Classic tic-tac-toe game with AI opponent using minimax algorithm. Three difficulty levels: Easy, Medium, Hard
The classic X-and-O showdown, right in your browser. Challenge a friend or take on the computer, games last under a minute, making it perfect for a quick break.
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You are X, the centre and a corner are yours, and it is your move.
Board (your move = top-right)
X | . | →X . | X | . . | . | O
Result
You now threaten two lines at once, O cannot block both. Forced win.
Creating a "fork", two simultaneous winning threats, is the core tactic, because the opponent can only block one. With perfect play tic-tac-toe is always a draw, so a win only happens when the opponent fails to block a fork like this one.
The classic X-and-O showdown, right in your browser. Challenge a friend or take on the computer, games last under a minute, making it perfect for a quick break.
Switch the difficulty to Easy, where the engine plays randomly 70 percent of the time. Set up a double threat (a fork) so two winning lines open at once, the random AI can only block one and you take the other.
Pick the 2 Players mode to play X and O on the same device, taking turns. Each result updates the session scoreboard and the persistent all-time stats and recent-match list.
The AI opponent is driven by a minimax search with alpha-beta pruning that recursively scores every reachable board position. Terminal states are scored as 10 minus the search depth for an AI win, depth minus 10 for a player win, and 0 for a draw, so the depth penalty makes the AI prefer the fastest win and the slowest loss rather than treating all wins as equal. Difficulty is implemented by mixing a random move into the search: before each turn the engine rolls against a per-level chance (Easy 0.7, Medium 0.3, Hard 0.1, Impossible 0), and on a hit it plays a uniformly random empty cell instead of the minimax move. That means Easy throws away roughly 70 percent of its turns to randomness and is very beatable, while Impossible never deviates from optimal play and, because tic-tac-toe is a solved draw, can be tied but never defeated.
On Hard and Impossible the AI also applies hard-coded opening heuristics before falling back to minimax: on an empty board it takes the center (cell 4) with 50 percent probability or otherwise a random corner from cells 0, 2, 6, 8, and if you open in the center it responds by grabbing a random free corner. Beyond the engine, the tool runs two modes selectable in the sidebar: vs AI, and a shared-device 2 Players hotseat where X and O alternate on the same board. In vs AI you can pick your symbol (X or O), choose who moves first (You, AI, or Random), and Undo rolls back two plies at once (your move plus the AI reply) so you effectively retry a turn rather than just one half-move.
All progress persists in the browser via localStorage under keys like ttt-stats and ttt-history: it tracks total games, wins and losses against the AI, draws, current and best win streak, and a rolling log capped at the 50 most recent matches (each tagged with winner, mode, difficulty, move count, and timestamp). The interface is fully keyboard-playable, mapping the numpad to board cells in screen layout (7-8-9 across the top row, 1-2-3 across the bottom), with arrow keys to move a selection cursor, Enter or Space to place, Ctrl/Cmd+Z to undo, and N for a new game. Sound effects are synthesized live with the Web Audio API rather than loaded as files, using short oscillator tones (for example a 440 Hz sine blip on each move and a C5-E5-G5 arpeggio on a win), and the whole game runs client-side with no server round-trip.
Yes. Two-player mode lets you take turns tapping the same board.
On easier settings, definitely. On the hardest setting, the best you can do is a draw, just like the real game.
The game runs entirely in your browser. No account is needed and no gameplay data is collected.