The team at North Street Labs really went all out with this Tic-Tack-Toe stomp box. At its most basic it’s a blinky version of the simple two-player game. But there’s always some added appeal when you make large manifestations of normally small items; the 10x Arduino is a good example of this.
The project is NSL’s qualifying entry for this year’s Red Bull Creation Contest (has it already been a year since the last contest?). A special Arduino shield was produced once again, this time it features hardware necessary to control LED strips… a lot of them. That led to the creation of this box, which houses a ton of strip sections inside to light the grid based on tapping one of the red buttons with your foot. We’d image the game would be seldom used at your hackerspace, but they take it to show off at the local children’s museum and it’s a huge hit with the kids!
The build is delightful, and you can’t move on to the next feature until you watch it play a game in the clip after the break. The game board can move along two axes. It’s obvious from the image above that the printer ink cartridge sled has been reused to let the board move left and right. But the DVD lens sled hidden under the board lets it move forward and back. The piece of protoboard seen on the left is an IR reflectance scanner. The board moves systematically under this sensor. Whenever a black square (placed by the human player) is in play it prevents the IR beam from reflecting back. What you can’t see in this image is the yellow disc dispenser which is just out of the frame. It uses the DVD disc tray motor to place the computer’s pieces. We think this build is just begging to be turned into a Turing Machine demonstration.
If you liked this one we’re sure you’ll also appreciate CNC chess.
Here’s another entry in the 7400 Logic contest. [Circuitchef] used gates and a few flip-flops to build a two-player electronic Tic-Tac-Toe game. The full details or shared in the PDF file he links to in his post. We’ve also linked to it after the break in case the Dropbox he is using becomes unavailable.
He provides a nice block diagram which helps to understand the game’s design. The board is arranged in a 3×3 matrix of momentary push buttons and bi-color LEDs. Each player takes turns pushing the button in the square they’d like to claim. The input circuitry uses flip-flops to establish which player’s turn it is, illuminating the appropriate color for that square. A set of 3-input AND gates monitor all possible combinations of winning patterns. The outputs of those gates are OR’d down to just one output which is used to light up the ‘Winner’ LED with the right color. If all boxes are lit up and none of those combinations is satisfied the game is declared a draw. This can all be seen in the demo embedded below the fold.
[James Bridle] built this fascinating example of how a computational system can learn from its successes and failures. Each box corresponds to one of 304 different board layouts. The operator uses an index sheet to locate the box that corresponds to the current state, shakes the box, then looks to see which bean has randomly fallen into a partition in the box. The color/type of bean corresponds to a space that the machine has “chosen” for that move. If MENACE won the game a bead matching the move that was played would be added to each box used. If MENACE lost, a bead would be removed from each box used. This way the machine cannot make the exact same mistakes twice, and is more likely to repeat successful solutions.
[James] notes that he couldn’t find any evidence of this machine actually being built before. It is possible that this was always a theoretical device but now we’ve seen an actual build. We consider this to be a computer because it is calculating moves based on probability of success but what do you think? If you’re thirsting for more pictures there’s plenty to see in the Flickr set he’s posted.