Emergent Mind

Query Complexity of Mastermind Variants

(1607.04597)
Published Jul 15, 2016 in math.CO and cs.DM

Abstract

We study variants of Mastermind, a popular board game in which the objective is sequence reconstruction. In this two-player game, the so-called \textit{codemaker} constructs a hidden sequence $H = (h1, h2, \ldots, hn)$ of colors selected from an alphabet $\mathcal{A} = {1,2,\ldots, k}$ (\textit{i.e.,} $hi\in\mathcal{A}$ for all $i\in{1,2,\ldots, n}$). The game then proceeds in turns, each of which consists of two parts: in turn $t$, the second player (the \textit{codebreaker}) first submits a query sequence $Qt = (q1, q2, \ldots, qn)$ with $qi\in \mathcal{A}$ for all $i$, and second receives feedback $\Delta(Qt, H)$, where $\Delta$ is some agreed-upon function of distance between two sequences with $n$ components. The game terminates when $Q_t = H$, and the codebreaker seeks to end the game in as few turns as possible. Throughout we let $f(n,k)$ denote the smallest integer such that the codebreaker can determine any $H$ in $f(n,k)$ turns. We prove three main results: First, when $H$ is known to be a permutation of ${1,2,\ldots, n}$, we prove that $f(n, n)\ge n - \log\log n$ for all sufficiently large $n$. Second, we show that Knuth's Minimax algorithm identifies any $H$ in at most $nk$ queries. Third, when feedback is not received until all queries have been submitted, we show that $f(n,k)=\Omega(n\log k)$.

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