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I used bitboards in my Yavalath AI and engine (article), which is a hex game much like 3-Player Hex. It's a 4-in-a-row game, and I precompute bitboard masks for the N-in-a-row checks so that these checks can be performed with a few AND operations on the bitboard. The AI/engine itself doesn't need to reason in hex tiles, and instead relies on these pre-computed bitboards.
This isn't well-documented, but I also used bitboards (see pack, unpack, and neighbors) to solve the sliding rooks puzzle (solution animation). Rook movement is represented with a mask, which is shifted into place and applied to the board to search in parallel for collisions with other rooks.