Based on a suggestion from a sister comment, I have also added a "Tutor" mode. When hovering over a square in tutor mode, it shows the probability of winning the game given that you a) select that square and b) continue to play optimally for the rest of the game. Both of these options are in the settings menu in the top right of the game.
Finally, I've added a little writeup to the bottom comparing the strengths of the two AI implementations. Enjoy!
https://www.csun.io/2024/06/08/probabilistic-tic-tac-toe.htm...
Agreed that 6 sided dice would not detract from the amount of strategy in the game. I think it could be cool to try a physical version of the game where you shuffle premade tiles and place them in the grid - maybe a fun game to teach kids probability :)
Like in chess, playing against stockfish isn't very fun, but having it as a way to get better is fun.
I could see probabilistic cheese working as each grid square having an odds that the move will "work." Those odds stay the same the whole game. If you try to move from that square, the odds dictate whether you do your move or just lose it and skip your turn.
This would mean that certain squares become very valuable. A queen on a 95% square is much more powerful than a queen on a 40% square. But those squares may not may not be in useful positions. And the battles may be over who gets to put good pieces on those squares.
Sticking your king on a 20% square would be a great way to probabilistically buy yourself time to bring other pieces to its defense, at the cost that the king can't easily try to escape.
That has a nice symmetry to it, where rather than making 95% always "good" and 40% always "bad", they're both valuable for different reasons.