The rules sound manageable until you start implementing and realize the state space is genuinely large.
Model the game as a state-space search with memoization, using bitmasks or tuples to represent stacks and their top colors. Implement legal move generation and minimax with alpha-beta pruning to determine the winner. Discuss trade-offs between exhaustive search and heuristic evaluation for larger configurations.
Pro tip: Emphasize that the game is impartial and finite, so Sprague-Grundy theory could apply if the game decomposes, but here the merge mechanic couples stacks, making direct minimax with memoization more practical. Mention that memoization is crucial to avoid exponential blowup.
Confirm the initial setup: 12 stacks, each height 1, 3 tiles per color (so 4 colors total). Ensure understanding of legal merges: same height or same top color, and that the merged stack's top color is from the stack placed on top.
Represent each stack as a tuple (height, top_color) and the game state as a sorted tuple of such stacks to canonicalize. Use this for memoization and to detect terminal states (no legal moves).
For each pair of stacks, check if they share height or top color. Generate all legal merged stacks, considering both orders (which stack goes on top) to capture different resulting top colors.
Use recursive minimax: a state is winning if any move leads to a losing state for the opponent. Memoize results to avoid recomputation. Optionally add alpha-beta pruning if branching factor is high.
Discuss state space size and potential optimizations like symmetry reduction, bitmask encoding, or iterative deepening. Consider if the game can be decomposed into independent subgames for Sprague-Grundy.
AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.