An efficient approach to solve mastermind optimally

Li Te Huang*, Shan Tai Chen, Shih Chieh Huang, Shun Shii Lin

*此作品的通信作者

研究成果: 雜誌貢獻期刊論文同行評審

1 引文 斯高帕斯(Scopus)

摘要

The Mastermind game is well-known around the world. In recent decades, several approaches have been adopted for solving Mastermind in the worst case. An optimal strategy has finally been proposed by Koyoma and Lai in 1993 by using an exhaustive search for finding the optimal strategy in the expected case. In this paper, a more efficient backtracking algorithm with branch-and-bound pruning (BABBP) for Mastermind in the expected case is introduced, and an alternative optimal strategy is obtained eventually. Furthermore, the novel approach may be presumably applied to other games with some modifications in order to speed up the search.

原文英語
頁(從 - 到)143-149
頁數7
期刊ICGA Journal
30
發行號3
DOIs
出版狀態已發佈 - 2007 9月

ASJC Scopus subject areas

  • 電腦科學(雜項)
  • 計算力學
  • 人機介面
  • 電腦繪圖與電腦輔助設計

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