Abstract
This paper presents novel and systematic algorithms to solve a variant of the Mastermind game, which is called “Mastermind with a Lie”. Firstly, we use the k-way-branching(KWB) algorithm to get an upper bound of the number of guesses for the problem. With the help of clustering technique, the KWB algorithm is able to obtain near-optimal results effectively and efficiently. Secondly, we propose a fast backtracking(PPBFB) algorithm based on the pigeonhole principle to get the lower bounds of the number of guesses. That is a computer-aided approach, which is able to estimate the depth of the game tree and to backtrack when the depth is larger than a predefined value. Moreover, we also develop two novel methods, named “volume-renewing” and “preprocessing”. They can improve the precision in the estimation of the lower bound and speed up the game tree search. As a result of applying the KWB algorithm and the PPBFB algorithm, we are able to show that the upper bound is 7 and that is also the lower bound. Thus, the problem is solved completely and the exact bound of the number of guesses for the problem is 7.
This research was funded by a grant NSC 93-2213-E-003-001 from National Science Council, R.O.C.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
References
Chen, S.T., Lin, S.S.: Novel Algorithms for Deductive Games. In: Proceedings of the 2004 International Computer Symposium on Artificial Intelligence, TA-E1 (2004)
Chen, S.T., Lin, S.S., Huang, L.T.: Two-Phase Optimization Algorithm for Hard-Combinatorial Problems. In: Proceedings of the Fifteenth Australasian Workshop on Combinatorial Algorithms, pp. 248–259 (2004)
Irving, R.W.: Towards an Optimum Mastermind Strategy. Journal of Recreational Mathematics 11(2), 81–87 (1978–1979)
Knuth, D.E.: The Computer as Mastermind. Journal of Recreational Mathematics 9(1), 1–6 (1976)
Koyama, K., Lai, T.W.: An Optimal Mastermind Strategy. Journal of Recreational Mathematics 25, 251–256 (1993)
Merelo, J.J., Carpio, J., Castillo, P., Rivas, V.M., Romero, G. (GeNeura Team): Finding a Needle in a Haystack Using Hints and Evolutionary Computation: The Case of Genetic Mastermind. In: Genetic and Evolutionary Computation Conference, pp. 184–192. Late breaking papers books (1999)
Neuwirth, E.: Some Strategies for Mastermind. Zeitschrift für Operations Research 26, 257–278 (1982)
Renyi, A.: On a Problem of Information Theory. MTA Mat. Kut. Int. Kozl. 6B, 505–516 (1961)
Ulam, S.M.: Adventures of a Mathematician. Charles Scribner’s Sons, New York (1976)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2006 Springer-Verlag Berlin Heidelberg
About this paper
Cite this paper
Huang, LT., Chen, ST., Lin, SS. (2006). Exact-Bound Analyzes and Optimal Strategies for Mastermind with a Lie. In: van den Herik, H.J., Hsu, SC., Hsu, Ts., Donkers, H.H.L.M.(. (eds) Advances in Computer Games. ACG 2005. Lecture Notes in Computer Science, vol 4250. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11922155_15
Download citation
DOI: https://doi.org/10.1007/11922155_15
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-540-48887-3
Online ISBN: 978-3-540-48889-7
eBook Packages: Computer ScienceComputer Science (R0)