⚠️ Warning: This is a draft ⚠️
This means it might contain formatting issues, incorrect code, conceptual problems, or other severe issues.
If you want to help to improve and eventually enable this page, please fork RosettaGit's repository and open a merge request on GitHub.
I would love for anyone who is interested to make any edits to the description that will make it more readable. I'll also be adding a few more examples before promoting this to a regular task. If you have any examples, feel free to add them - I will be adding Javascript and Python myself, and possibly also C and Java, if I still have a little extra time ;D [[User:Prof Apex|Prof Apex]] ([[User talk:Prof Apex|talk]]) 15:59, 10 April 2019 (UTC)
I think if there are no changes needed to the description text, I will move this to a regular task in a couple days, since there are now a few examples (and even one I didn't write ;D) [[User:Prof Apex|Prof Apex]] ([[User talk:Prof Apex|talk]]) 20:54, 10 April 2019 (UTC)
I'm glad there's already a bit of interest in this! It should be noted with the REXX version that if the player specifies a number of tokens that is not a multiple of 4, the computer will not win using the same method. Either the number of tokens must be adjusted to a multiple of 4, or a number must be found that divides evenly into the number of tokens, the take limit set to 1 less than that, and the computer take the difference of those numbers instead (if that made any sense at all..)[[User:Prof Apex|Prof Apex]] ([[User talk:Prof Apex|talk]]) 12:28, 11 April 2019 (UTC)
Actually I just remembered a third method - in the event that the number of tokens is not a multiple of 4, the computer can go first, taking #tokens % 4, setting the game up to be unwinnable again for the player.[[User:Prof Apex|Prof Apex]] ([[User talk:Prof Apex|talk]]) 12:34, 11 April 2019 (UTC)