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  Playing Mastermind with Many Colors

Doerr, B., Doerr, C., Spöhel, R., & Thomas, H. (2012). Playing Mastermind with Many Colors. Retrieved from http://arxiv.org/abs/1207.0773.

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arXiv:1207.0773.pdf (Preprint), 2MB
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 Urheber:
Doerr, Benjamin1, Autor           
Doerr, Carola1, Autor           
Spöhel, Reto1, Autor           
Thomas, Henning2, Autor
Affiliations:
1Algorithms and Complexity, MPI for Informatics, Max Planck Society, ou_24019              
2External Organizations, ou_persistent22              

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Schlagwörter: Computer Science, Data Structures and Algorithms, cs.DS,Computer Science, Discrete Mathematics, cs.DM
 Zusammenfassung: We analyze the general version of the classic guessing game Mastermind with $n$ positions and $k$ colors. Since the case $k \le n^{1-\varepsilon}$, $\varepsilon>0$ a constant, is well understood, we concentrate on larger numbers of colors. For the most prominent case $k = n$, our results imply that Codebreaker can find the secret code with $O(n \log \log n)$ guesses. This bound is valid also when only black answer-pegs are used. It improves the $O(n \log n)$ bound first proven by Chv\'atal (Combinatorica 3 (1983), 325--329). We also show that if both black and white answer-pegs are used, then the $O(n \log\log n)$ bound holds for up to $n^2 \log\log n$ colors. These bounds are almost tight as the known lower bound of $\Omega(n)$ shows. Unlike for $k \le n^{1-\varepsilon}$, simply guessing at random until the secret code is determined is not sufficient. In fact, we show that an optimal non-adaptive strategy (deterministic or randomized) needs $\Theta(n \log n)$ guesses.

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Sprache(n): eng - English
 Datum: 2012-07-032013-01-172012-07-032012-07-03
 Publikationsstatus: Online veröffentlicht
 Seiten: Extended abstract appeared in SODA 2013. This full version has 22 pages and 1 picture
 Ort, Verlag, Ausgabe: -
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 Identifikatoren: arXiv: 1207.0773
URI: http://arxiv.org/abs/1207.0773
BibTex Citekey: Doerr2012x
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