<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet href="http://twixt.wetpaint.com/xsl/rss2html.xsl" type="text/xsl" media="screen"?><?xml-stylesheet href="http://twixt.wetpaint.com/scripts/wpcss/wiki/twixt/skin/sporty/rss" type="text/css" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/"><channel><title>Twixt - Recently Updated Pages</title><link>http://twixt.wetpaint.com/pageSearch/updated</link><description>Recently Updated Pages on http://twixt.wetpaint.com</description><language>en-us</language><webMaster>info@wetpaint.com</webMaster><pubDate>Tue, 24 Nov 2009 23:01:11 CST</pubDate><lastBuildDate>Tue, 24 Nov 2009 23:01:11 CST</lastBuildDate><generator>wetpaint.com</generator><ttl>60</ttl><image><title>Twixt</title><url>http://www.wetpaint.com/img/logo.gif</url><link>http://twixt.wetpaint.com</link></image><item><title>Puzzle 1</title><link>http://twixt.wetpaint.com/page/Puzzle+1</link><author>twixter</author><guid isPermaLink="false">http://twixt.wetpaint.com/page/Puzzle+1</guid><pubDate>Tue, 24 Nov 2009 23:01:11 CST</pubDate><description>There is no abstract available for this page revision.&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>15x15 grid</title><link>http://twixt.wetpaint.com/page/15x15+grid</link><author>twixter</author><guid isPermaLink="false">http://twixt.wetpaint.com/page/15x15+grid</guid><comments>Added a 15x15 sub category for puzzles, with a brief intro.</comments><pubDate>Tue, 24 Nov 2009 22:59:57 CST</pubDate><description>The format here is a 15x15 grid with four border rows, 13x13 common area. The player to move should have border rows on the top and bottom. This player is referred to as either vertical or the color of those border rows. The object could be player to move and win, or player to move and draw. Standard Twixt rules apply with link removal, not PP rules. The number of horizontal versus vertical pegs should be equal, or horizontal could have one peg more.&lt;br&gt;&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>Puzzles</title><link>http://twixt.wetpaint.com/page/Puzzles</link><author>twixter</author><guid isPermaLink="false">http://twixt.wetpaint.com/page/Puzzles</guid><comments>Added the puzzles main page with a brief description.</comments><pubDate>Tue, 24 Nov 2009 22:49:03 CST</pubDate><description>There already is an excellent Twixt puzzle site at &lt;a class=&quot;external&quot; href=&quot;http://twixt.wetpaint.comhttp://www.ibiblio.org/twixtpuzzles/&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;http://www.ibiblio.org/twixtpuzzles/ &lt;/a&gt;with an interactive Javascript board. But the format there is restricted to 12x12 quarter board sections of a larger board. Wetpaint might be a home for other size grids, or puzzles which include all four border rows instead of just two, or puzzles where finding the key move is not enough to claim a solution, or perhaps for Twixt variants such as diagonal border lines.&lt;br&gt;&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>Solved boards</title><link>http://twixt.wetpaint.com/page/Solved+boards</link><author>maraca</author><guid isPermaLink="false">http://twixt.wetpaint.com/page/Solved+boards</guid><pubDate>Thu, 13 Aug 2009 08:03:13 CDT</pubDate><description>At which board size is the first spot that leads to a draw if both players play perfect (size &amp;gt; 5x5)? Is such a starting move existing at all? These are some of the interesting questions behind this topic, let&amp;#39;s see if we can find out...&lt;br&gt;&lt;br&gt;&lt;h3&gt;  &amp;lt; 3x3&lt;/h3&gt;&lt;b&gt;Impossible&lt;/b&gt; because the corners aren&amp;#39;t part of the game.   &lt;br&gt;&lt;br&gt;&lt;h3&gt;  3x3 to 5x5&lt;/h3&gt;&lt;b&gt;Draw&lt;/b&gt;: At 3x3 and 4x4 there isn&amp;#39;t even an existing connection, that means even with the help of the opponent we can&amp;#39;t win. 5x5 is the first little challenge. These games result in a draw because &amp;#39;X &amp;#39;can&amp;#39;t connect to the top (and of course the same is valid for the mirrored position to come down), so the right answer for &amp;#39;1&amp;#39; is &amp;#39;2&amp;#39;:   &lt;br&gt;&lt;font face=&quot;Courier&quot;&gt;. * * * .&lt;/font&gt;&lt;br&gt;&lt;font face=&quot;Courier&quot;&gt;* 1 X * *&lt;/font&gt;&lt;br&gt;&lt;font face=&quot;Courier&quot;&gt;* * * 2 *&lt;/font&gt;&lt;br&gt;&lt;font face=&quot;Courier&quot;&gt;* * * * *&lt;/font&gt;&lt;br&gt;&lt;font face=&quot;Courier&quot;&gt;. * * * .&lt;/font&gt;&lt;br&gt;&lt;br&gt;&lt;h3&gt;  6x6&lt;/h3&gt;1 = win for white (up-down). 2 = win for black. 0 = draw. Top left corner without first column:  &lt;br&gt;2 2&lt;br&gt;1 1&lt;br&gt;1 1&lt;br&gt;&lt;br&gt;&lt;h3&gt;  7x7&lt;/h3&gt;TODO  &lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>Twixt wetpaint usage and maintenance discussion</title><link>http://twixt.wetpaint.com/page/Twixt+wetpaint+usage+and+maintenance+discussion</link><author>twixter</author><guid isPermaLink="false">http://twixt.wetpaint.com/page/Twixt+wetpaint+usage+and+maintenance+discussion</guid><pubDate>Fri, 20 Feb 2009 05:26:25 CST</pubDate><description>There is no abstract available for this page revision.&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>The Mousetrap</title><link>http://twixt.wetpaint.com/page/The+Mousetrap</link><author>Kd_Hoffmann</author><guid isPermaLink="false">http://twixt.wetpaint.com/page/The+Mousetrap</guid><comments>example included</comments><pubDate>Mon, 27 Oct 2008 10:40:49 CDT</pubDate><description> 			Often you will have the situation that you can attack a defending peg either on one or the other side. &lt;br&gt;Attacking on the strong side gives you a local breakthrough, the weak side can easily be defended by your opponent.&lt;br&gt;&lt;br&gt;Nonetheless it might be a good idea to start your attack on the weak side and put some cheese into the mousetrap.&lt;br&gt;&lt;br&gt;&lt;div align=&quot;center&quot;&gt; &lt;/div&gt;&lt;br&gt;In the diagram above Blacks &lt;b&gt;4.i12&lt;/b&gt; (weak side) can easily be defended - but Black continues attacking on that side as long as he can threat to break through without a defensive reaction from White.&lt;br&gt;&lt;br&gt;But now, as late as possible, the mousetrap snaps and Black catches the mouse with &lt;b&gt;14.i18&lt;/b&gt; on the strong side leaving White with a huge disadvantage (see diagram below).&lt;br&gt;&lt;br&gt;&lt;div align=&quot;center&quot;&gt; &lt;/div&gt;&lt;br&gt;White cannot break through on the left bottom side, e.g. &lt;b&gt;15.e17 16.f21&lt;/b&gt; -/+ (&lt;a href=&quot;http://twixt.wetpaint.com/page/The+Achilles+Defense&quot; target=&quot;_self&quot;&gt;&lt;b&gt;Achilles Defense&lt;/b&gt;&lt;/a&gt;) or &lt;b&gt;15.e18 16.e20 &lt;/b&gt;-/+ (&lt;a href=&quot;http://twixt.wetpaint.com/page/The+Medcalf+Defense&quot; target=&quot;_self&quot;&gt;&lt;b&gt;Medcalf Defense&lt;/b&gt;&lt;/a&gt;).&lt;br&gt;&lt;br&gt;On the right side of the board White has only left the rows &amp;#39;&lt;b&gt;k&lt;/b&gt;&amp;#39; to &amp;#39;&lt;b&gt;w&lt;/b&gt;&amp;#39; but the whole range of lines &amp;#39;&lt;b&gt;1&lt;/b&gt;&amp;#39; to &amp;#39;&lt;b&gt;24&lt;/b&gt;&amp;#39; for the remaining match.&lt;br&gt;Black otherwise has a lot of possibilities with much shorter ways thanks to his earlier mousetrap strategy.&lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;font size=&quot;4&quot;&gt;Conclusion&lt;/font&gt;&lt;/b&gt;: Be careful when you smell some cheese. It might be healthier for you to continue attacking your opponent somewhere else on the board!&lt;br&gt;&lt;br&gt;Some &lt;b&gt;examples&lt;/b&gt; for mousetraps (including the above example):&lt;br&gt;&lt;ul&gt;&lt;li&gt;&lt;a class=&quot;external&quot; href=&quot;http://twixt.wetpaint.comhttp://www.littlegolem.net/jsp/game/game.jsp?gid=569939&amp;amp;nmove=14&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;&lt;b&gt;Kd Hoffmann vs. Pete99&lt;/b&gt;&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;a class=&quot;external&quot; href=&quot;http://twixt.wetpaint.comhttp://www.littlegolem.net/jsp/game/game.jsp?gid=667570&amp;amp;nmove=18&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;alain vs. Kd Hoffmann&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;a class=&quot;external&quot; href=&quot;http://twixt.wetpaint.comhttp://www.littlegolem.net/jsp/game/game.jsp?gid=701281&amp;amp;nmove=14&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Kd_Hoffmann vs. nie_wiesz&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;a class=&quot;external&quot; href=&quot;http://twixt.wetpaint.comhttp://www.littlegolem.net/jsp/game/game.jsp?gid=709960&amp;amp;nmove=23&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;nie_wiesz vs. Kd_Hoffmann&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;a class=&quot;external&quot; href=&quot;http://twixt.wetpaint.comhttp://www.littlegolem.net/jsp/game/game.jsp?gid=926520&amp;amp;nmove=18&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot; title=&quot;tasuki vs. Alan Hensel&quot;&gt;tasuki vs. Alan Hensel&lt;/a&gt;&lt;br&gt;&lt;/b&gt;&lt;/li&gt;&lt;/ul&gt;&lt;br&gt;&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>Maxims for moves</title><link>http://twixt.wetpaint.com/page/Maxims+for+moves</link><author>alhensel</author><guid isPermaLink="false">http://twixt.wetpaint.com/page/Maxims+for+moves</guid><pubDate>Mon, 29 Sep 2008 18:47:48 CDT</pubDate><description> 			&lt;br&gt;&lt;br&gt;In Twixt the &lt;b&gt;first move&lt;/b&gt; is so very powerful that black is given the option of swapping. To avoid giving black a powerful first move, white should play a very weak move. D-3 and D-22 are good examples. If you play black and your opponent plays a strong move *always* swap as your first move.&lt;br&gt;&lt;br&gt;&lt;b&gt;mryan&lt;/b&gt; asks: &lt;i&gt;If white wanted to make a strong first move, but instead makes a poor move to avoid black taking the move, and thus on blacks first move black goes where white wanted to go, I see black in the strong hole no matter what white does.Would it be better for white to make a medium move and if black took it, white could then make that killer first move, and if black declined the swap, wouldn&amp;#39;t white now have a better first move than if he had made a weak move? Please help me understand&lt;/i&gt; mryan9810c&lt;br&gt;&lt;br&gt;That&amp;#39;s exactly right, mryan: the first move should be medium: neither too strong, nor too weak. What Steven is alluding to above is the fact that the first move is such a strong advantage, that a good medium move will look very weak to a new player. Thanks to the way ladder chases work out, a move like 1.d3, way off in the corner, turns out to be medium, although it may seem very weak the first time you see it. Even 1.c3 is pretty even-handed. -Alan&lt;br&gt;&lt;br&gt;The most common defensive strategy is to play directly ahead by &lt;i&gt;2 pegs or 4 pegs.&lt;/i&gt; Beware of playing &lt;i&gt;3 pegs&lt;/i&gt; directly in front of your opponent. It only works well under specific conditions. &lt;i&gt;More than 4 pegs&lt;/i&gt; may allow your opponent to setup bridges. &lt;i&gt;Too close&lt;/i&gt; and he may go right past you.&lt;br&gt;&lt;br&gt;Strategy changes as you get farther from the middle. Blocks that work in the middle will not work close to the border. Blocks that work well close to the border, may not work in the middle. The cardinal lines are your guidelines as to when to change strategy. &lt;b&gt;The most basic strategy to keep in mind is to play between your opponent and his border whenever that is feasible.&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Playing between your opponent and one of his other pegs is risky&lt;/b&gt;, especially if you can&amp;#39;t see an absolute block. Always think twice or even thrice about trying this strategy.&lt;br&gt;&lt;br&gt;Another good strategy is to try to place your line parallel to your own board edge when you can. This gives you multiple points of attack making your opponent work harder to decide where to block.&lt;br&gt;&lt;br&gt;Finally, try to find a way to create 2 paths to your border. Again this makes it more difficult for your opponent to block.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;font size=&quot;2&quot;&gt;&lt;i&gt;These guidelines for Twixt moves contributed by Steven Medcalf and reflect the author&amp;#39;s personal opinions about Twixt play.&lt;br&gt;&lt;b&gt;&lt;br&gt;&lt;/b&gt;----&lt;br&gt;&lt;br&gt;&lt;/i&gt;&lt;/font&gt;&lt;i&gt;&lt;font size=&quot;2&quot;&gt;The following maxims are contributed by Alan Hensel.&lt;/font&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;A good defense is the best offense&lt;/b&gt;. Learn to block. Defensive tactics are important to understand early, because they make it easier to make sense of opening moves. And the person with better opening moves will grab the upper hand early, and end up in a good offensive position. &lt;i&gt;(This is an intentional twist on the typical saying, &amp;quot;a good offense is the best defense&amp;quot;. Please don&amp;#39;t edit it back! -awh)&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Play the whole board&lt;/b&gt;. Local battles are very tempting. Resist. Keep your mind on winning the war. The player with better holistic thinking gives himself more choices, and the advantage. When your opponent gives you a narrow alley and a broad alley, don&amp;#39;t go down the narrow alley.&lt;br&gt;&lt;br&gt;&lt;b&gt;Make double threats&lt;/b&gt;. This applies from the late opening moves to the end of the game. The winner of the game is often the last person to make a credible double threat. Spread your double threats; a widely separated double threat is the hardest to defend against.&lt;br&gt;&lt;br&gt;&lt;b&gt;Go left by going right&lt;/b&gt;. You can often use a threat of going one way around your opponent, even if it&amp;#39;s obviously not going to work, to make it possible to go the other way around. Also called the &lt;a href=&quot;http://twixt.wetpaint.com/page/The+Mousetrap&quot; target=&quot;_self&quot;&gt;mousetrap&lt;/a&gt;.&lt;br&gt;&lt;br&gt;&lt;b&gt;Almost sometimes counts&lt;/b&gt;. For example, where you see the opportunity to play a beam (0-4), a 1-4 gap is often also worth considering. (On the other hand, sometimes Twixt can be very unforgiving.)&lt;br&gt;&lt;br&gt;&lt;b&gt;A dashed line is better than a dotted line&lt;/b&gt;. A dashed line is often even better than a solid line, especially when forming parallelograms, because it can make the end of the line harder to block.&lt;br&gt;&lt;br&gt;&lt;b&gt;When winning, simplify. When losing, make chaos&lt;/b&gt;. And when playing against an opponent stronger than yourself, take him off the beaten path quickly, if you can, to deprive him of familiar patterns.&lt;br&gt;&lt;br&gt;&lt;b&gt;Learn to see the best moves quickly&lt;/b&gt;. Don&amp;#39;t think you can just think harder or spend more time to make up the difference. You&amp;#39;re staring down a combinatorial explosion. Someone who is seeing the best 2 moves each time can look 3 moves ahead more easily than someone who is seeing the best 3 moves each time can look 2 moves ahead (2^3 &amp;lt; 3^2). Therefore a good heuristic/intuitive sense of what looks like a good move is very important.&lt;br&gt;&lt;br&gt;&lt;i&gt;&lt;font size=&quot;2&quot;&gt;----&lt;/font&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Forced moves&lt;/b&gt; are a very powerful tool in TwixT, if you use them right. One example already mentioned here is the &lt;a href=&quot;http://twixt.wetpaint.com/page/The+Mousetrap&quot; target=&quot;_self&quot;&gt;mousetrap&lt;/a&gt;, but you can expand this tactic. Every move that forces the opponent to play in a certain area if he doesn&amp;#39;t want to lose the game or get a very weak position is considered to be a &amp;quot;forced move&amp;quot; in this text.&lt;br&gt;&lt;br&gt;The most important thing to gain the maximum profit out of a forced move is &lt;b&gt;timing&lt;/b&gt;. Look how the game may develop and decide when to use your ace in the sleeve. Thus it appears, that the &lt;b&gt;order &lt;/b&gt;of your moves is very important too.&lt;br&gt;&lt;br&gt;Warning: be always aware of the consequences of a forced move. For example an often used counter is to place a peg with 4 holes difference towards the opponent&amp;#39;s border (means towards your border, if used against you), this makes the path to one side safe and increase the power to the other side. Of course this works only in specific situations and forced moves don&amp;#39;t have to be at the border, they can be spread over the whole board.&lt;br&gt;&lt;br&gt;Here a short forced move guide for intermediate TwixT players:&lt;br&gt;1. Look for forced moves&lt;br&gt;2. Look for their consequences (advantage for you or opponent, following forced moves, ...)&lt;br&gt;3. Decide how / when you want to use them (when you get the most profit, which order, ...)&lt;br&gt;4. Check if the one you maybe want to play later is still &amp;quot;alive&amp;quot; after your opponent&amp;#39;s move&lt;br&gt;5. Always keep in mind, the opponent could play forced moves too...&lt;br&gt;6. Forced moves can be very powerful, but remember they are only one of many ingredients of a succesful TwixT tactics mixture.&lt;br&gt;&lt;br&gt;Forced move example (move 14 and nearly all following moves): &lt;a class=&quot;external&quot; href=&quot;http://twixt.wetpaint.comhttp://www.littlegolem.net/jsp/game/game.jsp?gid=891661&amp;amp;nmove=14&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;little golem game 891661&lt;/a&gt;.&lt;br&gt;&lt;br&gt;&lt;i&gt;&lt;font size=&quot;2&quot;&gt;These guidelines for Twixt moves are contributed by maraca and reflect the author&amp;#39;s personal opinions about Twixt play.&lt;/font&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;i&gt;&lt;font size=&quot;2&quot;&gt;----&lt;br&gt;&lt;br&gt;&lt;/font&gt;&lt;/i&gt;Some terms related to &amp;quot;forced moves&amp;quot; are &amp;quot;sente&amp;quot; (Go terminology for the concept) and &amp;quot;cascade attack&amp;quot; (making a series of threats against the gaps in your opponent&amp;#39;s line, which he can easily close up, in order to set up a real threat.) &lt;br&gt;&lt;br&gt;Twixt Maxims bear a striking resemblance to &lt;a class=&quot;external&quot; href=&quot;http://twixt.wetpaint.comhttp://senseis.xmp.net/?GoProverbs&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Go Proverbs&lt;/a&gt;. Here&amp;#39;s one that also applies to Twixt: &lt;br&gt;&lt;br&gt;&lt;div class=&quot;contentsize&quot;&gt;&lt;b&gt;&amp;quot;Your opponent&amp;#39;s good move is your good move&lt;/b&gt;. It may often be useful to think about what your opponent would like to play if it was his move. If it is a good thing for your opponent to get something, it is a good thing for you to stop him from getting it. To stop him from playing on a point, you can play there yourself.   Note that your move need not always be exactly the same move as he would have played. Rather, it often is a move in the same general area.&amp;quot;&lt;/div&gt;&lt;br&gt;&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>Twixt related Web links</title><link>http://twixt.wetpaint.com/page/Twixt+related+Web+links</link><author>artyomch</author><guid isPermaLink="false">http://twixt.wetpaint.com/page/Twixt+related+Web+links</guid><comments>added link to igGameCenter</comments><pubDate>Thu, 25 Sep 2008 19:49:59 CDT</pubDate><description> 			&lt;br&gt;Playing Twixt in the Web:&lt;br&gt;&lt;br&gt;&lt;ul&gt;&lt;li&gt;&lt;a class=&quot;external&quot; href=&quot;http://twixt.wetpaint.comhttp://www.iggamecenter.com/&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;igGameCenter &lt;/a&gt;- real-time multiplayer board games (including Twixt).&lt;br&gt;&lt;/li&gt;&lt;li&gt;&lt;a class=&quot;external&quot; href=&quot;http://twixt.wetpaint.comhttp://www.littlegolem.net/jsp/index.jsp&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Little Golem&lt;/a&gt; - free turn-based online board games&lt;/li&gt;&lt;li&gt;The &lt;a class=&quot;external&quot; href=&quot;http://twixt.wetpaint.comhttp://senseis.xmp.net/?Twixt&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;K2Z server&lt;/a&gt; to play Twixt in Realtime for free&lt;br&gt;  &lt;/li&gt;&lt;li&gt;On &lt;a class=&quot;external&quot; href=&quot;http://twixt.wetpaint.comhttp://www.gamerz.net/%7Epbmserv/&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Richard&amp;#39;s PBeM Server&lt;/a&gt; you can also play turn-based Twixt for free.&lt;br&gt;  &lt;/li&gt;&lt;li&gt;Download a &lt;a class=&quot;external&quot; href=&quot;http://twixt.wetpaint.comhttp://www.zillionsofgames.com/cgi-bin/zilligames/submissions.cgi/22710?do=show;id=894&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Twixt package&lt;/a&gt; for &lt;a class=&quot;external&quot; href=&quot;http://twixt.wetpaint.comhttp://www.zillionsofgames.com/index.html&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Zillions of Games&lt;/a&gt; (non-free software). More screen shots and info are &lt;a class=&quot;external&quot; href=&quot;http://twixt.wetpaint.comhttp://www.geocities.com/twixtplayer/ZTwixt1.html&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;here&lt;/a&gt;. This is not a server, just a way for two people to play over the Net in real time.&lt;br&gt;    &lt;/li&gt;  &lt;/ul&gt;&lt;br&gt;  Twixt software:&lt;br&gt;  &lt;br&gt;  &lt;ul&gt;    &lt;li&gt;A &lt;a class=&quot;external&quot; href=&quot;http://twixt.wetpaint.comhttp://www.mindspring.com/%7Ealanh/twixt/board/&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;JavaScript Twixt Board&lt;/a&gt; by Alan Hensel&lt;/li&gt;    &lt;li&gt;&lt;a class=&quot;external&quot; href=&quot;http://twixt.wetpaint.comhttp://canyon23.net/jgame/README_twixt.html&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Jtwixt&lt;/a&gt;, a game database manager and analysis tool (does not play Twixt)&lt;br&gt;    &lt;/li&gt;    &lt;li&gt;&lt;a class=&quot;external&quot; href=&quot;http://twixt.wetpaint.comhttp://www.johannes-schwagereit.de/T1.html&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;T1&lt;/a&gt; and &lt;a class=&quot;external&quot; href=&quot;http://twixt.wetpaint.comhttp://www.johannes-schwagereit.de/t1j/index.html&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;T1j&lt;/a&gt; programs that play Twixt on your computer, by Johannes Schwagereit&lt;br&gt;    &lt;/li&gt;  &lt;/ul&gt;  &lt;br&gt;Twixt puzzles:&lt;br&gt;&lt;br&gt;  &lt;ul&gt;&lt;li&gt;40 &lt;a class=&quot;external&quot; href=&quot;http://twixt.wetpaint.comhttp://www.gamerz.net/pbmserv/Twixt/puzzles.html&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Twixt Puzzles&lt;/a&gt; by Alex Randolph&lt;/li&gt;&lt;li&gt;Interactive &lt;a class=&quot;external&quot; href=&quot;http://twixt.wetpaint.comhttp://www.ibiblio.org/twixtpuzzles/&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Twixt Puzzles&lt;/a&gt; by Alex Randolph and Alan Hensel (based on the JavaScript Twixt Board)&lt;/li&gt;&lt;li&gt;Some &lt;a class=&quot;external&quot; href=&quot;http://twixt.wetpaint.comhttp://mitglied.lycos.de/zordanzandor/puzzles.htm&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;full board puzzles&lt;/a&gt; by Martin Windischer&lt;br&gt;    &lt;/li&gt;  &lt;/ul&gt;&lt;br&gt;Twixt instruction:&lt;br&gt;  &lt;br&gt;  &lt;ul&gt;    &lt;li&gt;&lt;a class=&quot;external&quot; href=&quot;http://twixt.wetpaint.comhttp://www.msoworld.com/mindzine/news/proprietary/twixt/twixt1.html&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Introduction to Twixt&lt;/a&gt; rules, puzzle articles, annotated games&lt;/li&gt;    &lt;li&gt;A collection of &lt;a class=&quot;external&quot; href=&quot;http://twixt.wetpaint.comhttp://www.boardgamegeek.com/fileinfo.php?fileid=6159&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;articles&lt;/a&gt; in html format, annotated games, instruction, and puzzles&lt;br&gt;    &lt;/li&gt;    &lt;li&gt;&lt;a class=&quot;external&quot; href=&quot;http://twixt.wetpaint.comhttp://www.hexwiki.org/index.php?title=Commented_TwixtPP_games&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Annotated games&lt;/a&gt; from the Little Golem 13th championship first league tournament&lt;/li&gt;    &lt;li&gt;Some &lt;a class=&quot;external&quot; href=&quot;http://twixt.wetpaint.comhttp://mitglied.lycos.de/zordanzandor/twixt.htm&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;basic corner battles&lt;/a&gt; by Martin Windischer&lt;/li&gt;    &lt;li&gt;Twixt related information by the &lt;a class=&quot;external&quot; href=&quot;http://twixt.wetpaint.comhttp://www.hiespielchen.de/twixt/index.htm&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Spielekreis Hiespielchen&lt;/a&gt; (in German language, edited by Klaus Hu&amp;szlig;manns (as far as I know))&lt;/li&gt;  &lt;/ul&gt;  &lt;br&gt;  Twixt general information:&lt;br&gt;  &lt;ul&gt;    &lt;li&gt;Alan Hensels &lt;a class=&quot;external&quot; href=&quot;http://twixt.wetpaint.comhttp://www.mindspring.com/%7Ealanh/twixt/first.html&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Twixt First Move Statistics&lt;/a&gt;&lt;/li&gt;    &lt;li&gt;Twixt &lt;a class=&quot;external&quot; href=&quot;http://twixt.wetpaint.comhttp://www.boardgamegeek.com/game/949&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;page&lt;/a&gt; on BoardGameGeek with pictures, comments, lots of info, links&lt;br&gt;    &lt;/li&gt;    &lt;li&gt;Wikipedia &lt;a class=&quot;external&quot; href=&quot;http://twixt.wetpaint.comhttp://en.wikipedia.org/wiki/TwixT&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Twixt&lt;/a&gt; page, rules, variants, and further links&lt;br&gt;    &lt;/li&gt;  &lt;/ul&gt;&lt;br&gt;  Twixt commented games elsewhere:&lt;br&gt;  &lt;ul&gt;&lt;li&gt;&lt;a class=&quot;external&quot; href=&quot;http://twixt.wetpaint.comhttp://www.hexwiki.org/index.php?title=Commented_TwixtPP_games&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;TwixtPP games from LittleGolem&amp;#39;s 13th and 14th championship&lt;br&gt;&lt;/a&gt; commented by Gy&amp;ouml;rgy Csizmadia, Alan Hensel, David J Bush, Tim Shih and others.&lt;br&gt;&lt;/li&gt;&lt;/ul&gt;&lt;br&gt;&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>Link Removal</title><link>http://twixt.wetpaint.com/page/Link+Removal</link><author>twixter</author><guid isPermaLink="false">http://twixt.wetpaint.com/page/Link+Removal</guid><comments>minor edit</comments><pubDate>Fri, 29 Aug 2008 09:57:12 CDT</pubDate><description>&lt;b&gt;&lt;font size=&quot;4&quot;&gt;&lt;font face=&quot;Helvetica&quot;&gt;Why remove a link?&lt;br&gt;&lt;/font&gt;&lt;/font&gt;&lt;/b&gt;&lt;font size=&quot;4&quot;&gt;&lt;font face=&quot;Helvetica&quot;&gt;&lt;font size=&quot;3&quot;&gt;&lt;br&gt;The most common reason for removing a link or links is to avoid a draw.&lt;br&gt;&lt;br&gt; &lt;br&gt;&lt;br&gt;White to move here should play i5, as indicated, removing the G5/H7 link (or, using Alan&amp;#39;s notation, the G&amp;#39;6 link) and then double linking from G6 to H3. White could optionally play H4 instead of i5, but either way, the G&amp;#39;6 link should be removed so that white can have a contiguous chain of links connecting both border rows.&lt;br&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>Computer programs on Twixt</title><link>http://twixt.wetpaint.com/page/Computer+programs+on+Twixt</link><author>ab_ab</author><guid isPermaLink="false">http://twixt.wetpaint.com/page/Computer+programs+on+Twixt</guid><comments>senseis</comments><pubDate>Wed, 13 Aug 2008 15:52:04 CDT</pubDate><description> 			As for Go, it is hard to write a program for Twixt although the rules  are quite simple. The number of possible moves is large and judging a  board position is fairly difficult. For these reasons, currently no  program for TwixT exists which cannot be easily beaten by an  experienced human Twixt-player.&lt;br&gt;&lt;br&gt;&lt;br&gt;Known Twixt-programs are:&lt;br&gt;&lt;ul&gt;&lt;li&gt;&lt;a class=&quot;external&quot; href=&quot;http://twixt.wetpaint.comhttp://www.buus.us/Peri_Damon/Video+Game+AMOK/Index.htm&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt; http://www.buus.us/Peri_Damon/Video%20Game%20AMOK/Index.htm &lt;/a&gt; (Windows only). The playing strenth is similar to www.twixt.de (Visual Basic).&lt;/li&gt;&lt;li&gt; The Twixt-playing program, which was formerly hosted at &lt;a class=&quot;external&quot; href=&quot;http://twixt.wetpaint.comhttp://www.twixt.de/&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt; www.twixt.de&lt;/a&gt;, can now be found &lt;a class=&quot;external&quot; href=&quot;http://twixt.wetpaint.comhttp://www.johannes-schwagereit.de/wwwTwixtDe/index.html&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;here&lt;/a&gt;. It looks nice, but plays not too strong. (2001, Java, German language.)&lt;/li&gt;&lt;li&gt;pvs-bot, which was hosted on the k2z Twixt server, only smaller sizes 12x12 were supported (mid-2004)&lt;/li&gt;&lt;li&gt;one program by &amp;quot;ab&amp;quot; (littlegolem): a modified version of T1 (C++), with own ai (and slightly changed Gui) [it was called T2]; played good opening, but later lots of bad moves ...&lt;/li&gt;&lt;li&gt;See &lt;a class=&quot;external&quot; href=&quot;http://twixt.wetpaint.comhttp://www.johannes-schwagereit.de/T1.html&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;this page&lt;/a&gt; for some information about the program &amp;quot;T1&amp;quot; (2004, C++).&lt;/li&gt;&lt;li&gt;See &lt;a class=&quot;external&quot; href=&quot;http://twixt.wetpaint.comhttp://www.johannes-schwagereit.de/t1j/index.html&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;this page&lt;/a&gt; for some information about the program &amp;quot;T1j&amp;quot; (2006, Java). The 2nd version is the best program, currently.&lt;/li&gt;&lt;li&gt;MaraTwixtPP: &lt;a href=&quot;http://twixt.wetpaint.com/page/Do+it+yourself&quot; target=&quot;_self&quot;&gt;see &amp;quot;Do it yourself&amp;quot; page:&lt;/a&gt;This is a try to animate people to write their own TwixtBot. It&amp;#39;s some kind of template where the GUI is implemented and you just can fill in your code to calculate the next move based on the given information.&lt;/li&gt;&lt;/ul&gt;Any other?&lt;br&gt;&lt;br&gt;More information is also at:&lt;br&gt;&lt;a class=&quot;external&quot; href=&quot;http://twixt.wetpaint.comhttp://senseis.xmp.net/?Twixt&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;http://senseis.xmp.net/?Twixt&lt;/a&gt;&lt;br&gt;&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>Basic algorithms</title><link>http://twixt.wetpaint.com/page/Basic+algorithms</link><author>maraca</author><guid isPermaLink="false">http://twixt.wetpaint.com/page/Basic+algorithms</guid><comments>ascii changed</comments><pubDate>Thu, 17 Jul 2008 14:12:47 CDT</pubDate><description> 			Here I try to describe three algorithms, so that everyone can understand it. Maybe it&amp;#39;s not the most efficient way to implement something, but it&amp;#39;s easy and of course, it&amp;#39;s only one possibility you can make it in many other ways too.&lt;br&gt;&lt;b&gt;&lt;br&gt;&lt;font size=&quot;4&quot;&gt;How to check if a peg connects to another?&lt;/font&gt;&lt;br&gt; &lt;/b&gt;First look at the picture on the right side. The yellow peg (say placed at row, col) is the peg you want to test if there is any connection to another one. The red pegs show all positions where the distance (not diagonal) to the yellow peg is 3 (line with comment 1 at the code). The green area is the rectangle with top left (row-2, col-2) and bottom right corner (row+2, col+2). The points who match both criterias and where&amp;#39;s a peg with same color as the test peg (//2) are the points we&amp;#39;re looking for. In java this could look like this:&lt;br&gt;&lt;b&gt;Warning:&lt;/b&gt; this is not the complete method, just the main parts, of course you got to make sure that you don&amp;#39;t have an index out of bounds and if the connection you get is not crossed by one of the opponent. For this problem see next chapter.&lt;br&gt;&lt;br&gt;&lt;font face=&quot;Courier&quot;&gt;public void connect(&lt;br&gt;&lt;/font&gt;&lt;blockquote&gt;&lt;font face=&quot;Courier&quot;&gt;int[] point, // point[0] = row of peg to test, point[1] = column (both 0 to 23)&lt;/font&gt;&lt;br&gt;&lt;font face=&quot;Courier&quot;&gt;int[][] board) // board[row][col] = 0 --&amp;gt; no peg, 1 --&amp;gt; peg up-down, 2--&amp;gt; peg left-right&lt;/font&gt;&lt;br&gt;&lt;/blockquote&gt;&lt;font face=&quot;Courier&quot;&gt;{&lt;br&gt;&lt;/font&gt;&lt;blockquote&gt;&lt;font face=&quot;Courier&quot;&gt; for (int i = -2; i &amp;lt; 3; ++i)&lt;/font&gt;&lt;br&gt;&lt;blockquote&gt;&lt;font face=&quot;Courier&quot;&gt;for (int j = -2; j &amp;lt; 3; ++j)&lt;br&gt;&lt;/font&gt;&lt;blockquote&gt;&lt;font face=&quot;Courier&quot;&gt;if (Math.abs(i) + Math.abs(j) == 3 &amp;amp;&amp;amp; //1&lt;br&gt;&lt;/font&gt;&lt;blockquote&gt;&lt;font face=&quot;Courier&quot;&gt;board[point[0]][point[1]] == board[point[0] + i][point[1] + j]) //2&lt;br&gt;&lt;/font&gt;&lt;/blockquote&gt;&lt;font face=&quot;Courier&quot;&gt;{&lt;br&gt; // We can connect from (point[0], point[1]) to (point[0] + i, point[1] + j)&lt;br&gt; // ATTENTION: not tested if a link is crossing&lt;br&gt;}&lt;br&gt;&lt;/font&gt;&lt;/blockquote&gt;&lt;/blockquote&gt;&lt;/blockquote&gt;&lt;font face=&quot;Courier&quot;&gt;}&lt;br&gt;&lt;/font&gt;&lt;b&gt;    &lt;br&gt;&lt;font size=&quot;4&quot;&gt;How to check if a link crosses another one?&lt;br&gt;&lt;/font&gt;&lt;/b&gt;&lt;font size=&quot;4&quot;&gt;&lt;font size=&quot;3&quot;&gt;There are two ways to do that. You can calculate the connections who would cross your connection and then look if this connection exists or you can check for every connection if it is crossing your one. Second way is explained here because it can be done with simple mathematics, but the other way would probably be faster.&lt;br&gt;In words: A connection is crossing another one if the start and end point of both connections are on different sides of the line going through the other connection.&lt;br&gt;In mathematics:&lt;br&gt; &lt;br&gt;&lt;/font&gt;&lt;/font&gt;Legend:&lt;br&gt;&lt;i&gt;(x1, y1)&lt;/i&gt; = startpoint of connection 1&lt;br&gt;&lt;i&gt;(x2, y2)&lt;/i&gt; = endpoint of connection 1&lt;br&gt;&lt;i&gt;(x1&amp;#39;, y1&amp;#39;) &lt;/i&gt;= startpoint of connection 2&lt;br&gt;&lt;i&gt;(x2&amp;#39;, y2&amp;#39;)&lt;/i&gt; = endpoint of connection 2&lt;br&gt;&lt;i&gt;g&lt;/i&gt; = straight line through connection 1&lt;br&gt;&lt;i&gt;h&lt;/i&gt; = straight line through connection 2&lt;br&gt;&lt;i&gt;y(x)&lt;/i&gt; = the formula for &lt;i&gt;g&lt;/i&gt;&lt;br&gt;&lt;i&gt;red&lt;/i&gt; = the test we need to test if the points of connection 2 are on different sides of &lt;i&gt;g&lt;/i&gt;.&lt;br&gt;&lt;br&gt;So the drawing only shows one test, youve got to do the same for &lt;i&gt;h. &lt;/i&gt;You get this test if you replace every 1 by a 2 and every 2 by a 1 in the formulas. This works for all connection, doesnt matter if they stored from left to right, up-down or whatever...&lt;br&gt;&lt;br&gt;This can be implemented by some &lt;i&gt;for &lt;/i&gt;loops. With the given information above, I think a code example wouldn&amp;#39;t be necessary and just ballast for this site...&lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;font size=&quot;4&quot;&gt;How to check if your move is a winning move?&lt;br&gt;&lt;/font&gt;&lt;/b&gt;&lt;font size=&quot;4&quot;&gt;&lt;font size=&quot;3&quot;&gt;Lets say you played your last peg at &lt;i&gt;(row, col). &lt;/i&gt;You can calculate all reachable positions from there and see if there is one reachable position at each side of the board. This can be done recursive, here a java code example:&lt;br&gt;&lt;br&gt;&lt;font face=&quot;Courier&quot;&gt;// more about Connections in &amp;#39;Do it yourself&amp;#39;&lt;/font&gt;&lt;br&gt;&lt;font face=&quot;Courier&quot;&gt;private boolean[][] reachable;&lt;br&gt;&lt;/font&gt;&lt;br&gt;&lt;font face=&quot;Courier&quot;&gt;public boolean isWinningMove(int row, int col, Connections myConnections) {&lt;br&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;blockquote&gt;&lt;font size=&quot;4&quot;&gt;&lt;font size=&quot;3&quot;&gt;&lt;font face=&quot;Courier&quot;&gt;reachable = new boolean[24][24];&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;br&gt;&lt;/blockquote&gt;&lt;blockquote&gt;&lt;font face=&quot;Courier&quot;&gt;calcReachablePos(row, col, myConnections);&lt;br&gt;// now you can test with a for loop if you have&lt;br&gt;// on both of your sides a reachable position,&lt;br&gt;// for example if you playing left right&lt;br&gt;// At least one of reachable[1 to 22][0] and&lt;br&gt;// at least one of reachable[1 to 22][23] has to be true.&lt;br&gt;&lt;/font&gt;&lt;/blockquote&gt;&lt;font size=&quot;4&quot;&gt;&lt;font size=&quot;3&quot;&gt;&lt;font face=&quot;Courier&quot;&gt;}&lt;br&gt;&lt;br&gt;private void calcReachablePos(int row, int col, Connections myConnections) {&lt;br&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;blockquote&gt;&lt;font face=&quot;Courier&quot;&gt;if (!reachable[row][col]) {&lt;br&gt;&lt;/font&gt;&lt;blockquote&gt;&lt;font face=&quot;Courier&quot;&gt;reachable[row][col] = true;&lt;/font&gt;&lt;br&gt;&lt;/blockquote&gt;&lt;blockquote&gt;&lt;font face=&quot;Courier&quot;&gt;for (int i = 0; i &amp;lt; myConnections.getSize(); ++i) {&lt;br&gt;&lt;/font&gt;&lt;blockquote&gt;&lt;font face=&quot;Courier&quot;&gt;int[] c = myConnections.get(i);&lt;br&gt;if (c[0] == row &amp;amp;&amp;amp; c[1] == col)&lt;br&gt;&lt;/font&gt;&lt;blockquote&gt;&lt;font face=&quot;Courier&quot;&gt;calcReachablePos(c[2], c[3], myConnections);&lt;br&gt;&lt;/font&gt;&lt;/blockquote&gt;&lt;font face=&quot;Courier&quot;&gt;else if (c[2] == row &amp;amp;&amp;amp; c[3] == col)&lt;br&gt;&lt;/font&gt;&lt;blockquote&gt;&lt;font face=&quot;Courier&quot;&gt;calcReachablePos(c[0], c[1], myConnections);&lt;/font&gt;&lt;br&gt;&lt;/blockquote&gt;&lt;/blockquote&gt;&lt;font face=&quot;Courier&quot;&gt;}&lt;br&gt;&lt;/font&gt;&lt;/blockquote&gt;&lt;font face=&quot;Courier&quot;&gt;}&lt;br&gt;&lt;/font&gt;&lt;/blockquote&gt;&lt;font size=&quot;4&quot;&gt;&lt;font size=&quot;3&quot;&gt;&lt;font face=&quot;Courier&quot;&gt;}&lt;br&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;br&gt;&lt;b&gt;Conclusion&lt;br&gt;&lt;/b&gt;I hope this text gives a small insight in the computer thinking of Twixt. Comments and contributions welcome ;-)&lt;br&gt;&lt;br&gt;&lt;br&gt;--- Update Jul 18 2008 ---&lt;br&gt;&lt;br&gt;I developed a &lt;b&gt;new way to store a twixt board&lt;/b&gt;. For the advantages see below. Maybe someone has any use for it. That&amp;#39;s how it works:&lt;br&gt;&lt;br&gt;You store all in a 48x48 integer array instead of a 24x24 array (in the whole text it is assumed that the first index is 0). This means one &amp;quot;cell&amp;quot; contains of a 2x2 array which I use like this:&lt;br&gt;&lt;br&gt;&lt;table align=&quot;bottom&quot; cellpadding=&quot;3&quot; class=&quot;wp-border-all&quot; width=&quot;400&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td width=&quot;33%&quot;&gt;&lt;i&gt;numbers:&lt;br&gt;&lt;/i&gt;&lt;/td&gt;&lt;td width=&quot;33%&quot;&gt;&lt;i&gt;even&lt;br&gt;&lt;/i&gt;&lt;/td&gt;&lt;td width=&quot;33%&quot;&gt;&lt;i&gt;odd&lt;br&gt;&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td width=&quot;33%&quot;&gt;&lt;i&gt;even&lt;br&gt;&lt;/i&gt;&lt;/td&gt;&lt;td width=&quot;33%&quot;&gt;peg&lt;/td&gt;&lt;td width=&quot;33%&quot;&gt;connection&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td width=&quot;33%&quot;&gt;&lt;i&gt;odd&lt;br&gt;&lt;/i&gt;&lt;/td&gt;&lt;td width=&quot;33%&quot;&gt;connection&lt;/td&gt;&lt;td width=&quot;33%&quot;&gt;free for use&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br&gt;Pegs: The pegs are stored on their normal position multiplied by two. 0 means no peg. -1 is the player from left to right and 1 the player from top to bottom.&lt;br&gt;&lt;br&gt;Connections: The middle point of every connection is stored. 0 means no connection. The sign gives the color. For the two possible directions you can use 2 constant values.&lt;br&gt;&lt;br&gt;Free for use: Here you can attach some information to a peg coded as an integer or use it as index for another data structure where peg-relevant information is stored.&lt;br&gt;&lt;br&gt;&lt;br&gt;The &lt;b&gt;advantages&lt;/b&gt; of using this way instead of the common way:&lt;br&gt;&lt;br&gt;&lt;ul&gt;&lt;li&gt;All information is on the board, you don&amp;#39;t have to search in a list of connections, means better performance.&lt;/li&gt;&lt;/ul&gt;&lt;br&gt;&lt;ul&gt;&lt;li&gt;There are 9 connections that can cross another one. On this board there are stored on only 7 spots and they can be found very easy:&lt;br&gt;&lt;font face=&quot;Courier&quot;&gt;* \ * X P&lt;br&gt;\ . \ . \&lt;br&gt;P X * \ *&lt;br&gt;&lt;font face=&quot;Arial&quot;&gt;Explanation: &amp;#39;P&amp;#39; means peg, so the connection goes from bottom left to top right. Stars &amp;#39;*&amp;#39; are Positions where pegs could stand. The &amp;#39;X&amp;#39; are the spots where connections in both directions cross the other one and the &amp;#39;\&amp;#39; are positions where only a connection from top left to bottom right intersects. So you see all the 7 possibilities to cross a connection are stored within the rectangle given by the connection itself.&lt;/font&gt;&lt;/font&gt;&lt;/li&gt;&lt;/ul&gt;&lt;br&gt;&lt;ul&gt;&lt;li&gt;&lt;font face=&quot;Courier&quot;&gt;&lt;font face=&quot;Arial&quot;&gt;All possible connections to or from a peg are stored in the square surrounding the peg (the characters mean the same as above):&lt;br&gt;&lt;font face=&quot;Courier&quot;&gt;* \ * / *&lt;br&gt;\   . . . /&lt;br&gt;* .  P  . *&lt;br&gt;/ . . . \&lt;br&gt;* / * \ *&lt;br&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/li&gt;&lt;/ul&gt;&lt;br&gt;&lt;ul&gt;&lt;li&gt;&lt;font face=&quot;Courier&quot;&gt;&lt;font face=&quot;Arial&quot;&gt;&lt;font face=&quot;Courier&quot;&gt;&lt;font face=&quot;Arial&quot;&gt;Because the color of a player is represented by the sign and the direction by a constant value. You can work good with absolute values if you just want a direction or with signs if you just want the color. The -1 and +1 values of the pegs are practical for multiplication too (if you want to paint something a specific color ;-), because they don&amp;#39;t change the absolute value.&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/li&gt;&lt;/ul&gt;&lt;br&gt;The advantages in short words: The board is more &amp;quot;human&amp;quot; (easier to get a picture what&amp;#39;s really going on with a scan of the board) and the performance is better.&lt;br&gt;&lt;br&gt;I would like to hear your opinion, does this make any sence to you or is it just useless?&lt;br&gt;&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>The Opening moves</title><link>http://twixt.wetpaint.com/page/The+Opening+moves</link><author>alhensel</author><guid isPermaLink="false">http://twixt.wetpaint.com/page/The+Opening+moves</guid><pubDate>Thu, 17 Jul 2008 12:27:38 CDT</pubDate><description> 			&lt;h2&gt;The first peg&lt;/h2&gt;&lt;br&gt;It is usual to place the first peg within the upper left area (marked yellow in the picture below).&lt;br&gt;&lt;br&gt;&lt;div align=&quot;center&quot;&gt; &lt;/div&gt;&lt;br&gt;The reason for this is that it is easier to compare different matches.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;h2&gt;Strength of the first move&lt;/h2&gt;&lt;br&gt;The effect of the pie rule is to force the first player to look for a neutral first move. But what&amp;#39;s a good neutral first move?&lt;br&gt;&lt;br&gt;Alan Hensel&amp;#39;s &lt;a class=&quot;external&quot; href=&quot;http://twixt.wetpaint.comhttp://www.mindspring.com/%7Ealanh/twixt/first.html&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Twixt First Move Statistics&lt;/a&gt; of over 25,000 games played on Little Golem tries to answer this question. You can get some good ideas from it, but unfortunately, there is still a lot of noise in the picture, because players tend to have favorite spots. &lt;br&gt;&lt;br&gt;What &lt;i&gt;really &lt;/i&gt;constitutes a good first play is still largely a matter of opinion, but the following table is probably pretty close to current expert player opinion of the strength of first moves:&lt;br&gt;&lt;br&gt;&lt;div align=&quot;center&quot;&gt;&lt;/div&gt; &lt;br&gt;In this table, the numbers are approximately the percentage of games you can expect to win against an evenly matched player with your first peg on that spot. Color is directly related to the number. The graph shows only one quadrant (or, all four folded over) because the board is symmetrical. The &lt;b&gt;a&lt;/b&gt;-x column is not shown because it&amp;#39;s not a legal first move.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;h2&gt;The subsequent opening moves&lt;/h2&gt;Some general, very helpful hints by Alan Hensel you find &lt;a href=&quot;http://twixt.wetpaint.com/page/Blocks%2C+balance%2C+and+potential+paths&quot; target=&quot;_self&quot;&gt;here&lt;/a&gt;.&lt;br&gt;&lt;br&gt;From a personal (still growing) database of Twixt matches you can check the most popular &lt;a href=&quot;http://twixt.wetpaint.com/page/Subsequent+moves+statistics&quot; target=&quot;_self&quot;&gt;opening sequences&lt;/a&gt;.&lt;br&gt;&lt;br&gt;&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>Do it yourself</title><link>http://twixt.wetpaint.com/page/Do+it+yourself</link><author>JohannesSchwagereit</author><guid isPermaLink="false">http://twixt.wetpaint.com/page/Do+it+yourself</guid><comments>Added command to start jar-file.</comments><pubDate>Tue, 16 Oct 2007 06:14:05 CDT</pubDate><description> 	&lt;b&gt;Introduction&lt;br&gt;&lt;/b&gt;First I want to apologies for my bad english, but hope you understand what I&amp;#39;m trying to say.&lt;br&gt;&lt;br&gt;&lt;b&gt;The history&lt;br&gt;&lt;/b&gt;I wanted to write a Twixt AI, but how to write one if you can&amp;#39;t display your moves? So I started to write a java programm called &amp;quot;MaraTwixt P&amp;amp;P&amp;quot; with a GUI. Then i thought, why don&amp;#39;t make it public, so that everyone can try to write a strong Twixt AI? The code is unfortunately uncommented but all you got to know is explained in the next chapter. If you find any bugs just send me a message or feel free to correct them ;-).&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;font size=&quot;4&quot;&gt;MaraTwixt P&amp;amp;P&lt;br&gt;&lt;/font&gt;&lt;/b&gt;&lt;font size=&quot;4&quot;&gt;&lt;font size=&quot;3&quot;&gt;Download: &lt;/font&gt;&lt;/font&gt;&lt;a class=&quot;external&quot; href=&quot;http://twixt.wetpaint.comhttp://attachments.wetpaintserv.us/80OL380H3gAd5oDtofKRXg%3D%3D10365&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;&lt;font size=&quot;4&quot;&gt;&lt;font size=&quot;3&quot;&gt;MaraTwixtPP.zip&lt;/font&gt;&lt;/font&gt;&lt;/a&gt;&lt;font size=&quot;4&quot;&gt;&lt;font size=&quot;3&quot;&gt; (zipped source files) or &lt;a class=&quot;external&quot; href=&quot;http://twixt.wetpaint.comhttp://attachments.wetpaintserv.us/1y%24Zmvn6SNPqfyMFQCfcUQ%3D%3D39384&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;MaraTwixtPP.jar&lt;/a&gt; (runnable, including source files)&lt;br&gt; &lt;br&gt;&lt;br&gt;&lt;b&gt;First steps&lt;br&gt;&lt;br&gt;&lt;/b&gt;To run the program, either doubleclick the jar or use:&lt;br&gt;&lt;font face=&quot;Courier&quot;&gt;java -jar MaraTwixtPP.jar&lt;/font&gt;&lt;br&gt;MaraTwixt requires &lt;b&gt;Java 5&lt;/b&gt;. Currently there is no AI implemented.&lt;br&gt;&lt;br&gt;Download the zipped sourcefiles (MaraTwixtPP.zip)&lt;i&gt;.&lt;/i&gt; Extract all files and save them at the place you want. Now you can begin to work. If you haven&amp;#39;t programmed java yet it would be very helpful if you make a java tutorial first. Here you can find more than you need ;-) &lt;a class=&quot;external&quot; href=&quot;http://twixt.wetpaint.comhttp://java.sun.com/&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot; title=&quot;http://java.sun.com/&quot;&gt;http://java.sun.com/&lt;/a&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Don&amp;#39;t like the colors?&lt;br&gt;&lt;/b&gt;You can change the colors in the class &lt;i&gt;Constants &lt;/i&gt;in the &lt;i&gt;gui &lt;/i&gt;package. This is the only documented code, so you shouldn&amp;#39;t have any problems. The name of your Twixt AI you can change there too.&lt;br&gt;&lt;br&gt;&lt;font size=&quot;4&quot;&gt;&lt;b&gt;Write your own AI&lt;br&gt;&lt;/b&gt;&lt;font size=&quot;3&quot;&gt;Open the class &lt;i&gt;AI &lt;/i&gt;in the &lt;i&gt;ai &lt;/i&gt;package. There is only one function, that&amp;#39;s where you can fill in your code:&lt;/font&gt;&lt;b&gt;&lt;br&gt;&lt;/b&gt;&lt;font size=&quot;3&quot;&gt;&lt;b&gt;&lt;br&gt;&lt;/b&gt;&lt;font face=&quot;Courier&quot;&gt;public int[] getMove(int mycolor,&lt;br&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;blockquote&gt;&lt;font size=&quot;4&quot;&gt;&lt;font size=&quot;3&quot;&gt;&lt;font size=&quot;4&quot;&gt;&lt;font size=&quot;3&quot;&gt;&lt;font face=&quot;Courier&quot;&gt; int[][] board,&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;4&quot;&gt;&lt;font size=&quot;3&quot;&gt;&lt;font size=&quot;4&quot;&gt;&lt;font size=&quot;3&quot;&gt;&lt;font face=&quot;Courier&quot;&gt; Connections myConnections,&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;4&quot;&gt;&lt;font size=&quot;3&quot;&gt;&lt;font size=&quot;4&quot;&gt;&lt;font size=&quot;3&quot;&gt;&lt;font face=&quot;Courier&quot;&gt; Connections opConnections,&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;4&quot;&gt;&lt;font size=&quot;3&quot;&gt;&lt;font size=&quot;4&quot;&gt;&lt;font size=&quot;3&quot;&gt;&lt;font face=&quot;Courier&quot;&gt; boolean swap,&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;4&quot;&gt;&lt;font size=&quot;3&quot;&gt;&lt;font size=&quot;4&quot;&gt;&lt;font size=&quot;3&quot;&gt;&lt;font face=&quot;Courier&quot;&gt; JProgressBar prog)&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;4&quot;&gt;&lt;font size=&quot;3&quot;&gt;&lt;font size=&quot;4&quot;&gt;&lt;font size=&quot;3&quot;&gt;&lt;font face=&quot;Courier&quot;&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/blockquote&gt;&lt;font size=&quot;4&quot;&gt;&lt;font size=&quot;3&quot;&gt;&lt;font size=&quot;4&quot;&gt;&lt;font size=&quot;3&quot;&gt;&lt;font face=&quot;Courier&quot;&gt;&lt;br&gt;&lt;b&gt;&lt;font face=&quot;Arial&quot;&gt;The arguments&lt;br&gt;&lt;/font&gt;&lt;/b&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;ul&gt;&lt;li&gt;&lt;font size=&quot;4&quot;&gt;&lt;font size=&quot;3&quot;&gt;&lt;font size=&quot;4&quot;&gt;&lt;font size=&quot;3&quot;&gt;&lt;font face=&quot;Courier&quot;&gt;&lt;font face=&quot;Arial&quot;&gt;mycolor: 1 = you playing from top to bottom, 2 = you playing from left to right.&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/li&gt;&lt;li&gt;&lt;font size=&quot;4&quot;&gt;&lt;font size=&quot;3&quot;&gt;&lt;font size=&quot;4&quot;&gt;&lt;font size=&quot;3&quot;&gt;&lt;font face=&quot;Courier&quot;&gt;&lt;font face=&quot;Arial&quot;&gt;board: Represents the board. With the following command you can get the information if there is a peg at &lt;i&gt;(row, column)&lt;/i&gt;, where 0 = no peg, 1 = peg, from player playing up-down, 2 = peg from player playing left-right:&lt;br&gt;&lt;font face=&quot;Courier&quot;&gt; board[&lt;i&gt;&lt;font face=&quot;Arial&quot;&gt;row&lt;/font&gt;&lt;/i&gt;&lt;font face=&quot;Arial&quot;&gt; &lt;/font&gt;][&lt;i&gt;&lt;font face=&quot;Arial&quot;&gt;column&lt;/font&gt;&lt;/i&gt;] //ATTENTION: values from 0 to 23, this means highest row = 0th row.&lt;br&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/li&gt;&lt;li&gt;&lt;font size=&quot;4&quot;&gt;&lt;font size=&quot;3&quot;&gt;&lt;font size=&quot;4&quot;&gt;&lt;font size=&quot;3&quot;&gt;&lt;font face=&quot;Courier&quot;&gt;&lt;font face=&quot;Arial&quot;&gt;myConnections: Represents your connections.&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/li&gt;&lt;li&gt;&lt;font size=&quot;4&quot;&gt;&lt;font size=&quot;3&quot;&gt;&lt;font size=&quot;4&quot;&gt;&lt;font size=&quot;3&quot;&gt;&lt;font face=&quot;Courier&quot;&gt;&lt;font face=&quot;Arial&quot;&gt;opConnections: Represents your opponents connections.&lt;font face=&quot;Courier&quot;&gt;&lt;font face=&quot;Arial&quot;&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/li&gt;&lt;li&gt;&lt;font size=&quot;4&quot;&gt;&lt;font size=&quot;3&quot;&gt;&lt;font size=&quot;4&quot;&gt;&lt;font size=&quot;3&quot;&gt;&lt;font face=&quot;Courier&quot;&gt;&lt;font face=&quot;Arial&quot;&gt;swap: &lt;i&gt;true &lt;/i&gt;if you can swap, otherwise &lt;i&gt;false&lt;/i&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/li&gt;&lt;li&gt;&lt;font size=&quot;4&quot;&gt;&lt;font size=&quot;3&quot;&gt;&lt;font size=&quot;4&quot;&gt;&lt;font size=&quot;3&quot;&gt;&lt;font face=&quot;Courier&quot;&gt;&lt;font face=&quot;Arial&quot;&gt;prog: You can set a value from 0 to 100 to show the user how far your move calculation is. Only command needed:&lt;br&gt;&lt;font face=&quot;Courier&quot;&gt; prog.setValue(&lt;i&gt;&lt;font face=&quot;Arial&quot;&gt;yourValue&lt;/font&gt;&lt;/i&gt;);&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/li&gt;&lt;ul&gt;&lt;/ul&gt;&lt;ul&gt;&lt;/ul&gt;&lt;ul&gt;&lt;/ul&gt;&lt;/ul&gt;&lt;font size=&quot;4&quot;&gt;&lt;font size=&quot;3&quot;&gt;&lt;br&gt;&lt;b&gt;More about &lt;i&gt;Connections&lt;/i&gt;&lt;/b&gt;&lt;br&gt;A connection is represented by 4 integer values, where the first 2 give the startpoint, and the 2nd pair is the endpoint. With &lt;font face=&quot;Courier&quot;&gt;hasConnection(&lt;/font&gt;&lt;i&gt;row1, col1, row2, col2&lt;/i&gt;&lt;font face=&quot;Courier&quot;&gt;) &lt;font face=&quot;Arial&quot;&gt;you can check if theres a specific connection from point1 to point2 (or point2 to point1). If you want to read all connections do it like this:&lt;br&gt;&lt;font face=&quot;Courier&quot;&gt;for (int i = 0; i &amp;lt; myConnections.getSize(); ++i) {&lt;br&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;blockquote&gt;&lt;font size=&quot;4&quot;&gt;&lt;font size=&quot;3&quot;&gt;&lt;font face=&quot;Courier&quot;&gt;&lt;font face=&quot;Arial&quot;&gt;&lt;font face=&quot;Courier&quot;&gt; int[] c = myConnections.getConnection(i);&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;4&quot;&gt;&lt;font size=&quot;3&quot;&gt;&lt;font face=&quot;Courier&quot;&gt;&lt;font face=&quot;Arial&quot;&gt;&lt;font face=&quot;Courier&quot;&gt; // c[0] = row1, c[1] = col1, c[2] = row2, c[3] = col2&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;4&quot;&gt;&lt;font size=&quot;3&quot;&gt;&lt;font face=&quot;Courier&quot;&gt;&lt;font face=&quot;Arial&quot;&gt;&lt;font face=&quot;Courier&quot;&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/blockquote&gt;&lt;font size=&quot;4&quot;&gt;&lt;font size=&quot;3&quot;&gt;&lt;font face=&quot;Courier&quot;&gt;&lt;font face=&quot;Arial&quot;&gt;&lt;font face=&quot;Courier&quot;&gt;}&lt;/font&gt;&lt;br&gt;&lt;/font&gt;&lt;/font&gt;&lt;br&gt;&lt;b&gt;How to make a move&lt;br&gt;&lt;/b&gt;This is the easiest part. Just save the row you want to place your peg in &lt;font face=&quot;Courier&quot;&gt;point[0] &lt;/font&gt;and the column in &lt;font face=&quot;Courier&quot;&gt;point[1]&lt;/font&gt; after you finished your calculations. Return (0, 0) to swap.&lt;br&gt;&lt;br&gt;&lt;b&gt;Start the programm&lt;br&gt;&lt;/b&gt;Compile all files and start the &lt;i&gt;Main &lt;/i&gt;class in the &lt;i&gt;gui &lt;/i&gt;package. No idea what I mean? Click on the link in the first steps chapter.&lt;br&gt;&lt;/font&gt;&lt;/font&gt;&lt;br&gt;&lt;br&gt;Click here for more information about &lt;a href=&quot;http://twixt.wetpaint.com/page/Basic+algorithms&quot; target=&quot;_self&quot;&gt;Basic algorithms&lt;/a&gt;.&lt;br&gt;&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>6.m18</title><link>http://twixt.wetpaint.com/page/6.m18</link><author>Kd_Hoffmann</author><guid isPermaLink="false">http://twixt.wetpaint.com/page/6.m18</guid><pubDate>Tue, 19 Jun 2007 14:10:56 CDT</pubDate><description>&lt;h2&gt;Possible moves after 6.m18:&lt;br&gt;&lt;/h2&gt;&lt;div align=&quot;center&quot;&gt; &lt;/div&gt;&lt;b&gt;11&lt;/b&gt; matches ( &lt;b&gt;3 &lt;/b&gt;wins by White and &lt;b&gt;8&lt;/b&gt; wins by Black)&lt;br&gt;&lt;br&gt;&lt;h2&gt;7.o17&lt;/h2&gt;   &lt;b&gt;5 &lt;/b&gt;matches ( &lt;b&gt;2 &lt;/b&gt;wins by White and &lt;b&gt;3&lt;/b&gt; wins by Black)&lt;br&gt; &lt;br&gt;&lt;h2&gt;7.m19&lt;/h2&gt;   &lt;b&gt;3 &lt;/b&gt;matches ( &lt;b&gt;1 &lt;/b&gt;wins by White and &lt;b&gt;2&lt;/b&gt; wins by Black)&lt;br&gt;&lt;br&gt;&lt;h2&gt;7.m17&lt;/h2&gt;    &lt;b&gt;2 &lt;/b&gt;matches ( &lt;b&gt;0 &lt;/b&gt;wins by White and &lt;b&gt;2&lt;/b&gt; wins by Black)&lt;br&gt;&lt;br&gt;&lt;h2&gt;7.j15&lt;/h2&gt;    &lt;b&gt;1 &lt;/b&gt;match ( &lt;b&gt;0 &lt;/b&gt;wins by White and &lt;b&gt;1&lt;/b&gt; wins by Black)&lt;br&gt;&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>5.l16</title><link>http://twixt.wetpaint.com/page/5.l16</link><author>Kd_Hoffmann</author><guid isPermaLink="false">http://twixt.wetpaint.com/page/5.l16</guid><pubDate>Tue, 19 Jun 2007 14:07:25 CDT</pubDate><description> 				&lt;h2&gt;Possible moves after 5.l16:&lt;br&gt;&lt;/h2&gt;&lt;div align=&quot;center&quot;&gt; &lt;/div&gt;&lt;b&gt;16&lt;/b&gt; matches ( &lt;b&gt;4 &lt;/b&gt;wins by White and &lt;b&gt;12&lt;/b&gt; wins by Black)&lt;br&gt;&lt;br&gt;&lt;h2&gt;&lt;a href=&quot;http://twixt.wetpaint.com/page/6.m18&quot; target=&quot;_top&quot;&gt;6.m18&lt;/a&gt;&lt;/h2&gt;  &lt;b&gt;11 &lt;/b&gt;matches ( &lt;b&gt;3 &lt;/b&gt;wins by White and &lt;b&gt;8&lt;/b&gt; wins by Black)&lt;br&gt;&lt;br&gt;&lt;h2&gt;6.l12&lt;/h2&gt;   &lt;b&gt;4 &lt;/b&gt;matches ( &lt;b&gt;1 &lt;/b&gt;wins by White and &lt;b&gt;3&lt;/b&gt; wins by Black)&lt;br&gt; &lt;br&gt;&lt;h2&gt;6.l14&lt;/h2&gt;   &lt;b&gt;1 &lt;/b&gt;match ( &lt;b&gt;0 &lt;/b&gt;wins by White and &lt;b&gt;1&lt;/b&gt; wins by Black)&lt;br&gt; &lt;br&gt;&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>5.n13</title><link>http://twixt.wetpaint.com/page/5.n13</link><author>Kd_Hoffmann</author><guid isPermaLink="false">http://twixt.wetpaint.com/page/5.n13</guid><pubDate>Tue, 19 Jun 2007 14:03:22 CDT</pubDate><description> 				&lt;h2&gt;Possible moves after 5.n13:&lt;br&gt;&lt;/h2&gt;&lt;div align=&quot;center&quot;&gt; &lt;/div&gt;  &lt;b&gt;11&lt;/b&gt; matches ( &lt;b&gt;9 &lt;/b&gt;wins by White and &lt;b&gt;2&lt;/b&gt; wins by Black)&lt;br&gt;&lt;br&gt;&lt;h2&gt;6.n15&lt;/h2&gt;  &lt;b&gt;6 &lt;/b&gt;matches ( &lt;b&gt;5 &lt;/b&gt;wins by White and &lt;b&gt;1&lt;/b&gt; wins by Black)&lt;br&gt;&lt;br&gt; &lt;h2&gt;6.m15&lt;/h2&gt;  &lt;b&gt;4&lt;/b&gt; matches ( &lt;b&gt;3 &lt;/b&gt;wins by White and &lt;b&gt;1&lt;/b&gt; wins by Black)&lt;br&gt;&lt;br&gt;&lt;h2&gt;6.o8&lt;/h2&gt; &lt;b&gt;1&lt;/b&gt; match ( &lt;b&gt;1 &lt;/b&gt;wins by White and &lt;b&gt;0&lt;/b&gt; wins by Black)&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>5.o13</title><link>http://twixt.wetpaint.com/page/5.o13</link><author>Kd_Hoffmann</author><guid isPermaLink="false">http://twixt.wetpaint.com/page/5.o13</guid><pubDate>Tue, 19 Jun 2007 14:01:56 CDT</pubDate><description> 				&lt;h2&gt;Possible moves after 5.o13:&lt;br&gt;&lt;/h2&gt;&lt;div align=&quot;center&quot;&gt; &lt;/div&gt;&lt;b&gt;13&lt;/b&gt; matches ( &lt;b&gt;4 &lt;/b&gt;wins by White and &lt;b&gt;9&lt;/b&gt; wins by Black)&lt;br&gt;&lt;br&gt;&lt;h2&gt;6.o16&lt;/h2&gt;  &lt;b&gt;9 &lt;/b&gt;matches ( &lt;b&gt;3 &lt;/b&gt;wins by White and &lt;b&gt;6&lt;/b&gt; wins by Black)&lt;br&gt;&lt;br&gt;&lt;h2&gt;6.o17&lt;/h2&gt;  &lt;b&gt;2 &lt;/b&gt;matches ( &lt;b&gt;1 &lt;/b&gt;wins by White and &lt;b&gt;1&lt;/b&gt; wins by Black)&lt;br&gt;&lt;br&gt;&lt;h2&gt;6.n17&lt;/h2&gt;   &lt;b&gt;1 &lt;/b&gt;match ( &lt;b&gt;0 &lt;/b&gt;wins by White and &lt;b&gt;1&lt;/b&gt; wins by Black)&lt;br&gt; &lt;br&gt;&lt;h2&gt;6.o8&lt;/h2&gt;   &lt;b&gt;1 &lt;/b&gt;match ( &lt;b&gt;0 &lt;/b&gt;wins by White and &lt;b&gt;1&lt;/b&gt; wins by Black)&lt;br&gt; &lt;br&gt;&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>4.j10</title><link>http://twixt.wetpaint.com/page/4.j10</link><author>Kd_Hoffmann</author><guid isPermaLink="false">http://twixt.wetpaint.com/page/4.j10</guid><pubDate>Tue, 19 Jun 2007 13:59:25 CDT</pubDate><description>&lt;h2&gt;Possible moves after 4.j10:&lt;br&gt;&lt;/h2&gt;&lt;div align=&quot;center&quot;&gt; &lt;/div&gt;&lt;b&gt;10&lt;/b&gt; matches ( &lt;b&gt;3 &lt;/b&gt;wins by White and &lt;b&gt;7&lt;/b&gt; wins by Black)&lt;br&gt;&lt;br&gt;&lt;h2&gt;5.p12&lt;/h2&gt;    &lt;b&gt;7&lt;/b&gt; matches ( &lt;b&gt;3 &lt;/b&gt;wins by White and &lt;b&gt;4&lt;/b&gt; wins by Black)&lt;br&gt;&lt;br&gt;&lt;h2&gt;5.h13&lt;/h2&gt;     &lt;b&gt;2&lt;/b&gt; matches ( &lt;b&gt;0 &lt;/b&gt;wins by White and &lt;b&gt;2&lt;/b&gt; wins by Black)&lt;br&gt; &lt;br&gt;&lt;h2&gt;5.i13&lt;/h2&gt;      &lt;b&gt;1&lt;/b&gt; match ( &lt;b&gt;0 &lt;/b&gt;wins by White and &lt;b&gt;1&lt;/b&gt; wins by Black)&lt;br&gt;  &lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>4.j17</title><link>http://twixt.wetpaint.com/page/4.j17</link><author>Kd_Hoffmann</author><guid isPermaLink="false">http://twixt.wetpaint.com/page/4.j17</guid><pubDate>Tue, 19 Jun 2007 13:54:39 CDT</pubDate><description> 				&lt;h2&gt;Possible moves after 4.j17:&lt;br&gt;&lt;/h2&gt;&lt;div align=&quot;center&quot;&gt; &lt;/div&gt;&lt;b&gt;18&lt;/b&gt; matches ( &lt;b&gt;4 &lt;/b&gt;wins by White and &lt;b&gt;14&lt;/b&gt; wins by Black)&lt;br&gt;&lt;br&gt;&lt;h2&gt;&lt;a href=&quot;http://twixt.wetpaint.com/page/5.l16&quot; target=&quot;_top&quot;&gt;5.l16&lt;/a&gt;&lt;/h2&gt;  &lt;b&gt;16 &lt;/b&gt;matches ( &lt;b&gt;4 &lt;/b&gt;wins by White and &lt;b&gt;12&lt;/b&gt; wins by Black)&lt;br&gt;&lt;br&gt;&lt;h2&gt;5.f17&lt;/h2&gt;    &lt;b&gt;2&lt;/b&gt; matches ( &lt;b&gt;0 &lt;/b&gt;wins by White and &lt;b&gt;2&lt;/b&gt; wins by Black)&lt;br&gt;&lt;br&gt;&lt;h2&gt;5.m14&lt;/h2&gt;     &lt;b&gt;1&lt;/b&gt; match ( &lt;b&gt;0 &lt;/b&gt;wins by White and &lt;b&gt;1&lt;/b&gt; wins by Black)&lt;br&gt; &lt;br&gt;&lt;h2&gt;5.m15&lt;/h2&gt;      &lt;b&gt;1&lt;/b&gt; match ( &lt;b&gt;0 &lt;/b&gt;wins by White and &lt;b&gt;1&lt;/b&gt; wins by Black)&lt;br&gt;  &lt;br&gt;&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>4.p14</title><link>http://twixt.wetpaint.com/page/4.p14</link><author>Kd_Hoffmann</author><guid isPermaLink="false">http://twixt.wetpaint.com/page/4.p14</guid><pubDate>Tue, 19 Jun 2007 13:44:40 CDT</pubDate><description> 				&lt;h2&gt;Possible moves after 4.p14:&lt;br&gt;&lt;/h2&gt;&lt;div align=&quot;center&quot;&gt; &lt;/div&gt;&lt;b&gt;24&lt;/b&gt; matches ( &lt;b&gt;16 &lt;/b&gt;wins by White and &lt;b&gt;8&lt;/b&gt; wins by Black)&lt;br&gt;&lt;br&gt; &lt;h2&gt;&lt;a href=&quot;http://twixt.wetpaint.com/page/5.n13&quot; target=&quot;_top&quot;&gt;5.n13&lt;/a&gt;&lt;/h2&gt;  &lt;b&gt;11&lt;/b&gt; matches ( &lt;b&gt;9 &lt;/b&gt;wins by White and &lt;b&gt;2&lt;/b&gt; wins by Black)&lt;br&gt;&lt;br&gt;&lt;h2&gt;5.h14&lt;/h2&gt;  &lt;b&gt;5&lt;/b&gt; matches ( &lt;b&gt;5 &lt;/b&gt;wins by White and &lt;b&gt;0&lt;/b&gt; wins by Black)&lt;br&gt; &lt;br&gt;&lt;h2&gt;5.l14&lt;/h2&gt;   &lt;b&gt;4&lt;/b&gt; matches ( &lt;b&gt;1 &lt;/b&gt;wins by White and &lt;b&gt;3&lt;/b&gt; wins by Black)&lt;br&gt; &lt;br&gt;&lt;h2&gt;5.k14&lt;/h2&gt;   &lt;b&gt;2&lt;/b&gt; matches ( &lt;b&gt;0 &lt;/b&gt;wins by White and &lt;b&gt;2&lt;/b&gt; wins by Black)&lt;br&gt;&lt;br&gt;&lt;h2&gt;5.g16&lt;/h2&gt;   &lt;b&gt;1&lt;/b&gt; match ( &lt;b&gt;1 &lt;/b&gt;wins by White and &lt;b&gt;0&lt;/b&gt; wins by Black)&lt;br&gt; &lt;br&gt;&lt;h2&gt;5.r13&lt;/h2&gt;   &lt;b&gt;1&lt;/b&gt; match ( &lt;b&gt;0 &lt;/b&gt;wins by White and &lt;b&gt;1&lt;/b&gt; wins by Black)&lt;br&gt;&lt;br&gt;&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item></channel></rss>