Mercurial > rlm
comparison 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 |
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-1:000000000000 | 0:78a630e650d2 |
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1 (ns rlm.anti-battleship) | |
2 (rlm.ns-rlm/ns-clone rlm.light-base) | |
3 | |
4 | |
5 | |
6 | |
7 | |
8 "need a board" | |
9 | |
10 "need some AI" | |
11 | |
12 | |
13 "for now start off with two players on a rextangular geometry board | |
14 (each discrete point on the board is a square)" | |
15 | |
16 | |
17 "winning stragety should be to find a point that is known to contain the enemy's ship. | |
18 then just hit every other point on the map ." | |
19 | |
20 "if it's always possible to find such a point, then whatever player goes second | |
21 will always win." | |
22 | |
23 "can the finding of that point be tharwarted by ship layout?" | |
24 | |
25 "for certain types of boards/fleets --- YES" | |
26 | |
27 "most basic case is just with one ship that is a single point. then | |
28 it's just blind luck, with the second player having a slight advantage" |