Wordle is a single-player word-based game where the objective is to guess the 5-letter word in a maximum of 6 tries. The game was released to the public in October 2021 and has since gained popularity with people competing against each other to maintain daily streaks and guess the word in a minimum number of tries. There have been works using probabilistic and reinforcement learning based approaches to solve the game. Our work aims to formulate and analyze deterministic algorithms that can solve the game and minimize the number of turns required to guess the word and do so for any generalized setting of the game. As a simplifying assumption, for our analysis of all the algorithms we present, we assume that all letters will be unique in any word which is part of our vocabulary. We propose two algorithms to play Wordle - one a greedy based approach, and other based on Cliques. The Greedy approach is applicable for both hard and easy modes of Wordle, while the Clique formation based approach only works on the Easy mode. We present our analysis on both approaches one by one, next.
翻译:Wordle是一款单人文字猜谜游戏,目标是在最多6次尝试内猜出5字母单词。该游戏于2021年10月面向公众发布,随后迅速流行,玩家通过比拼每日连续猜对纪录、以最少次数猜中单词展开竞争。此前已有研究采用概率论和基于强化学习的方法来解决该游戏。本研究旨在设计并分析能够求解该游戏的确定性算法,并针对游戏的任意泛化设定,最小化猜词所需轮数。为简化分析,本文所有算法均假设词汇表中单词的字母互异。我们提出两种Wordle求解算法:一种基于贪心策略,另一种基于团结构。贪心方法同时适用于Wordle的困难模式与简单模式,而基于团构建的方法仅适用于简单模式。下文将依次对两种方法进行详细分析。