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
The answer clearly shows why the greedy algorithm is not the best, but doesn't answer how much better we can get if we stray from the greedy path.
If we assume all words are equally likely in case you are playing against a computer opponent. The case of 4 letters, 6 lives case if you have option to look simply the second most popular letter your probability of winning increases from 55.2% to 58.2%, if you are willing to check one more letter then it increases to 59.1%.
Code: https://gist.github.com/anitasv/c9b7cedba324ec852e470c3011187dfc
A full analysis using ENABLE1 (scrabble dictionary which has 172820 words) with 2 to 6 letters, and with 0 to 10 lives, and 1-greedy to 4-greedy gives the following results. Of course at 25 lives every strategy is equivalent with 100% win rate, so not going beyond 10 lives. Going more than 4-greedy was improving probability only slightly.
letters, lives, 1-greedy, 2-greedy, 3-greedy, 4-greedy
2 letters 0 lives 3.1% 3.1% 3.1% 3.1%
2 letters 1 lives 7.2% 7.2% 7.2% 8.3%
2 letters 2 lives 13.5% 13.5% 13.5% 14.5%
2 letters 3 lives 21.8% 21.8% 22.9% 22.9%
2 letters 4 lives 32.2% 33.3% 33.3% 33.3%
2 letters 5 lives 45.8% 45.8% 45.8% 45.8%
2 letters 6 lives 57.2% 57.2% 57.2% 57.2%
2 letters 7 lives 67.7% 67.7% 67.7% 67.7%
2 letters 8 lives 76% 76% 76% 76%
2 letters 9 lives 84.3% 84.3% 84.3% 84.3%
2 letters 10 lives 90.6% 91.6% 91.6% 91.6%
3 letters 0 lives 0.9% 1.1% 1.1% 1.1%
3 letters 1 lives 3.4% 3.8% 3.9% 3.9%
3 letters 2 lives 7.6% 8.4% 8.6% 8.8%
3 letters 3 lives 13.7% 15% 15.1% 15.2%
3 letters 4 lives 21.6% 22.8% 23.3% 23.5%
3 letters 5 lives 30.3% 32.3% 32.8% 32.8%
3 letters 6 lives 40.5% 42% 42.3% 42.5%
3 letters 7 lives 50.2% 51.4% 51.8% 51.9%
3 letters 8 lives 59.6% 60.9% 61.1% 61.3%
3 letters 9 lives 68.7% 69.8% 70.4% 70.5%
3 letters 10 lives 77% 78.3% 78.9% 79.2%
4 letters 0 lives 0.8% 1% 1.1% 1.1%
4 letters 1 lives 3.7% 4.3% 4.4% 4.5%
4 letters 2 lives 9.1% 10.2% 10.6% 10.7%
4 letters 3 lives 18% 19.4% 20.1% 20.3%
4 letters 4 lives 29.6% 31.3% 32.1% 32.3%
4 letters 5 lives 42.2% 44.8% 45.6% 45.7%
4 letters 6 lives 55.2% 58.2% 59.1% 59.2%
4 letters 7 lives 68% 70.4% 71.1% 71.2%
4 letters 8 lives 78% 80.2% 81% 81.1%
4 letters 9 lives 85.9% 87.8% 88.4% 88.7%
4 letters 10 lives 92.1% 93.3% 93.8% 93.9%
5 letters 0 lives 1.5% 1.8% 1.9% 1.9%
5 letters 1 lives 6.1% 7.5% 7.9% 8%
5 letters 2 lives 15.9% 18.3% 18.9% 19.2%
5 letters 3 lives 30.1% 34.1% 34.8% 34.9%
5 letters 4 lives 47.7% 51.5% 52.3% 52.5%
5 letters 5 lives 64.3% 67.4% 68.3% 68.5%
5 letters 6 lives 77.6% 80.2% 80.6% 80.8%
5 letters 7 lives 86.9% 88.6% 89.2% 89.4%
5 letters 8 lives 92.8% 94.1% 94.4% 94.5%
5 letters 9 lives 96.4% 97.1% 97.3% 97.3%
5 letters 10 lives 98.2% 98.6% 98.8% 98.8%
6 letters 0 lives 3.2% 3.7% 3.9% 3.9%
6 letters 1 lives 12.6% 14.3% 14.9% 15%
6 letters 2 lives 29.2% 32.2% 32.8% 33%
6 letters 3 lives 50.1% 53.4% 54.2% 54.4%
6 letters 4 lives 69.2% 72.4% 73.1% 73.2%
6 letters 5 lives 83.1% 85.5% 85.9% 86.1%
6 letters 6 lives 91.5% 92.9% 93.2% 93.2%
6 letters 7 lives 95.8% 96.5% 96.7% 96.8%
6 letters 8 lives 97.9% 98.3% 98.4% 98.5%
...
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 (e.g. 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 (e.g. 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, e.g. "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.)
Choose a letter that divides the remaining valid words in 2 sets of nearly equal size. With positional information there could be more than 2 sets. Repeat until your set has size 1. That is the best way. The proof is left as an exercise.
I have written a script that solves hangman optimally [github].
My basic strategy is this:
[^est][^est]e[^est][^est]
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.
About your idea to try and guess the word instead of trying to guess letters, there sure may be some isolated cases where you guess the word from the first try or something like that, but this doesn't make that algorithm better on the average case. It's about expected probability.
Some improvement that could be done to that algorithm (in the version posted by Lajos) is some more informed pick of letter to be tried.
This could be achieved by adding one more weight: consider the usage of each word the vocabulary of the language.
For example, technical, medical, juridical etc. words would have much lower chances.
Take this dictionary (with some example usage weights):
frost 6
guilt 5
genes 1
fever 2
meter 1
Here e
is the most frequent letter, so it would get chosen. This would mean leaving only the medical terms, which are very unlikely. But if the decision is taken by:
weight(letter) = w * frequency +
(1 - w) * sum( usage_weight(word) where letter in word )
then, most probably t
would be chosen.
Because (let's say w = 0.2
):
weight(e) = 0.2 * 3 + 0.8 * (1 + 2 + 1)
= 3
weight(r) = 0.2 * 3 + 0.8 * (1 + 2 + 6)
= 7.8
weight(t) = 0.2 * 3 + 0.8 * (1 + 5 + 6)
= 10.2
Note: We should, of course use normalized weights, like frequency / num_words
to get accurate weight measuring.
Note: This algorithm can and should be adapted to the opponent: