Optimal Algorithm for Winning Hangman
In the game Hangman, is it the case that a greedy letter-frequency algorithm is equivalent to a best-chance-of-winning algorithm?
Is there ever a case where it's worth sacrificing preservation of your remaining lives, for the sake of a better chance of guessing the correct answer?
Further clarification of the problem:
Motivation: This question is inspired by the interesting discussion at http://www.datagenetics.com/blog/april12012/index.html
They suggest an algorithm for solving the word game "Hangman" optimally.
Their strategy can be summarised thus (edited for clarification):
At each stage, we are guessing the letter (not previously guessed) which occurs in the largest number of remaining possible words.
There is some motivation to like this algorithm - we are always minimally likely to lose a life.
But, it strikes me that this isn't necessarily the best solution: if we're trying to guess the word (within a certain number of lives), it's not necessarily always the case that the most frequently occurring letter is the most useful letter to distinguish between the remaining available words.
I'm not sure, though, as it does seem opportune to avoid losing a life wherever possible. Will it ever be the case that optimal strategy permits us to sacrifice a life for a better opportunity to win?
Question: is it the case that this greedy algorithm is equivalent to a best-chance-of-winning algorithm, or not? And can you prove it?
An example dictionary+game would be ideal to show a disproof.
Assume the following dictionary: ABC ABD AEF EGH
. (I'll capitalize unguessed letters.)
Assume you have only 1 life (makes the proof so much easier...).
The algorithm proposed above:
Starting with A
, you lose (1/4) or are left with aBC aBD aEF
(3/4).
Now guess B
and lose (1/3) or are left with abC abD
(2/3).
Now guess C
or D
and you lose (1/2) or win (1/2).
Probability to win: 3/4 * 2/3 * 1/2 = 1/4.
Now try something else:
Starting with E
, you lose (1/2) or are left with AeF eGH
(1/2).
Now you know what to guess and win.
Probability to win: 1/2.
Clearly the proposed algorithm is not optimal.
There are some critical assumptions you have to make as to what a game of "Hangman" is.
One thing to remember is that if you pick a correct letter, you do not lose a guess.
I will provide a solution for the one-word-&-equally-likely case. The two-word case can be generalized by creating a new dictionary equal to the cartesian product of your current dictionary, etc. The more-likely-than-others case can be generalized with a bit of probability.
Before we define our algorithm, we define the concept of a reduction. If we were to guess letters L1,L2,L3,...LN all at ONCE, then we would reduce the dictionary to a smaller dictionary: some words would be eliminated, and additionally some letters may also be eliminated. For example if we had the dictionary {dog, cat, rat}
and we guessed a
, we would eliminate {d,g} if the guess was true, or also eliminate {c,r,t} if it was false.
The optimal algorithm is as follows:
Of course that is how you solve any game, and for the most part it is intractable due to the exponential size requirements. You cannot get optimal unless you perfectly replicate this, and I seriously doubt that a strategy which doesn't "look" two or more moves ahead can hope to replicate this. You can however attempt to approximate the optimal strategy as follows.
Repeat the following at each step:
frac words with L
#words without L
+ frac words without L
#words with L
)/( # words without L
/ # words total
)... note that this may be infinite if all the words have a certain letter, in which case go ahead and guess it since there is no penalty. Of course if your dictionary has more than 2^[max number of guesses]
entries, the "Hangman" game is mostly impossible in the equal-probability world (unless the dictionary is highly constrained), so you have to work in the unequal-probability world. In this world, rather than maximizing the amount of elimination you do, you maximize the "expected surprisal" (also called entropy). Each word you associate a prior probability (eg let's say there is a 0.00001 chance of the word being 'putrescent' and a 0.002 chance of the word being 'hangman'). The surprisal is equal to the chance, measured in bits (the negative log of the chance). An answer to a guess will either yield no letters, a single letter, or more than one letter (many possibilities). Thus:
{A__, _A_, __A, AA_, A_A, _AA, AAA}
. For each outcome, calculate the probability using Bayes's rule, and also the new possible dictionaries (eg in one case, you'd have a dictionary of _A_:{cAt, bAt, rAt, ...}
and A__:{Art, Ark, Arm, ...}
etc.). Each of these new dictionaries also has a likelihood ratio, of the form size(postOutcomeDictionary dictionary)/size(preOutcomeDictionary)
; the negative log of this ratio is the amount of information (in bits) which the choice conveys to you. bitsGainedFromOutcome[i] = -log(size(postOutcomeDictionary)/size(preOutcomeDictionary))
. We take the weighted sum of these: sum{i}( prob(outcome[i])*bitsGainedFromOutcome[i] )
, then divide by the probability we are wrong: prob(outcome=='___')
. sum{i}( prob(outcome[i])*bitsGainedFromOutcome[i] )/prob(outcome=='___')
; in case this is infinity, there is nothing to lose, and we automatically pick it. So to answer your question:
>In the game Hangman, is it the case that a greedy letter-frequency algorithm is equivalent to a best-chance-of-winning algorithm?
Clearly not: if the dictionary was
cATs
bATs
rATs
vATs
sATe
mole
vole
role
your algorithm would guess a
or t
, which have a 5/8 chance of reducing your dictionary to 5/8 size for free, and a 3/8 chance of reducing your dictionary to 3/8 size for a cost of 1. You want to choose letters which reveal the most information. In this case, you should guess S, because it has a 4/8 chance of reducing your dictionary to 4/8 size for free, a 1/8 chance of reducing your dictionary to 1/8 size for free, and a 3/8 chance of reducing your dictionary to 3/8 size for a cost of 1. This is strictly better.
edit: I wanted to use an English dictionary example (above) to demonstrate how this is not artificial, and assumed that people could extrapolate from the example without being hung up on the non-strict equality. However, here is an unambiguously clear counterexample: You have 2000 words. 1000 words contain the letter A
in the first place. The other 1000 words contain a unique combination of B
s embedded elsewhere. For example, ?B???
, ??B??
, ???B?
, ????B
, ?BB??
, ?B?B?
, etc. The ?
s represent randomly-chosen characters. There are no A
s in the first ?, except for one word (whose ? is an 'A'), so that the frequency of A
s is strictly greater than the frequency of B
s. The proposed algorithm would guess A
which would result in {50%: choices_halved, 50%: choices_halved & lose_one_life}, whereas this algorithm would dictate the choice B
which results in {50%: YOU_WIN, 50%: choices_halved & lose_one_life}. Percentages have been rounded very slightly. (And no, a word with double letters does not contribute twice to the 'frequency', but even if it did under an insane definition, you could trivially modify this example by making the words begin with AAA...A
.)
(regarding comments: It is unreasonable to complain about strict equality in this example, eg "999/2000", since you can make the probabilities arbitrarily close to each other.)
(Which points out an amusing side-note: If the dictionary is large enough to make hangman impossible sometimes, a strategy ought to throw away guesses that it does not expect to be able to guess. For example if it only has 2 moves left, it ought to make the highest-probability assumption it can which eliminates subtrees with more than 2-moves worth of bits of surprise.)
I have written a script that solves hangman optimally [github].
My basic strategy is this:
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