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Query Complexity of Mastermind Variants

Published 15 Jul 2016 in math.CO and cs.DM | (1607.04597v2)

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,…,hn)H = (h_1, h_2, \ldots, h_n) of colors selected from an alphabet A={1,2,…,k}\mathcal{A} = \{1,2,\ldots, k\} (\textit{i.e.,} hi∈Ah_i\in\mathcal{A} for all i∈{1,2,…,n}i\in\{1,2,\ldots, n\}). The game then proceeds in turns, each of which consists of two parts: in turn tt, the second player (the \textit{codebreaker}) first submits a query sequence Qt=(q1,q2,…,qn)Q_t = (q_1, q_2, \ldots, q_n) with qi∈Aq_i\in \mathcal{A} for all ii, and second receives feedback Δ(Qt,H)\Delta(Q_t, H), where Δ\Delta is some agreed-upon function of distance between two sequences with nn components. The game terminates when Qt=HQ_t = H, and the codebreaker seeks to end the game in as few turns as possible. Throughout we let f(n,k)f(n,k) denote the smallest integer such that the codebreaker can determine any HH in f(n,k)f(n,k) turns. We prove three main results: First, when HH is known to be a permutation of {1,2,…,n}\{1,2,\ldots, n\}, we prove that f(n,n)≥n−log⁡log⁡nf(n, n)\ge n - \log\log n for all sufficiently large nn. Second, we show that Knuth's Minimax algorithm identifies any HH in at most nknk queries. Third, when feedback is not received until all queries have been submitted, we show that f(n,k)=Ω(nlog⁡k)f(n,k)=\Omega(n\log k).

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