What is Tetgame?
Tetgame is a three-dimensional strategy game built from tetrahedrons. Players place tets, claim sockets with tokens, capture paths between tokens, and work upward toward sub-tetrahedron and whole-tet ownership.
Unlike games played on a fixed board, Tetgame's field is part of the contest. Each new tet can create more places to play, more ways to block, and more future choices to evaluate.
Chess and Go are deep games played inside fences. Tetgame is a deep game where the fence can move, grow, and become part of the strategy.
The game in one minute
- Each turn normally gives a player two actions.
- A player may place a tet, place a token, or, when legal, remove a tet or token.
- Tokens placed on related sockets can capture paths between them.
- Captured paths can combine into sub-tetrahedral regions.
- Captured subs can combine into ownership of a whole tet.
- Some token placements can auto-fill connecting midpoint sockets, creating sudden tactical swings.
- A removed tet or token is treated as spent for the match so players cannot bounce the same piece in and out forever.
Why Tetgame scales differently
In Checkers, Chess, and Go, the board is fixed. The game tree may be enormous, but the container is known. Tetgame changes the problem: every expansion can create new future options, so the strategic burden is not only finding a good move, but shaping the future board itself.
Comparative Complexity Analysis at a glance
A comparison of state-space complexity and branching factors between classic finite board games and the expanding recursive systems of Trigame and Tetgame.
| Game | Board bounds | Growth character | Useful comparison | Avg. Branching Factor (b) | State-Space Complexity |
|---|---|---|---|---|---|
| Checkers | Fixed 8×8 board | Shrinking | Large but bounded; pieces leave the board over time. | ~3 | ~1020 |
| Chess | Fixed 8×8 board | Finite | Vast search tree, but all play remains inside the same square field. | ~1046 | Fixed (8x8) - Shrinking |
| Go | Fixed 19×19 board | Filling | Huge positional space, but legal placements generally decrease as the board fills. | ~10170 | Fixed (19x19) - Filling |
| Trigame | Expanding 2D field | Recursive | Locally finite, globally explosive through tile and socket expansion. | Infinite | Expanding (Recursive 2D) |
| Tetgame | Expanding 3D field | Dual-action 3D | Combines recursive expansion with volumetric scoring layers. | Infinite | Expanding (Dual-Action 3D) |
The “Go Horizon”
A useful way to describe Tetgame's scale is the Go Horizon: the point where an illustrative Tetgame move tree becomes comparable to, or larger than, the estimated state-space of a 19×19 Go board.
This is why Tetgame AI cannot rely on brute force. A Rabbot must use priorities: where to grow, where to block, when to capture, when to deny a center, and when to sacrifice a small path to gain a larger volume.
The Complexity Equation
The state-space complexity of Tetgame ( ) at turn can be modeled by the product of its expanding branching factor across dual-action turns:
Where:
- : The branching factor at turn . Because each Tet adds ~5 sockets, .
- The Exponent (): Represents the Dual-Action Multiplier. Since a player takes two distinct actions per turn, the possible outcomes for a single turn are squared.
- (Product): Represents the cumulative growth of the game tree as the board expands.
Why Turn 42 is the "Go Horizon"
In Go, the branching factor () decreases as the board fills. In Tetgame, the branching factor increases. By Turn 42:
- The average branching factor per action is ~230.
- With two actions per turn, the turn-based branching factor is .
- Compounded over 42 turns, this reaches , exceeding the total atoms in the observable universe and the entire state space of a 19x19 Go board.
The Multi-Player Complexity Acceleration
Complexity in these systems is driven by the Rate of Expansion. In a 12-player Trigame, the board grows so rapidly that it surpasses the complexity of Go by turn 38. However, Tetgame remains the most computationally dense; even with only 2 players, its dual-action turn structure allows it to reach the 'Go Horizon' faster than a 6-player Trigame match.
| Configuration | The Go Horizon (Turn) |
|---|---|
| Trigame (2 players) | 102 |
| Trigame (12 players) | 38 |
| Tetgame (2 players) | 42 |
| Tetgame (6 players) | 26 |
Tetgame Complexity Calculator
Enter the current turn number to see the estimated state-space complexity (C) of the game tree.
Rabbots and Warrens
Tetgame's computer players are Rabbots. Each Rabbot can have its own temperament, tactical preferences, voice, and scoring priorities.
A Warren is a group of twelve Rabbots. The Alpha Warren is currently being refined so each Rabbot teaches, tests, or stresses a different part of Tetgame strategy.
Players are not only competitors. They can become engineers and trainers, tuning their Warrens to handle expanding 3D strategy.
Strategy snapshot
Set and spike
Use the first action to create an opportunity and the second to claim it before anyone else can interfere.
Growth control
Place tets to decide where the board can expand, or use corner tokens to block expansion from key faces.
Volume before vanity
A path is useful, but a sub or whole tet can outweigh several small local gains.
Adaptive forecasting
The strongest play often comes from seeing how today's tet changes the next several turns.
Where the project is now
Refining the first Rabbots, testing personality logic, improving game records, and documenting how tokens, paths, subs, and whole-tet captures work.
Continuing toward richer human, Rabbot, and mixed-player matches, with better help, clearer records, and stronger Warren editing tools.