Population-Based FPGA Solution to Mastermind Game

  • Authors:
  • H. Fatih Ugurdag;Yahya Sahin;Onur Baskirt;Soner Dedeoglu;Sezer Gören;Yasar S. Kocak

  • Affiliations:
  • Bahcesehir University, Turkey;Bahcesehir University, Turkey;Bahcesehir University, Turkey;Bahcesehir University, Turkey;Bahcesehir University, Turkey;Bahcesehir University, Turkey

  • Venue:
  • AHS '06 Proceedings of the first NASA/ESA conference on Adaptive Hardware and Systems
  • Year:
  • 2006

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Abstract

We present a new parallel, adaptable algorithm, which plays Mastermind game, and its FPGA implementation. The proposed algorithm is a cross between Shapiro's, Knuth's, and Kooi's algorithms, has lowcomputational complexity but still offers competitive game results. The FPGA design part required subtle architectural decisions and trade-off between area, interconnect, and clock speed. An FPGA implementation provides a cheap and low-power engine for a console game while offering speeds even greater than a high-end PC. The adaptability of the algorithm lets us easily move the algorithm to bigger FPGAs if greater speeds and/or wider versions of the game are needed.