igpay
igpay on Hacker News
I mentioned this in another comment but I think it's just kind of hard to learn without the context of knowing how to play Go... I don't think it's a matter of being dumb. For me, learning Go was very much the same way where I had absolutely no idea what was going on and the amount of possible choices was very overwhelming. Also, fwiw the easy bot is not very easy. It mostly feels to me like the hard bot but it makes more mistakes.
I'd say general overall strategy is to try to create "bubbles". You want to surround areas with your stones rather than filling them in.
On the small board, it's pretty hard to go wrong with just making a line of solidly connected stones (make sure the colored line shows up between them) between two edges of the board. This might not let you win against the bot, but will at least help you claim territory. Then once you have figured out how to do that, you can start to think about making moves that block the bot from surrounding area, or reduce the amount of area available to it, etc.
One of the guys on the discord is a strong traditional Go player and was playing a lot of teaching games with people yesterday. If you're interested in learning you could ping on the discord and I'm sure he or someone else would be down to help you out: https://discord.gg/4ren7UAFeb
Thanks! Yes, I'm still unsure about how much you can stray from playing tightly connected. I mentioned this in another thread, but I think part of the problem is that the small board is too small. Even though it's 9x9 stones in dimensions, you can "span" the board with only 6 or 7 stones due to the way connectivity works. I think this makes it a bit too hard to play disconnected, but watching some games from stronger players, I think they play less tight and still find a way to win, so idk.
The bigger board sizes definitely feel different to me, but I haven't played enough games yet to really know for sure. I'm interested in watching the meta develop. Maybe it will turn out that there really is a dominant strategy and the game is not as deep as Go, but I don't think I've seen enough to start thinking that yet.
The discord is pretty active and people discuss strategy a lot if you're interested. Regardless, thanks for playing! https://discord.gg/4ren7UAFeb
Hey there, thanks! You might already know this, but if you hover your stone around or turn on "Group View" mode you can see solid colored lines between stones. These indicate whether or not they're close enough to prevent cuts, and are really important. Other than that, I think that the uncertainty and need for estimating is kind of intentional - it's a lot more handwavey than normal Go.
Hope that helps!
Thanks for playing! There's a little plus sign that displays on the most recent stone - although I often get lost searching for it so it can probably be made bigger.
For the naming, I would think the game needs a bigger following before I can drop the "Go" or otherwise shorten the name. Not sure the SEO situation would be very good with just "Voronoi" right now :)
Thanks! I think that the high CPU utilization is probably the bot itself. It's a full-blown neural net running in-browser, so it's definitely a resource hog. If you ever play against a human performance should be much better (though please let me know if that's not the case).
Thanks for playing! I don't have a ranking in traditional Go, but after tens of hours playing this game I'd generally agree with your assessment.
One issue is that I think I made the small board too small. This makes it very easy for a monolithic group to dominate. The bot prefers to open right in the center, and I've generally found that to be strong.
I _think_ that playing on the big board gives some more variety to the strategy, but I haven't finished enough games yet to be sure. Playing really connected though seems to still be hard to beat. If players continue to get stronger and play big board games it will be interesting to see how the meta evolves.
Thanks for playing! Yeah, the mobile experience is pretty wonky still. I mostly use it to respond to correspondence games when I'm afk but otherwise I think most people prefer to play on desktop.
Thanks for the feedback - the tutorial is definitely dense. It existed a long time before the bot did, so it had to cover everything in one sitting. I think now though that you're probably right about an improved tutorial flow being mostly playing + some explanation.
My takeaway from the past couple months is that the game is just kind of hard to learn. I actually felt the same way about trying to learn traditional Go - it was very daunting to start a game. Basically all of the players who have stuck around / joined the discord were already pretty familiar with Go, so I think it helped bridge that gap a bit. I've spent a good amount of time trying to figure out how to make the game more approachable, but it kind of seems like the core audience for now might just be people who already like Go. There also seems to be a lot of overlap with people who are interested in designing a bot to play, so I've open sourced some code to allow for that: https://github.com/csun/voronoi-go-rs
Anyway, thanks for taking a look!
Posted by
igpay on Thursday August 27, 2026 @02:03PM
from the show-hn dept.
https://voronoigo.com/
I posted once before but wanted to share again because a lot has changed. There's now a fairly strong bot to play against (contributed by a community member) and also correspondence games. The combination of these things helps a bit in finding people to play against.
It is not yet but the game is still under active development and bots have been requested. If you’re interested in getting updates on development, the discord (linked on the site) has been gaining some traction. I’ll be posting updates there.
The time control implemented currently is that you start with a base amount of time and get additional time for each move. I believe it’s referred to as Fischer time which makes me think it’s related to chess, but I’m unsure how prevalent it is in chess or go.
Posted by
igpay on Saturday July 18, 2026 @03:18PM
from the show-hn dept.
Posted by
igpay on Thursday October 23, 2025 @08:04PM
from the youtube.com dept.
Posted by
igpay on Monday June 09, 2025 @06:27PM
from the hbd.gg dept.
Posted by
igpay on Sunday May 18, 2025 @07:31PM
from the csun.io dept.
Posted by
igpay on Friday March 21, 2025 @11:47AM
from the show-hn dept.
Hey there, I thought this was a good idea so I added it to the game as "Tutor" mode. Thanks!
The D20 was the first die shape I tried and I ended up just sticking with it. My reasoning was basically the same as yours - 5% intervals look better.
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 :)
I can't edit my original comment but I have updated the game with "Impossible" difficulty mode as implemented by Louis.
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...
Hey all, I'm the author of Probabilistic Tic-Tac-Toe. I'm currently working with Louis to integrate this solver into the game itself so that people can play against it. I'm hoping to have it released by EOD and will update this comment when it's ready.
The current code for board generation is as follows:
var neutralChances = Random.Range(1, MaxNeutralChances + 1);
square.GoodChances = Random.Range(MinGoodChances, 20 - neutralChances);
square.BadChances = 20 - (square.GoodChances + neutralChances);
MaxNeutralChances and MinGoodChances are both set to 6 in the release build. Note that one chance is equal to one face of the die, so 5%. Also, this overload of Random.Range() has an inclusive min value but an exclusive max value.
I guess I didn't include ties in that little blurb I wrote up, but the real results of my 10k trials were around 5:1:11.5 (lose:tie:win) for the AI vs random actor.
Would love to see your AI when it's done! Please shoot me an email if you want. My email is in my profile / in the site footer.
Yes, the AI mostly just looks for plays that have high certainty and are connected to other potential winning squares (for either team). Then it weights plays positively or negatively based on whether or not the "bad" chance outweighs "good"
Yes, those should go straight to a "Tie" result.
Thanks! I've added a fast forward button to the top left so that you can play faster.
Agreed that 3D is overkill. I'm fastest at prototyping in Unity though and this was only a couple day project, so I'm unlikely to port it to anything else.
Probabilities are mostly randomized during board generation but skewed in a way to make gameplay feel a bit better. There's a cap on the likelihood of the neutral event, and a bias towards the good event rather than a bad one.
That's good feedback, thanks. I've added a fast forward button to the top left.
Thanks for that, I added a loading bar. It should be visible now if you refresh the page.
Posted by
igpay on Monday June 10, 2024 @12:40PM
from the show-hn dept.
Posted by
igpay on Friday February 09, 2024 @11:42AM
from the csun.io dept.
I love this website - such a great repository of knowledge that presumably would've been lost to time otherwise. Although I don't remember there being so many ads last time I visited the site.
His wife, Harriet Fell, was one of my Computer Science professors at Northeastern. I really regret that I never took the time to talk to her about Sheldon. It always crossed my mind but never seemed like the right time.