can Ijou beat TIC-TAC-TRONIX? · Tic-Tac-Tronix is a per manently programmed computer that has been...
Transcript of can Ijou beat TIC-TAC-TRONIX? · Tic-Tac-Tronix is a per manently programmed computer that has been...
can Ijou beat TIC-TAC-TRONIX? If you follow the plans and don't cheat when
playing you'll never beat Tic-Tac-Tronix ti.e _
by DON LANCASTER
IF YOU'RE LOOKING FOR A REALLYADVANCED digital computer project or a sure-fire attention getter for an elthibit, promotion, or display, TIC-TAC-TRONIX is for you.
Tic-Tae-Tronix is a compact, special-purpose digital computer programmed to play an unbeatable game of Tic-Tae-Toe against all comers-unbeatable unless you have flipped the hidden GOOF SWITCH. Then, you or anyone who knows the secret can indeed beat the machine. You can build this all-solid-state project for around $45. The program
Any digital computer follows a predetermined set of rules by way of a series of sequential steps. The rules are often called algorithms, and the steps by which these rules are obeyed are called program steps. Tic-Tac-Tronix is a permanently programmed computer that has been (aught the Tie-Tac-Toe strategy by means of fixed internal connections. This is also called a hard-wired or a fixed program. One exception is provided in Tic-Tac-Tronix where the GOOF SWITCH is brought out to let you as a programmer choose one of two programs, a heatable one and an unbeatable one. The sequential thought processes or flow clJarl of the machine is in Fig. I (al lOp of Ihis page).
Each square of the Tic-Tac-Toe
playing square A. You then make a move and the computer recognizes that you have played and tests to find out where you played. As a result of the testing, the machine first picks one of five slrategies or program branches. and then answers your move. The machine then awaits your second move, after which it again tests and plays either to win immediately or to set up a potential win on the next move. The machine always sets up a "critical square" situation and tests that square on its next move to see if you played on it. The third move is similar to the second, and the computer usually wins on the third move. Further moves are ignored by the computer.
Although it takes the computer only a few billionths of a second to move each time, a two-second time delay is introduced after each move, for
PLAYER STRATEGY LATCHES f--.. SELECTOR f--(FIG. 3) (FIG. 6) lel.IC2 IC3,IC4
1 MOVE I L PLAY COUNTER � COMPUTER � (FIG. 4, 5) (FIG. 11 Itt.,I<-!"
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board is identified by a letter: A through FIG. 2-BlOCK DIAGRAM OF TIC-TAC-TRO-I. The game begins by the machine NIX. Schem.lIC1 01 lecllon. In Figi. 3 to 8.
32 RADIO·ELECTRONICS . DECEMBER 1971
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effect. to let the computer ''think things over". With the goof switch in the SMART position, the computer always wins if you play anything but the middle square (E) on your first move. Even then, it can win if you are careless.
Suppose you try to beat the computer by playing the lower righthand corner (I). The game begins with the computer playing A followed by your I response. The computer tests, sees thaI you played I, picks strategy V, and plays C-
On the nexl move, if you haven't played B, the machine does and wins. If you have played B, the machine plays G, letting it win next move either A-DG or C-E-G. On your next move, Ihe computer tests square O. If you played here, the computer plays E and wins. If nOI, it plays 0 and wins. The strategies for the other moves are similarly based.
For variety, all possible winning forks have been set up in the computer, including three corners; two corners and the middle; and one corner, the middle, and an adjacent side. Should you answer with the middle square E. the computer decides on a defensive strategy and forces you to block its moves.
The goof switch tampers with strategy III if it is set to the DUMB position. This gives the machine one wrong move. allowing the player to win.
Tlc-Tac-Tronix circuitry The circuit is made up of five IC's,
31 transistors, and a resistor-diode computer array. The block diagram of the
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circuit is shown in Fig. 2, while the schematic is in Figs. 3 through 8, broken up into modular chunks.
each display cubicle, resulting either in a black X on a blue baCkground, or a black 0 on a red background.
Each player latch consists of a setreset flip-flop using an inlegrated circuit inverter and a Darlington lamp driver. Pushing a valid select pushbutton sets the flip-flop and lights the bulb. It also delivers a play pulse to the move counter via one of diodes D8 through 015. The pushbutton is interlocked
The player latches and machine drivers are shown in Fig. 1 A player's move shows up as a lit blue pilot lamp; the machine's by a lit red lamp. These two illuminate a red X and a blue 0 in
Player latches are needed for squares B through H. Machine drivers are not needed at A and F since A is permanantly lit and since square F never has to be played by the machine.
DECEMBER 1971 • RADIO-ELECTRONICS 33
,f ,_ 0 STRATEGY •
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FIG. 10 (middle rlght)-DRllLiNG GUIDE .howt hole .ID. and the loeation 01 Jumpart to be In.tallad on componant .. lde 01 the board.
FIG. 11 (rlght)-COMPONENT LAYOUT .howt the po.llIon 01 all pari •. U .. . mall Iron, thin low·temparature toIda. and axtl1lma care.
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0''' FIG. 7 (top latt)-PLAY COMPUTER I. On. arra), uMd a. the braln<antar of tha game. Three diodeI1III.tor networIu determine mo ...... FIG. 14 (above)-WIRING OIAGRAM .hoWi how multl·lead cabl .. are uMd to .lmplU)' the wiring and a. an aid when troublnhootlng.
#24 WIRE JUMPERS--COMPQNENT SIDE (161
34 RADIO-ELECTRONICS . DECEMBER 1971
with the machine bulb so that the player can't cheat and auempt to play on top or a square the machine has already used. Ir the machine bulb is lit, no voltage is available ror the pushbutton and it won't set the player latch or advance the move counter.
Diodes DI8 through D25 provide a rererence or what square has been played. This inrormation is later used by the strategy latch when it has to pick a game strategy after the first move.
The player latches must be reset ror each new game. This is done either by removing the inverter supply voltage or by shunting Darlington current with diodes D 16 and D 17, depending on the particular player latch being reset. S 10 is the reset (CLEAR) switch. It does several things. It resets the player latches; it resets the move counter; and it loads a "no play" strategy into the strategy selector.
PARTS UST
R lth.u R7. R15""u R4fI. 1'152 thru 1'156. 1'1611111", R72-1000 oIIml. '�"'In (II total)
Rllhru RII. R<l71hru R51-330 otun.. % Witt (12101l0i) RS7 Ihru R�70 or-. % witt R67_10 o/ImI;. 2 W_ R6&-I5,OOO "" .... % Witt CI-220 JIF. 6-¥aII �lrotyIk: C2-D.l ,r. I r).voIt elite C .. lmk: CJ.-6000,r,IO-YoiI-*I'oIyIlc C4_loo pf. 6-"01\ Elecuotvtlc C5-0.01 ,.F. my\Ir
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The machine drivers do not have to a 2-second delay latch as they are continuously driven by four-state counter the play computcr. They are also Dar- select pulser Q3J.
monostable IC2, a IC5, and a strategy
lington lamp drivers. Ir the input rrom Depressing any valid play pushbut-the play computer is made positive, the ton trips the monostablc in le2 and lamps light. A new game starts when the provides a two-second delay. At the end reset switch returns the play computer or the two-second delay, the move and the strategy selector to an all-out- counter advances one state. The move puts-low condition. counter starts out in a reset condition.
Diodes D 1 through D7 serve an On the first move, the strategy-selector important runction. They are the way is pulsed by halr-monostable Q31. while the computer tests to see ir a square is both the move-2 and move-3 logic lines occupied. Ir the player lamp is lit, the are grounded, preventing any pre-diode robs the machine driver of its mature move-2 and move-3 plays. On base current and prevents the computer the next play, the move-2line is allowed rrom playing on top or the player. to go positive and the second play
The machine keeps track or the moves are made. On the next play, the moves with the move counter, shown move-3 line is released and allowed to logically in Fig. 4 and schematIcally in go positive, completing the play. The Fig. 5. The move counter is made up or (continued Of! page l8)
DECEMBER 1971 • RADIQ-ELECTRONICS 35
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• Oynamlc:ally tests transislors in and oul of circuli. • Performs the 4 basic tests on all types of FETs
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TIC-TAC-TRONIX
(continued from page 35)
move counter then remains in this last slate regardless of any udditionul pluys until it is reset.
Although the move-3 logic output is positive during the reset time, no move-3 lamps will light prematurely as this occurs before u strategy is selected.
The strategy selector is shown in Fig. 6. Its purpose is to pick and hold one of five possible program branches or strutegies in response to a test mude during move one and is aimed at finding the initlul player response. On the player's first move. one lind only one red player lamp will be lit, and one of diodes 018-25 will be grounded at the lamp end and allowed to conduct. These diodes are OR.'ed together to form five strategy lines. with the computer playing the same game with a B or an Ii initiul response: for a D or II G: or for an F or an I.
At the end of move-I. a move· I output pulse is generated by the move counter. This causes the strategy latch to catch and hold whichever input was grounded. thus remembering where the player went on his first move.
A guad latch is used for le3. forming four of the strategy latches. while a guad two-input gate IC4 is connected as a fifth lateh. On ull five latches. the complimentary output connection is used. Thus, before a strlltegy is selected. all outputs are �rorll1(led.Affer a strategy is selected and for the remainder of the game, one seleeted output is positive. while the remaining four stay grounded. Depressing reset bUl\on S II returns the latches to an all-outputs. grounded state.
Looking back over Figs. 4 through 6. we see that there are seven fOf;ic filles provided by thesc circuits. One of five strategy lines goes positive after the first move. A mOI'e-two line goes positive after the second move and stays there. and
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finally a /liMe-three line goes positive after thc third move. The logic states on thcse seven lines arc convened into
moves by the play computer shown in Fig. 7. This diode-transistor logic array is the brain center of Tie-Tac-Tronix. MovcI responses arc associated with R52 through R56. while
move-2 responses are handled by R57 through R61. and move-3 responses arc handled by R62 through R66.
A move is made by allowing current from the + 5V supply to reach the desircd bascs of the machine lamp driver.;. The + 5 volts arrives via resistors R47 through R51. These are all clamped to ground by the strategy selector before move· one. and after move-one. a single resistor is allowed to go positive. During move-one. the move-two and move-three logic lines keep thcir resistors clamped to ground. On movetwo. the move-two line goes positive allowing completion of the second move. and finally on move-three. the move-three line goes positive, allowing completion of the game.
The play computer's outputs are used in conjunction with diodes 01 through 07. which provide the required testing for the second and third moves. Goof switeh S 11 operates by lampering with the second computer response of stralegy 111. In the SMART position. things arc normal. while in the DUMB position. the wrong square is played. allowing the player to win.
The power supply is shown in Fig. 8. It provides 6.3 volts of moderately filtered dc for the lamps and a regulated 5 volts for the logic and the rest of the circuit.
How to build It A printed circuit board is essential for this project. The
foil pattern of the board is in Fig. 9. Fig. 10 is a drilling guide that also shows how the 18
jumpers of No. 24 solid wire arc positioned on the componenl side. PC terminals may also be optionally set on the
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Cire/e 81 0/1 reader seniu C(lrd
DECEMBER 1971 • RADIO-ELECTRONICS 79
Designed and engineered for simplicity of operation, compact enough to fit a shirt pocket yet powerful enough to deliver a clear clean signal - it's depandable • Operates on three crystal controlled VHF channels and tuneable broadcast band. Adjustable squelch. Completely solid state for long life use. Visable battery Indicator to show battery condltlon at all times • Built In antenna • 5%· H x 21h" W x 1�t D. Wt. 11 oz.
$4995�' .�"" '�� _�a -... " � WIth Blttery & Earphone __ 'S![ .� . � r' . ":--';:: less Cl)'llall -------------------
Cryllal. SUO u. J SONAR RADIO CORPORATION I MODELS 173 Wortman Ave., Brooklyn, N.Y. 112071
FR·iD3-SA I Plene send me lnformdlon onVJlFMonltorRecelve",1 150·115 MHz I Dept 450 I
FR-108-SA I Name . ...................................... ..................... .
,..��33������:lH� I Address .......................................... ....... I C·3&44MHz--D44·50MHz I City ........................ St.te ................ Zip. I
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80 RADIO-ELECTRONICS . DECEMBER 1971
TlC-TAC-TRONIX (continued from page 79)
ponent side: 23 are needed. Components arc located as shown in Fig. 11. The lC"s
are identified by a notch and dot between pins one and fourteen. They arc shown top view everywhere in this article. Usc a small iron and fine solder when installing. Be very careful in observing the polarity of all the diodes. To save some board space. two groups of resistors mount upright. R I through R7 mount vertically in individual holes. while R23 through R30 mount vertically and a common bus is run along their top ends and terminated to + 5 volts as shown.
Case and display
Everything mounts in a sloping vinyl-clad wooden case with the circuit board. goof switch. and power transformer near the bottom and the display on top. Fig. 12 shows how the display assembly goes together. A subchassis is used that holds the lamps and their cotor filters. The lamps press into grommets as shown in Fig. 13. Six dividers go above the lamps. eggcrate style. forming nine individual cubicles for each of the squares. The insides of each divider should be very shiny.
The playing screen
A frosted Mylar mask is made of drafting Mylar. Translucent X's and O's are added using the translucent red and blue printed-circuit tape sometimes used in two-sided PC board layout work. A fron t plate secures the entire assembly as well as holding switches S I through S 10. These switches are operated by the player to conduct his game.
Wiring is shown in Fig. 14. Sixteen-conductor Rat cable is broken up into two 8-conductor sections. a 5-conductor section. and a 7-conductor section: and used as a wiring harness. Note that lamp A is lit all the time. and that S 1 is nOI conneCled and uscd simply as a mechanical dummy. R·E
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