Mastermind by evolutionary algorithms
Proceedings of the 1999 ACM symposium on Applied computing
Solving Master Mind Using GAs and Simulated Annealing: A Case of Dynamic Constraint Optimization
PPSN IV Proceedings of the 4th International Conference on Parallel Problem Solving from Nature
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COCOON '96 Proceedings of the Second Annual International Conference on Computing and Combinatorics
Artificial Intelligence: A Modern Approach
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ACM SIGART Bulletin
ACM SIGART Bulletin
Population-Based FPGA Solution to Mastermind Game
AHS '06 Proceedings of the first NASA/ESA conference on Adaptive Hardware and Systems
Solving mastermind using genetic algorithms
GECCO'03 Proceedings of the 2003 international conference on Genetic and evolutionary computation: PartII
Assisting students with argumentation plans when solving problems in CSCL
Computers & Education
Beating exhaustive search at its own game: revisiting evolutionary mastermind
Proceedings of the 12th annual conference on Genetic and evolutionary computation
Entropy-driven evolutionary approaches to the mastermind problem
PPSN'10 Proceedings of the 11th international conference on Parallel problem solving from nature: Part II
Improving and scaling evolutionary approaches to the mastermind problem
EvoApplications'11 Proceedings of the 2011 international conference on Applications of evolutionary computation - Volume Part I
Finding better solutions to the mastermind puzzle using evolutionary algorithms
EvoApplicatons'10 Proceedings of the 2010 international conference on Applications of Evolutionary Computation - Volume Part I
Optimal analyses for 3×n AB games in the worst case
ACG'09 Proceedings of the 12th international conference on Advances in Computer Games
Comparing evolutionary algorithms to solve the game of mastermind
EvoApplications'13 Proceedings of the 16th European conference on Applications of Evolutionary Computation
Improving evolutionary solutions to the game of mastermind using an entropy-based scoring method
Proceedings of the 15th annual conference on Genetic and evolutionary computation
An evolutionary-based hyper-heuristic approach for the Jawbreaker puzzle
Applied Intelligence
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We present a new genetic algorithm for playing the game of Mastermind. The algorithm requires low run-times and results in a low expected number of guesses. Its performance is comparable to that of other meta-heuristics for the standard setting with four positions and six colors, while it outperforms the existing algorithms when more colors and positions are examined. The central idea underlying the algorithm is the creation of a large set of eligible guesses collected throughout the different generations of the genetic algorithm, the quality of each of which is subsequently determined based on a comparison with a selection of elements of the set.