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The
picture to the right depicts three different "physical environments"
within which Tic-Tac-Toe can be played. The figure in the upper
left depicts the familiar setting that involves a 3 x 3 matrix
of squares where the moves of each player involve placing an
X (Player X) or an O (Player O) on one of the empty
squares of this matrix.
The
column of colored cells on the right of the picture depicts a
different setting within which the game could be played. X
and O remain the moves, but the nine squares are arranged
as a column rather than in a 3 x 3 matrix. The arrows show part
of the mapping between these two settings. Note that color in
the column setting of Tic-Tac-Toe corresponds to the row pattern
in the 3 x 3 setting; and hue to the columns of the 3 x 3 setting.
Thus, the location of the X in the top left cell of the
3 x 3 corresponds to the top cell in the column and color setting.
And, the location of the O in the top right cell corresponds
to the cell that is third from the top in the column and color
setting.
In
this case, the mapping between the two settings is quite regular...row
1 of the 3 x 3 matrix corresponds to the top 3 cells of
the column and color setting; row 2 of the 3 x 3 matrix
corresponds to the next 3 cells of the column and color setting;
and so on. This mapping could have been arbitrary in the sense
that any one of the cells in the 3 x 3 matrix could have been
mapped to any one of the cells in the column and color setting.
From a purely mathematical point of view, all that is required
to maintain the functional isomorphism in this case is that the
mapping be one-to-one; and, we would need to remember the various
triples of cells that constitute a winning situation. Color and
hue were used for this purpose in the column and color setting.
That is, three cells of the same color or three cells of the
same hue or three cells of differing color but adjacent hue constitute
a winning situation.
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