To Catch A Battleship

Team: 60

School: Media Arts Collaborative Charter School

Area of Science: Math/Game Theory


Interim: Team Number:
School Name: Media Arts Collaborative Charter School
Area of Science: Game Theory
Project Title: To Sink A Battleship


Project Definition
Battleship is a game we all know well, you hide your ships on your side and then take “shots” by guessing where your opponents ships are hidden on a grid. The goal of my project is to find the best way to guess at this game by following a pattern. According to game theory if there is a limited number of actions then there has to be an optimal solution, the point of this project is to find that optimal solution. This can be applied to the real world by imagining the board of a battleship in the same way that someone can imagine the ocean. If you break the ocean down into squares what's the best search pattern to find people.


Problem Solution
The solution that I am using is to make a pattern that fires with specific spacing between the shots. If the system hits a ship it will search in the four directions until it finds the rest of the ship. When the pattern goes over a location that it's already shot it will obviously skip over the location and continue on its way for the pattern. These will all be compared to a random shot that will shoot the board in a completely random pattern.

Progress to date
As of right now I am currently working on the firing pattern for my simulation. I’ve been attempting to do each spacing with a single block of code not requiring the system to change depending on the spacing.

Expected Results:
I expect that after the patterns are all done that firing in spaces of 3 will be the best way to do it. This is just because it covers the most amount of space in an area. As most ships are larger than 3 I believe that it will be able to cover the most ground missing only the smaller ships. I think that using a spacing of 2 will be the worst as it wastes multiple shots hitting every other square. While it will always hit each square on its first time through it will require the most shots making it the worst way to search.


“Rules for BattleShip (a Milton Bradley Game).” Rules for BattleShip, www.cs.nmsu.edu/~bdu/TA/487/brules.htm.
leemon@cs.cmu.edu, Leemon Baird. “Game Theory.” What Is Game Theory?, www.cs.cmu.edu/afs/cs.cmu.edu/project/learn-43/lib/photoz/.g/web/glossary/game.html.

Berry, Nick. Battleship, 2011, www.datagenetics.com/blog/december32011/.

Wilensky, Uri. “Netlogo User Manual.” NetLogo 6.1.1 User Manual, 26 Sept. 2019, ccl.northwestern.edu/netlogo/docs/.

“Expanding Square Search Pattern.” Uscgaux-Ocn, United States Coast Guard Auxiliary , www.uscgaux-ocnj.org/Navagation/Exanding%20Square%20Search.pdf.


Team Members:

  Tyler Wyskochil

Sponsoring Teacher: harry henderson

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