|
|
Why Is MasterMind So Hard?
The rules for MasterMind are fairly simple, but playing the game can get pretty frustrating,
even when your concentration isn't undermined by doubts about the reliability of the clue pegs
MasterMind is hard for two reasons. First, there are so many possible codes that
it's practically impossible to get it right just by guessing. Even on the "Easy"
level, there are 1,296 possible combinations of code pegs. That means that if you
didn't stop to think about the clues, but made a different guess every three seconds,
it would take you over an hour to cover every possible
code. But if you didn't run out of patience you'd certainly run out of space: on the
"Easy" level you get only twelve rows for guesses. On the "Master" level
it's even worse: there are over a quarter of a million possible codes, and you have only 20 guesses.
MasterMind's Exponential Increase In Difficulty |
Skill Level | Colours | Holes | Codes | Max. Guesses |
Idiot | 2 | 2 | 4 | 4 |
Simple | 4 | 3 | 64 | 8 |
Easy | 6 | 4 | 1296 | 12 |
Medium | 8 | 4 | 4096 | 14 |
Hard | 8 | 5 | 32,768 | 16 |
Master | 8 | 6 | 262,144 | 20 |
# of possible codes = (colours)(holes) |
Playing MasterMind Well
If you want to play MasterMind successfully, you have to learn to get the most out
of every clue, and you have to be able to combine the information from different
clues to learn more than
any one of them gives on its own. This is the second reason the game is hard: it's
hard to fix the information from each of the clues in your mind long enough to
work out what they mean. This takes more than just a good short-term memory. It takes
close attention to the clues, and a systematic analysis of what they mean. The best
way to learn to do these is to practice describing in different ways what each
clue tells you, and then pick a colour and systematically work through each of the
possible combinations of colour pegs until you either have a guess that is consistent
with the clue pegs from your previous guesses or you've discovered it is impossible
for that coloured peg to be in the code.
Playing MasterMind Badly
A sure-fire recipe for frustration is to flit back and forth between
one colour and another, never fully exploring one possibility
before abandoning it for another --- "I'm not having much
luck with the Green, maybe I'll try Blue.... hmm, that's not any
easier, let me try the Red... still nothing, maybe the Green again..."
and on, and on and on. While in principle this haphazard approach
could work just as well as the more systematic, in practice
it won't because it makes it much harder to keep track of which
combinations of pegs you've tried and ruled out, so you're much
more likely to waste time repeating yourself. And what could be
more frustrating than that?
Playing MasterMind Well and Badly: An Example
Enough background. Here's an example from the "Simple" setting.
The notes describe one way to think through these problems, there are others.
A1. The first guess could be any combination of pegs. In
A1 the guess is (R B B), and the clue is one black. From
this we know that the code has either a R or a B but not both
(otherwise there would have been more than one clue peg); and
that there is at most one B, but there could be more than
one R.
A2. Hmm. Even before laying them down the player could
have known that (Y G G) couldn't possibly be the code,
since A1 tells us there must be a R or B in the code. So,
in a way this guess was wasted, since there was no way it could
be right. Even so, we can learn a lot from the clue pegs in A2.
Just like A1, the single clue peg in A2 tells us that the code
has either a Y or a G but not both, and that there is at most
one G, but there could be more than one Y.
Now we really have to start thinking. We don't want to waste any
more turns with guesses that couldn't possibly be right. At this
point I usually try to be systematic about it, by picking one
colour and working through every possible combination of
codes with that colour. If I can find a combination with that
colour which fits with the previous clues, then I'll make that
my guess. If there aren't any combinations with that colour, I'll
move on to the next colour. You can begin this process of elimination
with any colour you want. In this example, I'll pick Green.
A2 tells us that if G is in the code, then it must appear
in column 1. [Note: To make describing this more concise, I'll use a
letter-number pair to describe the position of any peg; so G1 will mean
there is a Green peg in the first column.]
If G1, then it's not possible that the R peg in the
first row is in the right position, so if G1 then A1 tells us
that B2 or B3. So, if G1 then the code must be either (G B
?) or (G ? B). Which peg should we put in the empty
space? [Stop and think here]
We know it can't be a second Green peg, since A2 tells us there's
only one G in the code. It can't be a Y, since A2 also tells us
that there is a G or a Y but not both. It can't be a Blue, since
A1 tells us there is at most one B in the code. And there are
two reasons it can't be a Red: 1) A1 tells us there can't be both
an R and B in the code, and 2) A1 tells us that if there are any
R in the code, there must be one in the first column, and that's
where the Green peg is.
What all this means is that there can't be a Green in the code.
It's impossible. We've thought through every possible way
to put a Green peg in a guess and found that there's no way to
do it that is consistent with the clue pegs. So Green is ruled
out.
Since Green is ruled out, the white clue peg in A2 must refer
to the Y; so we know that the code will be either: (? Y ?)
or (? ? Y) or (? Y Y). Now let's work through every
possible combination with a Yellow peg. Can there be a Y and a
B? If Y is in the code, A2 tells us it is either Y2 or Y3 (or
both) and G is not in the code. If B is in the code, A1
tells us that it must be either B2 or B3, and R is not
in the code. So what goes in column 1? Nothing fits. So Y and
B cannot both be in the code.
What do we know so far? We know Green is not in the code. We know
that since Green is not in the code, Yellow must be in the code
(A2). We know that Yellow and Blue are not both in the code, but
since Yellow is definitely in the code, there can't be any Blue.
And since there can't be any Blue, there must be at least one
Red (A1). So there must be both Red and Yellow in the code, and
only Red and Yellow.
Now let's think about Red. We know there's at least one R in the code,
and A1 tells us that this Red is definitely in column 1. That leaves us
with three possible guesses: (R Y Y), (R R Y), or
(R Y R). Based on what we know, any of these three could be the
answer, so we're back to guessing. I guessed (R Y Y).
A3 Rats. I know I had only a one in three chance of guessing
right, but this guess doesn't seem to have helped me much. After
A2 (and a lot of hard thinking), I'd narrowed it down to three
possible codes. I guessed wrong, but it turns out the clue from
my guess still leaves me with two possible codes: (R
R Y) or (R Y R). Compare that with how much I learned
from my first two guesses. Was there a different guess for the
third row that would have told me more?
A4. Yeah! In Yo face, computa! Don't be disrespecting me
on my planet.
Ahem.
I hope we've all learned a valuable lesson here.
Valuable Lesson(s)
- This is not the only way to think through these problems, there are others.
If you have found a different way to solve MasterMind that works both consistently
and well, use it.
- The game involves both guessing and hard reasoning. Begin by guessing, use
the answer to each guess to deductively narrow down the range of possible codes,
and make a more informed guess the next time. Not unlike scientific investigation.
- MasterMind develops concentration: obviously.
- MasterMind requires perserverance: most of your guesses will be wrong.
- MasterMind encourages a mindfully systematic approach: you have almost
no chance of guessing the right answer, and a haphazard approach will waste too much
time and effort.
Take a step-by-step approach, and keep track of what you've done so far and what
you're doing now.
|
|