Mercurial > rlm
annotate src/rlm/anti_battleship.clj @ 0:78a630e650d2
initial import
author | Robert McIntyre <rlm@mit.edu> |
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date | Tue, 18 Oct 2011 00:57:08 -0700 |
parents | |
children |
rev | line source |
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rlm@0 | 1 (ns rlm.anti-battleship) |
rlm@0 | 2 (rlm.ns-rlm/ns-clone rlm.light-base) |
rlm@0 | 3 |
rlm@0 | 4 |
rlm@0 | 5 |
rlm@0 | 6 |
rlm@0 | 7 |
rlm@0 | 8 "need a board" |
rlm@0 | 9 |
rlm@0 | 10 "need some AI" |
rlm@0 | 11 |
rlm@0 | 12 |
rlm@0 | 13 "for now start off with two players on a rextangular geometry board |
rlm@0 | 14 (each discrete point on the board is a square)" |
rlm@0 | 15 |
rlm@0 | 16 |
rlm@0 | 17 "winning stragety should be to find a point that is known to contain the enemy's ship. |
rlm@0 | 18 then just hit every other point on the map ." |
rlm@0 | 19 |
rlm@0 | 20 "if it's always possible to find such a point, then whatever player goes second |
rlm@0 | 21 will always win." |
rlm@0 | 22 |
rlm@0 | 23 "can the finding of that point be tharwarted by ship layout?" |
rlm@0 | 24 |
rlm@0 | 25 "for certain types of boards/fleets --- YES" |
rlm@0 | 26 |
rlm@0 | 27 "most basic case is just with one ship that is a single point. then |
rlm@0 | 28 it's just blind luck, with the second player having a slight advantage" |