlighted.

Move numbers on the squares show the exact sequence that led to the finish.

Variables and parameters that affect play
Parameter Meaning Unit/Datatype Typical Range Sensitivity Notes
Opponent Computer or second human string ai, human High Locked after first move to keep results consistent.
Play As Chosen side string X, O High If O is chosen, the computer may open as X.
Moves state Compact board encoding string 9 characters Medium Length must be nine; unexpected symbols are treated as occupied cells.
Validation and bounds derived from the interface
Field Type Min Max Step/Pattern Error Text Placeholder
Opponent select ai | human
Play As select X | O
Moves state string 9 9 Length check only
Input and output formats exposed in the interface
Input Accepted Families Output Encoding/Precision Rounding
Board clicks Pointer/touch Marks, move numbers Discrete cells Exact
Stats copy/download CSV Metric rows and move log Plain text Exact
State copy/download JSON Params, board, result, history Pretty‑printed Exact

Networking & storage: Processing happens on your device and no game data is transmitted or stored on a server. Copy and download actions use your device clipboard and file save dialog.

Performance & complexity: The search runs on at most nine empty cells, so exploration is fast. In worst cases the branching factor is small and depth is limited by remaining moves.

Diagnostics & determinism: Identical positions with the same side to move produce identical replies. The result panel summarizes status and the winning line.

Assumptions & Limitations

  • Three by three board only; no variant sizes.
  • Single device play; no networked opponents.
  • Heads‑up State strings shorter or longer than nine are ignored.
  • Heads‑up Unexpected symbols in a state string can occupy cells.
  • Side selection locks after the first move.
  • Undo is disabled after a finished game in some states.
  • Computer move timing is immediate and not adjustable.
  • Move numbering is visual only and not part of scoring.

Edge Cases & Error Sources

  • Injected state with nine filled cells yields an instant draw.
  • Non‑uppercase letters in a state string are treated as occupied cells.
  • Manually edited state with inconsistent counts can misreport the turn.
  • Clipboard permission denied prevents copy actions.
  • Downloads may be blocked by strict browser settings.
  • Result dialog may not open if disabled by the environment.
  • Rapid taps on the same cell are ignored after the first mark.
  • Very small screens may hide long move logs in scrollable areas.
  • Touch input delays can mimic double taps on some devices.
  • Third‑party popup blockers can interfere with save actions.

Privacy & compliance: No data is transmitted or stored server‑side. Clipboard and file saves occur locally on your device.

Step‑by‑Step Guide:

Tic tac toe positions, outcomes, and move history are captured as you play and can be reviewed or shared.

  1. Select Opponent as computer or second human.
  2. Select Play As X or O before the first move.
  3. Tap any empty cell to place your mark and watch the turn update.
  4. Continue until a line forms or the board is full.
  5. Use Undo to test a different idea.
  6. Open the stats tab to copy or download the metrics and move log.
  7. Open the JSON tab to copy or download the full state for analysis.
  8. Reset for a fresh start when you are ready.
Example

Choose computer, play as X, open center, then build a fork on move three. If the reply misses the block, a line forms on your next move.

  • If a square will not accept input, it may be the computer turn.
  • Move numbers on the board help you reconstruct the sequence exactly.

Pro tip: when practicing defense, choose O so you can learn strong replies to a center start.

Features:

  • Play against a computer or a second human on the same device.
  • Choose X or O before the first move; selections lock once play starts.
  • Animated marks and highlighted winning line for instant clarity.
  • Move numbers shown on each marked square.
  • Undo the last action; in computer mode, paired undo restores your turn.
  • Stats table with mode, side, counts, status, and the winning line names.
  • Move log with one‑click copy of individual rows.
  • Copy or download the full state as JSON and metrics as CSV.

FAQ:

Is my data stored?

No. Moves, stats, and copies are handled on your device only. Nothing is sent to a server or kept beyond your own saves.

Clipboard and file downloads require permission from your device.
How strong is the computer?

It searches positions and selects moves that maximize the best reachable outcome. With careful play many games end in a draw.

What formats can I copy?

You can copy or download a CSV of metrics and the move log, and a JSON snapshot with parameters, board, result, and history.

Can I change sides mid game?

No. Side selection locks after the first move so results remain consistent and accidental changes do not alter a live position.

How do I share a position?

Copy the state from the JSON tab or use the compact state string. Opening with the same settings reproduces the board exactly.

What does a draw tell me?

It shows both sides avoided immediate threats. Compare several runs to learn which moves reliably prevent forks and hidden lines.

Does this work without a connection?

Yes. The logic runs locally. Copy and download features depend on your device capabilities and permissions.

Is there a cost or license?

No licensing notice is shown in the interface. Use it at your discretion and check the host’s terms if needed.

Troubleshooting:

  • Squares will not respond: it may be the computer turn.
  • Undo is disabled: the game may already be finished.
  • Cannot copy: allow clipboard access or use download instead.
  • Download blocked: adjust popup or download settings and retry.
  • Result dialog missing: check that dialogs are allowed in your environment.
  • State string ignored: ensure it has exactly nine characters.
  • Winning line not shown: only three identical marks produce a highlight.
  • Move numbers hidden: they appear only on played cells.

Advanced Tips:

  • Tip Practice defense by choosing O and learning strong replies to center starts.
  • Tip Use undo to branch at key moments and compare outcomes.
  • Tip Note the winning line names to build a mental map of threats.
  • Tip Record several games via CSV to spot recurring mistakes.
  • Tip Share a state to review the same position with a partner.
  • Tip If you must lose a line, choose the block that forces a draw next.

Fair play note: the computer uses deterministic search and does not introduce randomness or delays.

Glossary:

Tic tac toe
A two player game on a three by three grid.
Mark
A symbol placed on a cell, X or O.
Winning line
Three identical marks in a row, column, or diagonal.
Draw
Full board with no winning line.
Move number
The order position when a mark was placed on a cell.
State string
A compact nine character encoding of the board.
History
The ordered list of moves with index and mark.
Cell name
A label like R1C2 meaning row 1 column 2.