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A Q Implementation of Wordle (as a Mastermind Extension)

Clone this project and initialize the mm submodule

$ git clone git@github.com:psaris/wordle.git
$ git submodule update --init --recursive

Start q with the following command to see how an optimal initial word is chosen as well as an example of playing the game interactively. Running with multiple secondary threads -s 4 allows the computationally-heavy search for optimal guesses to run in parallel.

$ q play.q -s 4

Wordle

Similar to Mastermind, the goal of Wordle is to discover the hidden word (or 'code' in Mastermind parlance) in the least number of guesses. At each step of Mastermind you are told how many pegs are placed in the correct space and how many are the correct color, but placed in the wrong space. Wordle adds a slight twist to the scoring function. Instead, the game tells you the actual letters that are in the correct place and the actual letters that are in the wrong place. This reveals much more information and drastically simplifies the search process.

Another difference between Mastermind and Wordle is that while every possible Mastermind guess can be the actual solution, Wordle allows you to guess words that are not in the solution space. How do I know? The game solutions and all valid guesses are loaded by the web page and are available by inspecting the page source and clicking on the main.7785bdf7.js link (where the 7785bdf7 hash may change in the future.

Optimal Starting Word

Every step of the game solves the same problem: how can I reveal as much information about the solution as possible. Intuitively, choosing a word with rarely used letters is likely to reveal very little information. But what combination of letters reveals the most information? This fundamentally comes down to the distribution of possible response. If we represent the three responses gray, yellow and green as " YG", we can intuit that there will be approximately 243 (3 xexp 5) possible responses. In practice, there are only 238 responses because it is not possible to have all letters correct except for one, which is the correct letter but in the wrong location. Concretely, the following responses are not possible:

"YGGGG"
"GYGGG"
"GGYGG"
"GGGYG"
"GGGGY"

A good guess would have all remaining codes distributed as evenly as possible among the possible responses. If we could achieve this perfect distribution, the first guess would narrow the total universe of remaining codes from 2309 to 10 (2309 % 238) on the first guess. How can we find this magic word? There are many algorithms to chose from. One way is to choose the word that minimizes the maximum size of each possible response set (.mm.minimax). This method was introduced by Donald Knuth to solve the Mastermind game. Another way is to choose the word that minimizes the average response set size (.mm.irving). There is, in fact, an information-theoretic calculation that measures how unevenly (or randomly) values are distributed: entropy. When all responses to our guess are the same, the entropy is 0. When all responses are evenly distributed, entropy is maximized. So which word maximizes the response entropy?

First we load the mm and wordle libraries mm/mm.q and wordle.q and replace the .mm.score function with a vectorized version of the wordle scoring function .wordle.scr.

q)\l mm/mm.q
q)\l wordle.q
.mm.score:.mm.veca .wordle.scr

Then we load all possible solutions from answers.txt and valid guesses from guesses.txt. And finally, we call the .mm.freqt function to generate the frequency table of all possible first guesses.

q)C:`u#asc upper read0 `:answers.txt
q)G:`u#asc C,upper read0 `:guesses.txt
q)show T:.mm.freqt[G;C]
score  | AAHED AALII AARGH AARTI ABACA ABACI ABACK ABACS ABAFT ABAKA ABAMP ABAND ABASE ABASH ABAS..
-------| ----------------------------------------------------------------------------------------..
"     "| 448   667   587   378   993   624   925   668   772   1134  896   753   422   702   805 ..
"    G"| 40    3     64    4     26    3     24    15    123   30    27    49    151   66    34  ..
"    Y"| 60          100   229         366   44    310   214         164   124   297   102   31  ..
"   G "| 175   56    34    40    92    56    62    78    15    30    19    87    45    72    92  ..
"   GG"| 21          7           2           30          5     2     11    12    33    10    3   ..
"   GY"| 29    10    2     26          36          14    2           4     6     17    13        ..
"   Y "| 303   308   76    114   159   107   147   124   82    80    108   184   158   235   237 ..
"   YG"| 10          2           4     1     6     7     13                5     49    5     23  ..
"   YY"| 63          13    94          51    6     28    18          15    24    72    39    19  ..
"  G  "|       39    73    70    187   159   159   104   158   213   195   180   80    117   124 ..
"  G G"|             13          6     3     15    2     28    5     4     9     38    11    18  ..
"  G Y"|             12    12          25    13    81    44          27    17    31    21    7   ..
"  GG "| 3     8     8     6     28    28    15    22    3     11    6     25    23    19    32  ..
"  GGG"|                                     13          4           7     3     6     11    1   ..
"  GGY"|                   4                       6     1                 1     4     3         ..
..

We can now demonstrate which words have the maximum entropy, thus revealing the most information and maximizing our chance of shrinking the set of remaining valid solutions.

q)5#desc .mm.entropy each flip value T
SOARE| 4.079312
ROATE| 4.079072
RAISE| 4.074529
REAST| 4.067206
RAILE| 4.065415

This is the optimal starting word for the maximum entropy algorithm. As we will see below, each algorithm has its own best starting word.

Playing a Game

One game per day can be played on the official Wordle site. But with our implementation, we can play as many times as we want.

Computer-Driven

After loading the library and word list, we can define our first guess g, algorithm a and let the algorithm play a random game.

q)\l mm/mm.q
q)\l wordle.q
q)C:asc upper read0 `:answers.txt
q)G:asc C,upper read0 `:guesses.txt
q)g:"SOARE"
q)a:.mm.onestep `.mm.maxent
q).mm.summary each .mm.game[a;G;C;g] rand C
n    guess   score  
--------------------
2309 "SOARE" "  G G"
28   "GLITZ" "     "
8    "HEAVE" " GG G"
1    "PEACE" "GGGGG"

Interactive

Alternatively, we can change the algorithm to prompt us for our own guess (while hinting at the algorithm's suggestion).

q)a:.mm.stdin .mm.onestep `.mm.maxent
q).mm.summary each .mm.game[a;G;C;g] rand C
n    guess   score  
--------------------
2309 "SOARE" "  YY "
guess (HINT GLITZ): GLITZ
GLITZ
n  guess   score  
------------------
28 "GLITZ" "     "
guess (HINT HEAVE): HEAVE
HEAVE
n guess   score  
-----------------
8 "HEAVE" " GG G"
guess (HINT PEACE): PEACE
PEACE
n    guess   score  
--------------------
2309 "SOARE" "  G G"
28   "GLITZ" "     "
8    "HEAVE" " GG G"
1    "PEACE" "GGGGG"

Best Algorithm

There are many algorithms to finding the best word at each step. The following are included in the mm library.

  • .mm.minimax
  • .mm.irving
  • .mm.maxent
  • .mm.maxgini
  • .mm.maxparts

Caching

Each algorithm has different performance characteristics. In order to measure the distribution and average number of guess required to win, we will apply the algorithm across all possible codes. To make this process more efficient, we first cache the scoring function by converting it into a nested dictionary.

.mm.score:.mm.scr/:[;C!C] peach G!G

Best First Guess

We can now use the .mm.best function to scan all possible options for the best first algorithm-dependent code. The first code for .mm.minimax, for example, is "ARISE".

q).mm.best[`.mm.minimax;G;C]
"ARISE"

Minimum Maximum Size

Running through all games,.mm.mimimax can get the correct answer in one shot (because it starts with a word from the code list). The downside is that it may take up to 6 attempts -- with an average of 3.575574 attempts.

q)show h:.mm.hist (count .mm.game[.mm.onestep[`.mm.minimax];G;C;"ARISE"]::) peach C
1| 1
2| 53
3| 982
4| 1164
5| 107
6| 2
q)value[h] wavg key h
3.575574

Minimum Expected Size

The .mm.irving (minimum expected size) algorithm starts with a non-viable code, but guarantees a solution in 5 attempts and an even better average of 3.48246 attempts.

q)show h:.mm.hist (count .mm.game[.mm.onestep[`.mm.irving];G;C;"ROATE"]::) peach C
2| 55
3| 1124
4| 1091
5| 39
q)value[h] wavg key h
3.48246

Maximum Entropy

The information theoretic maximum entropy .mm.maxent can't get the answer in one attempt and has a worst-case scenario of 6 attempts. But it wins with an average 3.467302 attempts -- beating the previous two cases.

q)show h:.mm.hist (count .mm.game[.mm.onestep[`.mm.maxent];G;C;"SOARE"]::) peach C
2| 45
3| 1206
4| 993
5| 64
6| 1
q)value[h] wavg key h
3.467302

Maximum Number of Parts

Finally, we try the .mm.maxparts algorithm and observe that it has the best average seen so far: 3.433088.

q)show h:.mm.hist (count .mm.game[.mm.onestep[`.mm.maxparts];G;C;"TRACE"]::) peach C
1| 1
2| 75
3| 1228
4| 935
5| 68
6| 2
q)value[h] wavg key h
3.433088

Hard Mode

Reviewing the interactive play from above shows the first three guesses have very few letters in common. This very efficiently narrowed the remaining options such that the fourth guess could only have been a single word. First-time players of Wordle, however, typically continue to use letters revealed to be correct. This is intuitive but sub-optimal -- at least in the first few guesses.

Wordle allows users to enable 'hard mode', which forces players to use this sub-optimal approach of using the letters that have been revealed to be correct. Specifically, any letter marked green must be used again in exactly the same place and any letter marked yellow must be used again but not necessarily in the same place. Hard mode limits the allowed guesses, thus slowing the information-gathering process and increasing the average number of guesses required to find the code.

To enable 'hard mode', we can redefine the .mm.filtG function with the Wordle variant .wordle.filtG.

.mm.filtG:.wordle.filtG

Replaying the above game, we can see that the code was found in three guesses instead of four. Wonderful!

q).mm.summary each .mm.game[a;G;C;g] "PEACE"
n    guess   score  
--------------------
2309 "SOARE" "  G G"
28   "PLAGE" "G G G"
1    "PEACE" "GGGGG"

But running the game across all codes reveals how the extra constraint adds to the difficulty of the game. In one case, the algorithm can't even win in 6 guesses -- the maximum allowed on the Wordle site -- and the average number of guesses per game has jumped to 4.614985.

q)show h:.mm.hist (count .mm.game[.mm.onestep[`.mm.maxent];G;C;"SOARE"]::) peach C
2| 3
3| 86
4| 822
5| 1285
6| 112
7| 1
q)value[h] wavg key h
4.614985

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