Bertie the Brain
Posted3 months agoActive2 months ago
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Early ComputingTic-Tac-ToeVintage Technology
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Early Computing
Tic-Tac-Toe
Vintage Technology
The story discusses Bertie the Brain, an early electronic computer that played tic-tac-toe, and the discussion revolves around its historical significance and related early computing innovations.
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Oct 24, 2025 at 3:00 AM EDT
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<https://www.vintagecomputer.net/cisc367/Radio%20Electronics%...>
Here is the full text, for discussing with agents:
https://archive.org/stream/RadioElectronics195701/Radio%20El...
This is a subject dear to my heart. I'm a mathematician who routinely uses symmetry in counting problems. As a kid I remember writing out a tic tac toe game tree in about ten pages. I must have used symmetry, and I must have only mapped a winning strategy, not all 765 game states up to symmetry.
So my first reaction to now reading that Bertie the Brain used "addition tubes" was "Really? Can't you do that with relays?" And the reality is that Bertie the Brain was a solution looking for a problem, a demo project for these tubes, not an attempt at the simplest way to implement such a machine.
Still, looking at the numbers, I'm impressed that Relay Moe managed multiple levels of game play using only 90 relays. The design exploited symmetry.
TIL
https://en.wikipedia.org/wiki/El_Ajedrecista
early 1900s, that's incredible
the first electronic computer playing chess was almost 50 years away
"Kates built the game to showcase his additron tube, a miniature version of the vacuum tube, though the transistor overtook it in computer development shortly thereafter."
Lots of human senses aren't tackled by video games yet. Smell, taste, balance, cardioception, proprioception, pain, temperature, pressure are all missing. Where are the immersive tanks or piezzoelectric coveralls that stimulate all of our senses coherently? I bet adding those would hammer the hardware.
I feel like this is the sentiment on HN for so many startup projects that seem adjacent to other innovations
https://en.wikipedia.org/wiki/Matchbox_Educable_Noughts_and_...
Only tangentially related to this article but it took me back!
The protagonist was a scout spaceship pilot, who for plot reasons had to simulate being alert in communication with a Berserker that could kill him if it determined he wasn't.
If memory serves, he devised some sort of branch elimination algorithm using matchsticks, so that his tic-tac-toe games improved with iteration...
That was 1963: https://en.wikipedia.org/wiki/Berserker_(novel_series)
> This setup is based on an exhibit from the early 1950s at the Museum of Science and Industry in Chicago, where the author was first introduced to the magic of switching circuits. The machine in Chicago, designed by researchers at Bell Telephone Laboratories, allowed me to go first; yet I soon discovered there was no way to defeat it. Therefore I decided to move as stupidly as possible, hoping that the designers had not anticipated such bizarre behavior. In fact I allowed the machine to reach a position where it had two winning moves; and it seized both of them! Moving twice is of course a flagrant violation of the rules, so I had won a moral victory even though the machine had announced that I had lost.
Later, a program for playing tic-tac-toe was one of the first programs he wrote, after he entered college and discovered computers. (He also quotes Charles Babbage! https://research.swtch.com/tictactoe)