We introduce cumulative tic-tac-toe, a novel variant of the classic 3×3 tic-tac-toe game in which play continues until the board is completely filled. Each player’s final score is determined by the total number of three-in-a-row sequences they form. Using combinatorial game theory (CGT), we establish that under optimal play, the game is a draw, and we characterize its theoretical properties. To empirically validate and optimize practical play, we develop a reinforcement learning (RL) framework based on temporal-difference (TD) learning, which is enhanced with a domain-informed evaluation function to accelerate convergence. The experimental results show that our triplet-coverage difference (TCD) evaluation function reduces the average number of training episodes by approximately 23.1% compared with a random-initialization baseline, a statistically significant improvement at the 5% significance level. These results demonstrate the efficiency of our CGT–RL approach for cumulative tic-tac-toe and suggest that similar methods may be useful for analyzing related combinatorial games. We also discuss potential analogies in domains such as competitive resource allocation and coalition formation, illustrating how cumulative-scoring games connect abstract game-theoretic ideas to practical sequential decision problems.
Li et al. (Tue,) studied this question.