Analysis of Wordle's Data Based on a Stepwise Regression Iterative Prediction Model

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Abstract

Wordle is currently a popular puzzle game featured daily in the New York Times. Players are required to guess a five-letter word in up to six attempts to solve the puzzle. This paper considers 30 word attributes that affect the percentage. It assigns values to the attributes by means of dummy variables and other methods in order to study the percentage of the number of players who succeed in solving the puzzle at different number of attempts. A stepwise regression model is established to determine the equation of the attributes affecting each percentage. It is found that the number of repeated letters in a word has the greatest impact on the difficulty of guessing the word. Finally, the word EERIE is used as an example for prediction analysis, which is predicted as a difficult puzzle.
基于逐步回归迭代预测模型的世界数据分析
《世界》是一款流行的益智游戏,每天都会出现在《纽约时报》上。玩家被要求在最多六次尝试中猜出一个五个字母的单词来解决这个谜题。本文考虑了影响百分比的30个词属性。它通过虚拟变量和其他方法为属性赋值,以研究在不同尝试次数下成功解决谜题的玩家数量的百分比。建立逐步回归模型,确定影响各百分比的属性方程。研究发现,单词中重复字母的数量对猜单词的难度影响最大。最后,以单词EERIE为例进行预测分析,将其作为一个难题进行预测。
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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