diff src/rlm/anti_battleship.clj @ 0:78a630e650d2

initial import
author Robert McIntyre <rlm@mit.edu>
date Tue, 18 Oct 2011 00:57:08 -0700
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     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/src/rlm/anti_battleship.clj	Tue Oct 18 00:57:08 2011 -0700
     1.3 @@ -0,0 +1,28 @@
     1.4 +(ns rlm.anti-battleship)
     1.5 +(rlm.ns-rlm/ns-clone rlm.light-base)
     1.6 +
     1.7 +
     1.8 +
     1.9 +
    1.10 +
    1.11 +"need a board"
    1.12 +
    1.13 +"need some AI"
    1.14 +
    1.15 +
    1.16 +"for now start off with two players on a rextangular geometry board
    1.17 + (each discrete point on the board is a square)"
    1.18 +
    1.19 +
    1.20 +"winning stragety should be to find a point that is known to contain the enemy's ship.
    1.21 + then just hit every other point on the map ."
    1.22 +
    1.23 +"if it's always possible to find such a point, then whatever player goes second
    1.24 + will always win."
    1.25 +
    1.26 +"can the finding of that point be tharwarted by ship layout?"
    1.27 +
    1.28 +"for certain types of boards/fleets --- YES"
    1.29 +
    1.30 +"most basic case is just with one ship that is a single point. then
    1.31 + it's just blind luck, with the second player having a slight advantage"