{"title":"Using Wordle for Learning to Design and Compare Strategies","authors":"Chao-Lin Liu","doi":"10.1109/CoG51982.2022.9893585","DOIUrl":null,"url":null,"abstract":"Wordle has become a very popular online game since November 2021. We designed and evaluated several strategies for solving Wordle in this paper. Our strategies achieved impressive performances in realistic evaluations that aimed to guess all of the known answers of the current Wordle. On average, we may solve a Wordle game with about 3.67 guesses, solve a Wordle game with six or fewer guesses higher than 98% of the time, and hit the answer with 2 or fewer guesses more than 5% of the time. In fact, our strategies are applicable to the word guessing games that are more general than the current Wordle. More importantly, we present our work in ways that our experiences may be used as classroom examples for learning to design strategies for computer games.","PeriodicalId":394281,"journal":{"name":"2022 IEEE Conference on Games (CoG)","volume":"51 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"7","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2022 IEEE Conference on Games (CoG)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/CoG51982.2022.9893585","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 7
Abstract
Wordle has become a very popular online game since November 2021. We designed and evaluated several strategies for solving Wordle in this paper. Our strategies achieved impressive performances in realistic evaluations that aimed to guess all of the known answers of the current Wordle. On average, we may solve a Wordle game with about 3.67 guesses, solve a Wordle game with six or fewer guesses higher than 98% of the time, and hit the answer with 2 or fewer guesses more than 5% of the time. In fact, our strategies are applicable to the word guessing games that are more general than the current Wordle. More importantly, we present our work in ways that our experiences may be used as classroom examples for learning to design strategies for computer games.