Entropy-Based Two-Phase Optimization Algorithm for Solving Wordle-like Games

Yen-Chi Chen, Hao-En Kuan, Yen-Shun Lu, Tzu-Chun Chen, I-Chen Wu
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Abstract

In the past, a method called Two-Phase Optimization Algorithm (TPOA) was designed by Shan-Tai Chen to solve the game of Mastermind and the AB game efficiently. In this paper, we proposed a modified version called Entropy-Based TPOA (EBTPOA) for Wordle-like games. It is a combination of his algorithm and our previous work on Nerdle with greedy method. It focuses on not only effectiveness but also efficiency while finding optimal results. In Wordle-like games, EBTPOA performs better with fewer guess times on average than TPOA. In Wordle, EBTPOA hits the answer optimally within 3.42117 times on average, and 5 times in the worst case, and the best opening word is “SALET”. In Nerdle, EBTPOA hits the answer within 3.01947 times on average, and 4 times in the worst case, and the best opening equation is ’’ $52-34=18$ ’’. These are the best results up to date, and particularly none has achieved the result for Nerdle so far. As for efficiency, by expanding with fewer branches and limiting the depth of exploration, EBTPOA can obtain the optimal result with a lower time complexity compared to related works.
求解类词博弈的基于熵的两阶段优化算法
在过去,陈善泰设计了一种名为两阶段优化算法(TPOA)的方法来有效地解决策划者博弈和AB博弈。在本文中,我们针对类世界游戏提出了一个修改版本,称为基于熵的TPOA (EBTPOA)。它结合了他的算法和我们之前的贪心算法在Nerdle上的工作。它不仅注重效果,而且注重效率,同时寻找最佳结果。在类似word的游戏中,EBTPOA的平均猜测次数比TPOA要少。在world中,EBTPOA平均最优命中次数为3.42117次,最坏情况下为5次,最佳开头词为“SALET”。在Nerdle中,EBTPOA平均命中答案的次数在3.01947次以内,最坏情况下为4次,最佳开局方程为“$52-34=18$”。这些是迄今为止最好的结果,特别是到目前为止还没有一个能达到Nerdle的结果。在效率方面,EBTPOA通过减少分支的扩展和限制探索的深度,可以以较低的时间复杂度获得与相关工作相比的最优结果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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