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Cool, but assumes all words have an even probability.

Vs a week player the ideal word list should only include 'common' words.

Vs an ideal player you need to assume they will pick from the list of words that you least likely to guess using optimum play.

Generically, optimum play ends up with a somewhat random list, aka 90% of the time pick E, 10% of the time pick I etc.

PS: Actually generating this list is a 'hard' problem and vary dictionary dependent, but you can probably get reasonably close using some sort of genetic algorithm and a enough simulation time.



> PS: Actually generating this list is a 'hard' problem and very dictionary dependent, but you can probably get reasonably close using some sort of genetic algorithm and a enough simulation time.

Sounds like a challenge. I don't think, given a dictionary, finding the ideal strategy for both parties will be that challenging. It's a fairly straightforward two person zero-sum game. You can either model it assuming hidden information, or concurrent play. (Which is basically the same here.)

As an interesting variation, you might allow the chooser to cheat: I.e. don't make them write down the word in the first place, just require their play to be consistent.




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