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Learning to Play Mastermind Well Using the Anti-Mind with Feedback Algorithm

机译:学习使用反馈算法使用反思来玩MasterMind

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In a previous work we developed the Anti-Mind algorithm. The Anti-Mind program simulated a good player of the Mastermind game, discovering the secret code defined by the human operator (a sequence of four integers in the interval [0 5]) very quickly. Then we used the algorithm of Anti-Mind to help and correct a human operator trying to discover the secret code defined by the computer resulting in the Anti-Mind with Feedback algorithm. In this paper, we revisited this work and developed another faster implementation of the Anti-Mind with Feedback algorithm which has the drawback that it does not know the set of next good guesses, it just compares each guess with the previous moves and accepts it if it is coherent with all the previous moves. Nevertheless, we introduced an option to generate the set of good guesses, i.e., the guesses that are coherent with all the previous moves. This implementation allows generalizing the Mastermind game to more than four digits and more than six colours. We begin to define rigorously what we mean by a guess coherent with a previous move, next we define what is a good guess and, then, we enunciate five hypotheses about the Anti-Mind algorithm namely one that guarantees that if we always play a good guess we will find the code in a finite bounded number of guesses. We propose a strategy to play Mastermind with the maximization of repetions at the beginning of the game which reduces the cognitive overload to play well and validate it with the Anti-Mind with Feedback algorithm. Finally we compare the Anti-Mind algorithm with the Ant-Mind with maximization of repetitions of the guesses through intensive simulations and conclude that the original Anti-Mind algorithm has a better average performance in terms of the number of guesses to break the secret code.
机译:在以前的工作中,我们开发了反思算法。反思程序模拟了MasterMind游戏的好玩家,发现了由人工操作员定义的密码(间隔中的四个整数序列[0 5])非常快速。然后我们使用了反思的算法来帮助并纠正人类运营商试图发现计算机定义的密码导致反馈算法的反思。在本文中,我们重新审视了这项工作,并通过反馈算法开发了另一个更快的实施反馈算法,这具有缺点,它不了解下一个好的猜测,它只是将每个猜测与之前的移动进行比较,并接受它它与之前的所有动作都相干。尽管如此,我们介绍了一个选择的选择,即与所有以前的动作相干的猜测。此实现允许将MasterMind游戏概括为超过四位数,超过六种颜色。我们开始严格定义我们的意思,猜测与之前的举动一致,接下来我们定义了什么是一个好的猜测,然后,我们阐明了一个关于反思算法的五个假设,即一个保证如果我们总是发挥良好的一个假设猜猜我们将在有限界限猜测中找到代码。我们提出了一种策略,以比赛开始时重复的最大化策略,这减少了对效果的认知过载并用反馈算法验证了它。最后,我们将反思算法与抗辩算法进行比较,通过密集的模拟,最大化猜测重复的最大化,并得出结论,原始的反思算法在打破密码的猜测数量方面具有更好的平均性能。

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