Tic-tac-toe Minimax and Heuristics

Personal Note Game AI is something I find fascinating, my mind going into many directions just thinking about it: How is Stockfish able to accurately evaluate positions, pick moves and think so far ahead? How are my CPU opponents in Gran Turismo able to race so cleanly and adapt their lines to whatever situation appears on the track? How are the individual players in FIFA or Madden able to realistically coordinate on the field and adapt their tactics? Why do Arma’s CPU units feel so stupid? (Spoiler: It’s extremely difficult to write good computer controlled units for a game like this, especially without impacting performance.) And there are many more questions like these. I can’t possibly write them all down here. In this series of blog posts I’ll be sharing my experience as I journey into writing game agent logic and AI. You can follow along, hopefully learning from my insights and mistakes alike. I’m coming from a background in software engineering, so data structure and algorithm knowledge is a must for following this series. ...

September 5, 2025