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Unity 4.x Game Development by Example: Beginner's Guide

You're reading from   Unity 4.x Game Development by Example: Beginner's Guide A seat-of-your-pants manual for building fun, groovy little games quickly with Unity 4.x

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Product type Paperback
Published in Dec 2013
Publisher Packt
ISBN-13 9781849695268
Length 572 pages
Edition 3rd Edition
Languages
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Author (1):
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Ryan Henson Creighton Ryan Henson Creighton
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Ryan Henson Creighton
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Table of Contents (22) Chapters Close

Unity 4.x Game Development by Example Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. That's One Fancy Hammer! FREE CHAPTER 2. Let's Start with the Sky 3. Game #1 – Ticker Taker 4. Code Comfort 5. Game #2 – Robot Repair 6. Game #2 – Robot Repair Part 2 7. Don't Be a Clock Blocker 8. Hearty Har Har 9. Game #3 – The Break-Up 10. Game #3 – The Break-Up Part 2 11. Game #4 – Shoot the Moon 12. Game #5 – Kisses 'n' Hugs 13. AI Programming and World Domination 14. Action! Appendix Index

The leftovers


From there, the computer player can either take the center, a corner, or a side. Which of these three positions is the most powerful, and therefore of the highest priority?

If you had mapped out all of the possible board positions in a game tree, you would already know the answer. Or, you could save a boatload of time by just reading the Tic Tac Toe article on Wikipedia. At the time of this writing, it was an excellent primer on the thinking that goes into determining the best strategy for this game, and others of its kind. Since Wikipedia is editable by anyone, it's possible that by the time you read the article, it will be full of cat pictures. Let's hope not.

We'll stand on the shoulders of giants and crib the rest of our notes from Wikipedia. According to the article, taking a corner position provides more opportunities for your opponent to make a mistake, but this only matters if 1. it's the first move and 2. your opponent actually makes a mistake. Otherwise, the preferred...

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