Related papers: Winning Wordle Wisely
In a guessing game, players guess the value of a random real number selected using some probability density function. The winner may be determined in various ways; for example, a winner can be a player whose guess is closest in magnitude to…
Boggle logic puzzles are based on the popular word game Boggle, where you are given list of words, and your goal is to recreate a Boggle board. In this paper we give an overview of known results and then propose a number of problems related…
The technique of guessing can be very fruitful when dealing with sequences which arise in practice. This holds true especially when guessing is performed algorithmically and efficiently. One highly useful tool for this purpose is the…
In this study, we delve into the dynamics of Wordle using data analysis and machine learning. Our analysis initially focused on the correlation between the date and the number of submitted results. Due to initial popularity bias, we modeled…
This note investigates the combinatorics of permutations underlying the NYT daily word game Waffle. It helps to solve Waffle games and helps to understand why some games are easy to solve while others are very hard. It shows that a perfect…
Game semantics and winning strategies offer a potential conceptual bridge between semantics and proof systems of logics. We illustrate this link for hybrid logic -- an extension of modal logic that allows for explicit reference to worlds…
Riddles are concise linguistic puzzles that describe an object or idea through indirect, figurative, or playful clues. They are a longstanding form of creative expression, requiring the solver to interpret hints, recognize patterns, and…
We consider a card guessing game with complete feedback. An ordered deck of $n$ cards labeled $1$ up to $n$ is riffle-shuffled exactly one time. Given a value $p\in(0{,}1)\setminus\{\frac12\}$, the riffle shuffle is assumed to be…
Twenty questions is a widely popular verbal game. In recent years, many computerized versions of this game have been developed in which a user thinks of an entity and a computer attempts to guess this entity by asking a series of…
We study the prediction and classification of Wordle solution words. After cleaning the public results log, we fit an ARIMA model to forecast the daily volume of reported outcomes through March 1, 2023. For each solution word, we compute…
The goal of this article is to introduce some beautiful known riddles in intuitive topology; hoping to make at least some fun for the reader.
The game of Hangman is a classical asymmetric two player game in which one player, the setter, chooses a secret word from a language, that the other player, the guesser, tries to discover through single letter matching queries, answered by…
Automated answer matching, which leverages LLMs to evaluate free-text responses by comparing them to a reference answer, shows substantial promise as a scalable and aligned alternative to human evaluation. However, its reliability requires…
In this paper, we analyse a misere tree searching game, where players take turns to guess vertices in a tree with a secret `poisoned' vertex. After each turn, the guessed vertex is removed from the tree and the game continues on the…
In this paper we address the solution of the popular Wordle puzzle, using new reinforcement learning methods, which apply more generally to adaptive control of dynamic systems and to classes of Partially Observable Markov Decision Process…
This paper studies the game of guessing riffle-shuffled cards with complete feedback. A deck of $n$ cards labelled 1 to $n$ is riffle-shuffled once and placed on a table. A player tries to guess the cards from top and is given complete…
This is a theoretical and computational strategy exploration of the visually attractive game IQ-Link. Not all games which are visually appealing are worthy of your time as a puzzlist. This analysis gives a would-be addict some idea of what…
We consider a card guessing game with complete feedback. A ordered deck of n cards labeled 1 up to n is riffle-shuffled exactly one time. Then, the goal of the game is to maximize the number of correct guesses of the cards, where one after…
We release FoolMeTwice (FM2 for short), a large dataset of challenging entailment pairs collected through a fun multi-player game. Gamification encourages adversarial examples, drastically lowering the number of examples that can be solved…
We study a persuasion problem in which a sender designs an information structure to induce a non-Bayesian receiver to take a particular action. The receiver, who is privately informed about his preferences, is a wishful thinker: he is…