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Tic-tac-toe

Tic-tac-toe, also known as noughts and crosses or , is a two-player traditionally played on a 3×3 grid using a pen and paper, where players alternate marking empty cells with their symbol—typically X for the first player and O for the second—with the goal of forming an unbroken line of three identical symbols horizontally, vertically, or diagonally. The game concludes in a victory for the player who achieves this alignment first, or in a draw if all nine cells are filled without either player succeeding. With optimal strategy from both participants, tic-tac-toe invariably results in a draw, making it a in . The game's roots extend to ancient civilizations, with the earliest evidence of similar three-in-a-row mechanics appearing on roofing tiles in dating to approximately 1300 BCE, suggesting it may have been used for recreational or ritual purposes. It evolved across cultures, including the Roman variant terni lapilli—meaning "three pebbles"—played with stones on engraved boards, and later forms like Asian three men's morris and Native American Picaria. By the in , it was documented as noughts and crosses in an 1858 journal, reflecting its spread through . The American term "tic-tac-toe" gained popularity in the early , possibly derived from the sound of marking the grid or its rhythmic play. Beyond its simplicity as a childhood pastime, tic-tac-toe holds significance in and as an accessible model for minimax algorithms and decision trees in . The first computerized version was developed in 1952 by Alexander S. Douglas on the machine at the , marking an early milestone in video gaming. In 1975, students created an unbeatable tic-tac-toe mechanical computer built from Tinkertoys using perfect strategy, now preserved at the Museum of Science in . The game has inspired countless variants, such as 3D tic-tac-toe on 3×3×3 cubes, misère versions where the last move loses, and larger grid adaptations that introduce greater complexity and potential for wins.

Introduction

Gameplay

Tic-tac-toe, also known as noughts and crosses, is played on a grid consisting of nine empty cells arranged in three rows and three columns. Two players alternate turns marking empty cells with their respective symbols: the first player uses X and begins the game, while the second player uses O. On each turn, a player places their mark in one unoccupied cell, with the goal of achieving a winning configuration. A player wins by placing three of their marks in an unbroken line, either horizontally, vertically, or diagonally across the board. If the board fills completely without either player achieving three in a row, the game ends in a . During play, a player may need to block an opponent's near-complete line by occupying the threatening cell or create a by setting up two potential winning lines simultaneously, though such actions depend on the unfolding sequence of moves. A sample game sequence leading to a win for the first (X) proceeds as follows, with cells numbered 1–9 from top-left to bottom-right in row-major order:
  1. X places in cell (top-left).
    Board:
    | X | | |
    | | | |
    | | | |
  2. O places in cell 5 (center).
    Board:
    | X | | |
    | | O | |
    | | | |
  3. X places in cell 2 (top-middle).
    Board:
    | X | X | |
    | | O | |
    | | | |
  4. O places in cell 4 (middle-left).
    Board:
    | X | X | |
    | O | O | |
    | | | |
  5. X places in cell 3 (top-right), completing the top row.
    Board:
    | X | X | X |
    | O | O | |
    | | | |
    X wins with three in the top row.
For a draw, consider this sequence where both players block effectively until the board is full: X in 1, O in 5, X in 6, O in 2, X in 8, O in 7, X in 3, O in 9, X in 4. The final board shows no three in a row:
| X | O | X |
| X | O | X |
| O | X | O |
No winner emerges, resulting in a draw.

Names and Terminology

In English-speaking regions, the game is commonly known as tic-tac-toe in , noughts and crosses (or naughts and crosses) in and English, and Xs and Os as a in North American contexts. The term "tic-tac-toe" emerged in the late , with the earliest recorded use of "tick-tack-toe" appearing by 1892, though variants like "tit-tat-toe" date to 1852 in schoolboy reminiscences. Its etymology is imitative, deriving from the "tick-tack" sound of a or marking a during play, a common medium for the game among children in that era; earlier associations link "tick-tack" to clicking sounds in board games like a 16th-century variant. This onomatopoeic origin reflects the game's informal, playful nature in 19th-century and , where it evolved from older names like "noughts and crosses." The game's symbols, X and O, originate from the British name "noughts and crosses," where "nought" represents the circle O (symbolizing zero) and "cross" the mark X, chosen for their simplicity in drawing on paper or slate. While some folk etymologies connect X to Roman numeral ten and O to zero, or link them to affectionate "kisses" (X) and "hugs" (O) in correspondence, these are later associations unrelated to the game's core mechanics. Across cultures, the game bears diverse names that often describe the alignment of symbols or evoke whimsical imagery, illustrating its widespread adoption through colonial and global exchanges. In Spanish-speaking countries, it is frequently called tres en raya (three in a row), emphasizing the winning condition. In , the term tris refers to achieving three in a line, a concise nod to the objective. Portuguese speakers in know it as jogo da velha (old woman's game), possibly alluding to a grandmotherly figure drawing circles, a cultural tying the name to domestic play. A notable piece of terminology is cat's game, used in to describe a draw, where neither player secures three in a row. This phrase draws from the futile image of a cat chasing its own tail—an endless, winless pursuit—mirroring the balanced stalemate in optimal play; it gained traction in mid-20th-century children's slang, evoking lighthearted frustration in playground matches.

History

Ancient Origins

The earliest known evidence of tic-tac-toe-like games appears in during the second millennium BCE, where 3x3 grids were etched into roof tiles dating to around 1300 BCE. These archaeological finds, discovered on roofing materials, suggest early forms of alignment games played with simple markers, though the exact rules remain unknown due to the absence of accompanying texts. In the , a variant known as terni lapilli ("three pebbles at a time") emerged around the first century BCE, involving each player placing exactly three marks on a 3x3 board to form a line. The poet referenced this game in his , describing it as a small board where victory comes from aligning one's pebbles, highlighting its popularity in Roman society as a pastime for and . Boards for terni lapilli have been found etched into stone surfaces across Roman sites, indicating widespread play. Similar alignment games have been identified in other ancient cultures, including Native American variants like Picaria played by the , which involved forming lines with three pieces on a grid board, suggesting parallel developments in recreational play. By medieval around 1300 CE, similar alignment games like three men's appeared in illustrations, depicting players forming lines on grid boards, often in monastic or aristocratic contexts. These illustrations, found in European codices, show the game's evolution into more formalized variants. Unlike contemporary tic-tac-toe, ancient and medieval versions frequently permitted more than three marks per player or featured alternative win conditions, such as capturing opponents' pieces rather than solely completing a line.

Modern Development

The modern form of the game, referred to as "noughts and crosses" in Britain, first gained printed recognition in the late 1850s. A 1858 issue of the scholarly periodical Notes and Queries described it as a common pastime among English schoolboys, marking the earliest documented rules and terminology for the 3x3 grid version played with zeros and crosses. This publication helped standardize the game's structure, distinguishing it from earlier informal grid games by emphasizing alternating turns and the goal of three in a row. In the United States, the game adopted the name "tic-tac-toe" during the early 1900s, with the term appearing in newspapers around the early as a children's diversion. The name likely derived from "tick-tack-toe," an older reference to variants, but became associated with American betting slang, where "tic-tac" denoted hand signals used by bookmakers to convey odds silently. This linguistic shift reflected the game's adaptation in popular print media, including puzzles and cartoons that popularized it among American youth by the and . Commercialization accelerated in the as toy manufacturers packaged the game in dedicated sets, often with wooden or cardboard boards and markers, transforming it from a slate scribble into a marketable product for home entertainment. The digital era brought further evolution in the , with early computer implementations serving as tests for machine intelligence and interaction. In 1952, British researcher A. S. Douglas programmed , a tic-tac-toe simulation on the computer at the , displayed on a ; it pitted users against an unbeatable electronic opponent to explore human-machine in his . This marked one of the first graphical computer games, influencing subsequent experiments by demonstrating programmed decision-making in simple adversarial play. Through colonization and 20th-century , the game disseminated widely beyond . In , it appeared in Indian school curricula and print by the 1920s under colonial influence, often as "noughts and crosses" in English-language publications. In , educational systems in regions like and introduced it during the mid-1900s, where it integrated into local play via mission schools and newspapers, sometimes blending with indigenous grid games.

Mathematical Foundations

Combinatorics

The total number of possible board configurations in tic-tac-toe is $3^9 = 19,683, as each of the nine cells can be empty, marked with X, or marked with O. These configurations can be categorized into equivalence classes using the symmetries of the square, described by the D_4, which includes four rotations ($0^\circ, $90^\circ, $180^\circ, $270^\circ) and four reflections (horizontal, vertical, and two diagonals). Applying to count the fixed points under each group element yields the number of distinct configurations up to : \frac{1 \times 3^9 + 2 \times 3^3 + 1 \times 3^5 + 4 \times 3^6}{8} = 2862. Considering only reachable states under legal play—where X starts, players alternate turns, the difference in the number of X and O marks is at most one, and no player has three in a row before the current state—the total reduces to 5,478 positions. Accounting for D_4 symmetries in these reachable states further reduces the count to 765 unique positions. The outcomes of complete games, counted as sequences of legal moves until termination, total 255,168. Among these, 131,184 end in an X win, 77,904 in an O win, and 46,080 in a draw. The distribution of legal positions by the number of plays n (where a play is one mark placed), up to D_4 symmetry, is as follows:
n (plays)Legal positions (up to symmetry)
01
13
212
338
4108
5174
6204
7153
857
915
This sequence sums to 765, confirming the unique reachable count under symmetry.

Game Theory Basics

Tic-tac-toe is a finite, two-player game characterized by , where both players have complete knowledge of all previous moves and the current board state at every turn, and zero-sum outcomes, meaning one player's gain directly corresponds to the other's loss with no possibility of mutual benefit beyond a . This classification places it within the domain of classical , as analyzed in foundational works on strategic interactions. As a , tic-tac-toe guarantees that the first can force a with perfect play from both sides, with neither able to achieve a forced win under optimal conditions. The game's payoff structure is typically represented with values of +1 for a win by the maximizing (often X), 0 for a , and -1 for a loss, reflecting the symmetric and impartial nature of the contest. The principle governs optimal decision-making in tic-tac-toe, where the maximizing player selects moves to maximize their minimum guaranteed payoff, while the minimizing player aims to minimize the maximum payoff available to the opponent, ultimately converging on a equilibrium when both adhere to this strategy. This recursive evaluation of game trees ensures balanced play, as demonstrated in algorithmic implementations that exhaustively explore all possible outcomes. Zermelo's theorem, originally applied to games like chess but extensible to tic-tac-toe, asserts that in finite games of without chance elements, can classify every position as a win, loss, or draw for the player about to move, assuming optimal play from both sides. By starting from terminal positions and working backwards through the game tree—totaling around 255,168 unique states after symmetries— this method proves the equilibrium draw in tic-tac-toe.

Strategy and Analysis

Optimal Play

In standard 3×3 tic-tac-toe, optimal play by both participants results in a , as the game is solved and neither player can force a win against perfect opposition. The first player, X, achieves the strongest position by opening in , which controls four (the middle row, middle column, and both diagonals), maximizing threats and flexibility. Corners are the next-best opening choice, controlling three lines each, while edges are suboptimal, controlling only two and allowing the second player, O, to seize the center for dominance. Defensive play requires immediate blocking of any opponent's two-in-a-row threat to prevent an instant win, a priority that overrides other considerations in the . Offensively, should aim to create —positions where two winning threats arise simultaneously, forcing the opponent to block only one and conceding the other. For example, if X opens in a corner and O responds in , X can place the next mark in the opposite corner, forming a fork that threatens two diagonals or rows, compelling O to block while X completes the unblocked line. The for optimal play narrows significantly after X's opening, with O's best response being any corner to the central control. X then occupies the opposite corner to initiate a ; O must block one threat (e.g., by taking an adjacent to it), after which X threatens a new line, forcing another block. Subsequent optimal moves include O taking the remaining opposite corner if available, X responding in an to set up dual threats, O blocking the immediate win, and X filling the last safe spot—leading invariably to a after five key exchanges if both adhere to priorities of winning, blocking, and forking. This structure exploits the game's 765 unique feasible states (after ), confirming the draw outcome under perfect play. Common mistakes undermine optimality, such as X opening on an edge, which permits to claim the center and generate multiple s, often leading to X's loss. Failing to a two-in-a-row or ignoring fork opportunities similarly invites defeat, as these violate the core move-order priorities.

Advanced Tactics

In advanced tic-tac-toe play, psychological tactics such as bluffing and misdirection play a subtle role, despite the game's structure. Skilled players may position their marks to feign a fork—creating the of two simultaneous winning threats—prompting less experienced opponents to overcommit resources to a non-existent danger, thereby exposing vulnerabilities elsewhere on the board. This approach leverages human tendencies toward defensive overreaction, turning potential draws into wins by inducing suboptimal responses. Endgame traps often involve setting up double-threat configurations in the late stages of the game, even when a draw appears inevitable under optimal play. For instance, a player might maneuver to threaten wins in two separate lines simultaneously, forcing the opponent to block only one while the other remains viable; this can exploit momentary lapses, leading to an unexpected victory if the defender prioritizes incorrectly. Such setups highlight the tension between combinatorial inevitability and practical execution, where the board's near-full state amplifies the impact of any misstep. Computational analysis of tic-tac-toe dates to the early days of , with programs employing exhaustive search to evaluate all possible board states and outcomes. One pioneering example is D.W. Davies' mid-1950s implementation on the computer, which systematically explored every move sequence using trial-and-error logic and conditional branching to guarantee unbeatable play. These early efforts, running on rudimentary hardware, demonstrated the feasibility of brute-force solving for small state spaces like tic-tac-toe's 5,478 unique reachable positions, laying groundwork for more complex game . Although tic-tac-toe rarely features in formal tournaments due to its simplicity, competitive variants introduce elements like time limits to heighten pressure or misère rules where completing three-in-a-row results in a . Misère play, analyzed in depth for both single and multi-board setups, shifts toward avoidance and , with the first player securing a win on a standard 3x3 board by initiating in and responding symmetrically. These adaptations appear in niche events or educational competitions, emphasizing and over standard conquest.

Variations

Grid-Based Variations

Grid-based variations of tic-tac-toe modify the 3x3 square grid by altering its size, shape, or dimensionality, which changes the number of possible moves, , and while retaining the core of alternating turns to place marks and achieve a line of connected symbols. These changes often increase the game's complexity, as larger or multi-dimensional boards expand the state space, making exhaustive analysis more challenging. For instance, in larger grids, the win condition is typically adjusted to require a line equal to the grid dimension, leading to longer games and more opportunities for tactical play. Larger grids, such as 4x4 tic-tac-toe, require players to achieve four marks in a row, column, or diagonal to win, significantly increasing the board's 16 positions compared to the nine. This heightens complexity, as the expanded space allows for more blocking opportunities and potential forks, though optimal play results in a draw, with the second player employing strategies to counter the first player's moves across various opening sequences. First player wins are possible against suboptimal play, but perfect neutralizes the initial advantage. Analysis shows that while the first three moves by the first player can be paired into nine possible grids for defensive responses, the second player can force to prevent a decisive line. Smaller grids like 2x2 tic-tac-toe are trivial, typically played with a win condition of two in a row, but the limited four positions lead to quick resolutions; however, if adhering to the standard three-in-a-row rule, no win is possible, resulting in an inevitable draw after the board fills. Irregular shapes, such as hexagonal grids, replace the with a arrangement, often using 19 or 37 es and requiring three in a line across six possible directions, which introduces more winning lines (up to 72 in a 5x5 hex equivalent) and alters blocking tactics due to the non-orthogonal . Optimal play in such variants favors the first player in smaller hexagonal setups, though full solvability remains computationally intensive. Ultimate tic-tac-toe, also known as super tic-tac-toe, structures the game as a 3x3 meta-grid where each cell contains a full 3x3 tic-tac-toe board, totaling 81 positions; players alternate marks within sub-boards, with the next move directed to the sub-board corresponding to the opponent's last mark's position (or anywhere if completed). A win occurs by securing three sub-boards in a row on the meta-grid. This nested design amplifies strategy, as control of central sub-boards provides leverage, but the game's full solvability under optimal play is an , with empirical play suggesting a first-player edge in unbalanced scenarios. The misère version inverts the win condition on the standard 3x3 grid, where the player who completes three in a row loses, and the game ends in a if the board fills without either forcing the opponent into a line. Optimal for the first player involves starting in and mirroring the opponent's moves opposite across , forcing a ; deviations allow the second player to win by maneuvering the first into a losing line. Computational confirms, with symmetric play ensuring neither player completes a line prematurely. Multi-dimensional variants extend the grid into three dimensions, such as 3x3x3 tic-tac-toe on a with 27 positions, where wins require three aligned marks along any line through the layers (76 possible winning lines total). The first player secures a win with optimal play by starting in the cube's absolute center, creating multiple threats that the second cannot fully block, as demonstrated by strategies exploiting the center's 13 potential winning paths.

Themed and Multiplayer Variants

Multiplayer variants of tic-tac-toe extend the classic two-player format by incorporating additional participants, often requiring modifications to the board size and winning conditions to accommodate more symbols without immediate overcrowding. In three-player tic-tac-toe, participants use distinct symbols such as X, O, and a or plus sign, typically on a 4x4 or 5x5 grid to allow sufficient space. Players alternate turns in sequence, with the first to achieve three in a row on a 4x4 board or four in a row on a 5x5 board declared the winner, emphasizing strategies like blocking two opponents simultaneously and controlling central positions. These adjustments prevent the game from ending too quickly while introducing alliances or rivalries among players. Themed variants incorporate narrative or mechanical twists to refresh the core alignment mechanic, often drawing from cultural or physical constraints. , a vertical adaptation of tic-tac-toe, uses a 6x7 where players drop red or yellow discs from the top, aiming for four in a row horizontally, vertically, or diagonally, with dictating placement to simulate a stacked board. This theme of descending pieces adds depth, as positions build upward and force anticipatory blocking. Similarly, applies a line-building theme on a larger 15x15 , where players seek exactly five in a row (six or more disallowed) using black and white stones, evolving tic-tac-toe's simplicity into a strategic pursuit of uninterrupted sequences. Cooperative variants shift the focus from competition to collaboration, turning the game into a puzzle where players jointly navigate challenges posed by the board itself. In Notakto, a misère-style puzzle, two players share the X symbol across three interconnected 3x3 boards, taking turns to place marks while avoiding the creation of three in a row; the player forced to complete a line loses, encouraging to prolong the game. This setup fosters discussion on optimal placements to outlast the board's constraints. Digital implementations introduce thematic enhancements like power-ups and AI integration, expanding accessibility through apps and online platforms. Power Tic-Tac-Toe allows players to deploy abilities such as swapping symbols or blocking lines during turns on a standard grid, blending with in single-player or multiplayer modes. Many apps feature opponents that adapt to user skill levels, providing endless practice while incorporating themes like neon visuals or puzzle campaigns. Cultural adaptations reflect regional traditions, infusing tic-tac-toe with local materials and rules. Achi, a from Ghana's , uses a 3x3 with four colored stones per player; after initial placement, pieces slide along connecting lines to form three in a row, differing from static marking by adding mobility. This variant promotes tactical repositioning and is traditionally played with natural stones, preserving communal play in West African settings.

Cultural Significance

Tic-tac-toe has frequently appeared in film and television as a metaphor for strategic decision-making or the simplicity of games amid complex scenarios. In the 1983 techno-thriller WarGames, directed by John Badham, the artificial intelligence system Joshua engages the protagonist David Lightman in a game of tic-tac-toe to demonstrate that some conflicts, like global thermonuclear war, result in mutual destruction regardless of the moves made. This scene underscores the film's theme of AI learning through simulation, with Joshua concluding, "The only winning move is not to play," after analyzing thousands of tic-tac-toe variations. Similarly, in The Simpsons Movie (2007), the character Cletus Spuckler consoles another by referencing his own loss in a tic-tac-toe game to a chicken, highlighting the game's everyday frustrations in humorous, rural Americana contexts. The animated series The Simpsons has also parodied tic-tac-toe in episodes, such as in the opening sequence of the 2010 episode "The Squirt and the Whale," featuring an advertisement for a fictional sci-fi blockbuster titled Tic-Tac-Toe: X v. O, portraying an intergalactic war between the symbols. In literature, tic-tac-toe serves as a in children's mysteries and puzzles, emphasizing cleverness and deduction. The 2001 book The and the Tic-Tac-Toe Mystery by revolves around the unbeatable "Tic-Tac-Tom," a who dominates , leading to a neighborhood into his as a symbol of and . More recently, Zarina Macha's 2023 young adult dystopian novel Tic Tac Toe uses as a central for societal divisions and in a surveillance-heavy world, where players' choices mirror broader conflicts. The game has inspired musical works, often evoking playfulness or tension through its title and rhythm. French singer Régine's 1978 disco track "Tic Tac Toe" from the album Jackpot incorporates the game's back-and-forth dynamic into its upbeat lyrics and beat, becoming a dance-floor staple in . In the 1990s, American rapper Kyper's "Tic Tac Toe" reached multi-platinum status, blending with game-themed verses about competition and quick thinking. Visually, tic-tac-toe appears in and as an icon of ; graffiti artists have used oversized X's and O's on urban walls to represent balance or stalemates, while tattoos often feature interactive or geometric boards symbolizing life's strategic impasses, as seen in minimalist designs popularized on platforms like . Advertisers have leveraged tic-tac-toe's familiarity to promote products involving fun or competition, particularly in the late . Chef Boyardee's 1980s television commercials for "Tic Tac Toe's" pasta shaped like encouraged viewers to "win" by aligning shapes on a , tying the game to family meals and easy victories. In the , tech and toy ads like Tyco's "Toss Across" (1991) positioned physical as accessible alternatives to digital games, emphasizing "easy as tic-tac-toe" simplicity during the rise of home computing. A 2001 Burger King print ad in depicted the as a central "O" in a fast-food tic-tac-toe grid, using the game to highlight menu strategy and value. On the internet, tic-tac-toe thrives in memes, challenges, and digital recreations, amplifying its cultural ubiquity. ASCII art versions of the game board have been shared in online forums since the early days of and IRC, allowing text-based play in chat environments as a low-tech diversion. Viral challenges, such as "extreme tic-tac-toe" on —where players use props like water balloons or —have garnered millions of views, turning the classic into shareable, humorous content. Memes often juxtapose tic-tac-toe's draw-heavy outcomes with real-life frustrations, like a 2020 Reddit post likening ranked play to an unsolvable tic-tac-toe board, symbolizing endless competition without resolution.

Educational Applications

Tic-tac-toe serves as a versatile tool in elementary classrooms to teach fundamental mathematical concepts such as , , and . By analyzing the game's 3x3 grid, students learn about rotational and reflective , recognizing how board transformations preserve winning patterns without altering outcomes. Probability is introduced through discussions of move outcomes, where children estimate the likelihood of achieving three-in-a-row based on opponent responses, fostering an intuitive grasp of in strategic play. Decision-making skills develop as players evaluate multiple options per turn, weighing risks and benefits to block opponents or secure victories, which aligns with early training. indicates that repeated play enhances these skills in young children. In computer science education, tic-tac-toe provides an accessible entry point for introductory programming projects centered on artificial intelligence algorithms. Students implement the minimax algorithm to create an unbeatable AI opponent, recursively evaluating all possible moves to maximize wins while minimizing losses, which teaches recursion, tree search, and game theory basics. This hands-on approach is common in university courses, where learners build a full game engine including board representation, move validation, and utility scoring, resulting in ties under optimal play. Such projects emphasize computational thinking, as seen in curricula where participants debug code to handle terminal states—wins, losses, or draws—building confidence in algorithm design. Therapeutically, tic-tac-toe has been explored in cognitive therapy contexts, including a pilot affective AI agent that simulates emotions during play as part of healing conversations. In sessions, players identify recurring board patterns to anticipate moves, potentially strengthening neural pathways for perceptual processing and adaptive decision-making. For accessibility, adaptive versions of tic-tac-toe incorporate tactile elements to enable play for visually impaired individuals. Specialized boards feature a wooden 3x3 grid with drilled holes for pegs, using distinct shapes—cylindrical for one player and square for the other—along with high-contrast colors for partial vision support. Players insert pieces into holes to form lines, relying on touch to navigate the grid and recognize positions, which promotes spatial awareness and fine motor skills. These designs, developed by organizations specializing in blindness education, ensure equitable participation in social and cognitive activities. Research demonstrates tic-tac-toe's efficacy in improving spatial reasoning among children. A with 40 elementary students aged 7-11 compared traditional and optimized versions, finding that the enhanced game—with semiotic cues like themed symbols—boosted spatial navigation and , as evidenced by higher win rates and in gameplay. Another investigation with 56 K-8 students playing variants showed gains in and problem-solving, with first graders exhibiting improved spatial preferences for key board positions after multiple rounds. These findings underscore the game's role in cognitive growth, often extended briefly to group variants for collaborative social skill building.

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