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''Mastermind'' or ''Master Mind'' is a
code In communications and information processing, code is a system of rules to convert information—such as a letter, word, sound, image, or gesture—into another form, sometimes shortened or secret, for communication through a communicati ...
-breaking game for two players. It resembles an earlier
pencil and paper game Paper-and-pencil games or paper-and-pen games (or some variation on those terms) are games that can be played solely with paper and pencils (or other writing implements), usually without erasing. They may be played to pass the time, as icebre ...
called
Bulls and Cows Bulls and Cows (also known as Cows and Bulls or Pigs and Bulls) is a code-breaking mind or paper and pencil game for two or more players, predating the commercially marketed board game '' Mastermind'' and the hit word game Wordle. The game is p ...
that may date back a century.


Gameplay and rules

The game is played using: * a ''decoding board'', with a ''shield'' at one end covering a row of four large holes, and twelve (or ten, or eight, or six) additional rows containing four large holes next to a set of four small holes; * ''code pegs'' of six different colors (or more; see
Variations Variation or Variations may refer to: Science and mathematics * Variation (astronomy), any perturbation of the mean motion or orbit of a planet or satellite, particularly of the moon * Genetic variation, the difference in DNA among individua ...
below), with round heads, which will be placed in the large holes on the board; and * ''key pegs'', some colored black, some white, which are flat-headed and smaller than the code pegs; they will be placed in the small holes on the board. The two players decide in advance how many games they will play, which must be an
even number In mathematics, parity is the property of an integer of whether it is even or odd. An integer is even if it is a multiple of two, and odd if it is not.. For example, −4, 0, 82 are even because \begin -2 \cdot 2 &= -4 \\ 0 \cdot 2 &= 0 \\ 41 ...
. One player becomes the ''codemaker'', the other the ''codebreaker''. The codemaker chooses a pattern of four code pegs. Players decide in advance whether duplicates and blanks are allowed. If so, the codemaker may even choose four same-colored code pegs or four blanks. If blanks are not allowed in the code, the codebreaker may not use blanks in their guesses. The codemaker places the chosen pattern in the four holes covered by the shield, visible to the codemaker but not to the codebreaker. The codebreaker tries to guess the pattern, in both order and color, within eight to twelve turns. Each guess is made by placing a row of code pegs on the decoding board. Once placed, the codemaker provides feedback by placing from zero to four key pegs in the small holes of the row with the guess. A colored or black key peg is placed for each code peg from the guess which is correct in both color and position. A white key peg indicates the existence of a correct color code peg placed in the wrong position. If there are duplicate colors in the guess, they cannot all be awarded a key peg unless they correspond to the same number of duplicate colors in the hidden code. For example, if the hidden code is red-red-blue-blue and the player guesses red-red-red-blue, the codemaker will award two colored key pegs for the two correct reds, nothing for the third red as there is not a third red in the code, and a colored key peg for the blue. No indication is given of the fact that the code also includes a second blue. Once feedback is provided, another guess is made; guesses and feedback continue to alternate until either the codebreaker guesses correctly, or all rows on the decoding board are full. Traditionally, players can only earn points when playing as the codemaker. The codemaker gets one point for each guess the codebreaker makes. An extra point is earned by the codemaker if the codebreaker is unable to guess the exact pattern within the given number of turns. (An alternative is to score based on the number of key pegs placed.) The winner is the one who has the most points after the agreed-upon number of games are played. Other rules may be specified.


History

The game is based on an older, paper based game called
Bulls and Cows Bulls and Cows (also known as Cows and Bulls or Pigs and Bulls) is a code-breaking mind or paper and pencil game for two or more players, predating the commercially marketed board game '' Mastermind'' and the hit word game Wordle. The game is p ...
. A computer adaptation of it was run in the 1960s on
Cambridge University , mottoeng = Literal: From here, light and sacred draughts. Non literal: From this place, we gain enlightenment and precious knowledge. , established = , other_name = The Chancellor, Masters and Schola ...
’s
Titan Titan most often refers to: * Titan (moon), the largest moon of Saturn * Titans, a race of deities in Greek mythology Titan or Titans may also refer to: Arts and entertainment Fictional entities Fictional locations * Titan in fiction, fictiona ...
computer system, where it was called 'MOO'. This version was written by Frank King. There was also another version for the TSS/8 time sharing system, written by J.S. Felton and finally a version for the
Multics Multics ("Multiplexed Information and Computing Service") is an influential early time-sharing operating system based on the concept of a single-level memory.Dennis M. Ritchie, "The Evolution of the Unix Time-sharing System", Communications of ...
system at
MIT The Massachusetts Institute of Technology (MIT) is a private land-grant research university in Cambridge, Massachusetts. Established in 1861, MIT has played a key role in the development of modern technology and science, and is one of the m ...
by Jerrold Grochow. The modern game with pegs was invented in 1970 by
Mordecai Meirowitz Mordechai Meirovitz (born 1930 in Romania) is an Israeli telecommunications expert. Meirovitz invented the code-breaking board game '' Master Mind''. After being rejected by leading games companies, he sparked the interest of a Leicester-based c ...
, an Israeli postmaster and telecommunications expert. Meirowitz presented the idea to many major toy companies but, after showing it at the
Nuremberg International Toy Fair The Nuremberg International Toy Fair (German: ''Spielwarenmesse''), held annually since 1949, is the largest international trade fair for toys and games. Only trade visitors associated with the toy business, journalists and invited guests are ...
, it was picked up by a plastics company,
Invicta Plastics Invicta Plastics Ltd. was a plastics manufacturing company, founded in 1946 by Edward Jones-Fenleigh (Incorporated as a PLC in 1951, previously Invicta Industries).) They had a headquarters in Oadby up until 2009, when they moved to Scudamore Road ...
, based near
Leicester Leicester ( ) is a city status in the United Kingdom, city, Unitary authorities of England, unitary authority and the county town of Leicestershire in the East Midlands of England. It is the largest settlement in the East Midlands. The city l ...
, UK. Invicta purchased all the rights to the game and the founder, Edward Jones-Fenleigh, refined the game further. It was released in 1971–2. Since 1971, the rights to ''Mastermind'' have been held by Invicta Plastics. (Invicta always named the game ''Master Mind''.) They originally manufactured it themselves, though they have since licensed its manufacture to
Hasbro Hasbro, Inc. (; a syllabic abbreviation of its original name, Hassenfeld Brothers) is an American multinational conglomerate holding company incorporated and headquartered in Pawtucket, Rhode Island. Hasbro owns the trademarks and products of K ...
worldwide, with the exception of Pressman Toys and Orda Industries who have the manufacturing rights to the United States and Israel, respectively. Starting in 1973, the game box featured a photograph of a man in a suit jacket seated in the foreground, with a young Asian woman standing behind him. The two amateur models (Bill Woodward and Cecilia Fung) reunited in June 2003 to pose for another publicity photo.


Algorithms and strategies

Before asking for a best strategy of the codebreaker one has to define what is the meaning of "best": The minimal number of moves can be analyzed under the conditions of worst and average case and in the sense of a minimax value of a zero-sum game in
game theory Game theory is the study of mathematical models of strategic interactions among rational agents. Myerson, Roger B. (1991). ''Game Theory: Analysis of Conflict,'' Harvard University Press, p.&nbs1 Chapter-preview links, ppvii–xi It has appli ...
.


Best strategies with four pegs and six colors

With four pegs and six colours, there are 64 = 1,296 different patterns (allowing duplicate colours).


Worst case: Five-guess algorithm

In 1977,
Donald Knuth Donald Ervin Knuth ( ; born January 10, 1938) is an American computer scientist, mathematician, and professor emeritus at Stanford University. He is the 1974 recipient of the ACM Turing Award, informally considered the Nobel Prize of computer sc ...
demonstrated that the codebreaker can solve the pattern in five moves or fewer, using an algorithm that progressively reduces the number of possible patterns. The algorithm works as follows: # Create the set of 1,296 possible codes . # Start with initial guess 1122. (Knuth gives examples showing that this algorithm using first guesses other than "two pair"; such as 1111, 1112, 1123, or 1234; does not win in five tries on every code.) # Play the guess to get a response of coloured and white pegs. # If the response is four colored pegs, the game is won, the algorithm terminates. # Otherwise, remove from any code that would not give the same response. # The next guess is chosen by the
minimax Minimax (sometimes MinMax, MM or saddle point) is a decision rule used in artificial intelligence, decision theory, game theory, statistics, and philosophy for ''mini''mizing the possible loss for a worst case (''max''imum loss) scenario. When ...
technique, which chooses a guess that has the least worst response score. In this case, a response to a guess is some number of coloured and white pegs, and the score of such a response is defined to be the number of codes in that are still possible even after the response is known. The score of a guess is pessimistically defined to be the worst (maximum) of all its response scores. From the set of guesses with the least (minimum) guess score, select one as the next guess, choosing a code from whenever possible. (Within these constraints, Knuth follows the convention of choosing the guess with the least numeric value; e.g., 2345 is lower than 3456. Knuth also gives an example showing that in some cases no code from will be among the best scoring guesses and thus the guess cannot win on the next turn, yet will be necessary to assure a win in five.) # Repeat from step 3.


Average case

Subsequent mathematicians have been finding various algorithms that reduce the average number of turns needed to solve the pattern: in 1993, Kenji Koyama and Tony W. Lai performed an exhaustive
depth-first search Depth-first search (DFS) is an algorithm for traversing or searching tree or graph data structures. The algorithm starts at the root node (selecting some arbitrary node as the root node in the case of a graph) and explores as far as possible a ...
showing that the optimal method for solving a random code could achieve an average of 5,625/1,296 = 4.3403 turns to solve, with a worst-case scenario of six turns.


Minimax value of game theory

The minimax value in the sense of game theory is 5,600/1,290 = 4.341. The minimax strategy of the codemaker consists in a uniformly distributed selection of one of the 1,290 patterns with two or more colors.


Genetic algorithm

A new algorithm with an embedded
genetic algorithm In computer science and operations research, a genetic algorithm (GA) is a metaheuristic inspired by the process of natural selection that belongs to the larger class of evolutionary algorithms (EA). Genetic algorithms are commonly used to ge ...
, where a large set of eligible codes is collected throughout the different generations. The quality of each of these codes is determined based on a comparison with a selection of elements of the eligible set. This algorithm is based on a heuristic that assigns a score to each eligible combination based on its probability of actually being the hidden combination. Since this combination is not known, the score is based on characteristics of the set of eligible solutions or the sample of them found by the evolutionary algorithm. The algorithm works as follows, with ''P'' = length of the solution used in the game, ''X''1 = exact matches ("red pins") and ''Y''1 = near matches ("white pins"): # Set ''i'' = 1 # Play fixed initial guess ''G''1 # Get the response ''X''1 and ''Y''1 # Repeat while ''Xi'' ≠ ''P'': ## Increment ''i'' ## Set ''Ei'' =
In mathematics, the empty set is the unique set having no elements; its size or cardinality (count of elements in a set) is zero. Some axiomatic set theories ensure that the empty set exists by including an axiom of empty set, while in other ...
and ''h'' = 1 ## Initialize population ## Repeat while ''h'' ≤ ''maxgen'' and , ''Ei'', ≤ ''maxsize'': ### Generate new population using crossover, mutation, inversion and permutation ### Calculate fitness ### Add eligible combinations to ''Ei'' ### Increment ''h'' ## Play guess ''Gi'' which belongs to ''Ei'' ## Get response ''Xi'' and ''Yi''


Complexity and the satisfiability problem

In November 2004, Michiel de Bondt proved that solving a ''Mastermind'' board is an
NP-complete In computational complexity theory, a problem is NP-complete when: # it is a problem for which the correctness of each solution can be verified quickly (namely, in polynomial time) and a brute-force search algorithm can find a solution by trying ...
problem when played with ''n'' pegs per row and two colors, by showing how to represent any
one-in-three 3SAT In logic and computer science, the Boolean satisfiability problem (sometimes called propositional satisfiability problem and abbreviated SATISFIABILITY, SAT or B-SAT) is the problem of determining if there exists an interpretation that satisfi ...
problem in it. He also showed the same for ''Consistent Mastermind'' (playing the game so that every guess is a candidate for the secret code that is consistent with the hints in the previous guesses). The ''Mastermind satisfiability problem'' is a
decision problem In computability theory and computational complexity theory, a decision problem is a computational problem that can be posed as a yes–no question of the input values. An example of a decision problem is deciding by means of an algorithm whe ...
that asks, "Given a set of guesses and the number of colored and white pegs scored for each guess, is there at least one secret pattern that generates those exact scores?" (If not, then the codemaker must have incorrectly scored at least one guess.) In December 2005, Jeff Stuckman and Guo-Qiang Zhang showed in an
arXiv arXiv (pronounced "archive"—the X represents the Greek letter chi ⟨χ⟩) is an open-access repository of electronic preprints and postprints (known as e-prints) approved for posting after moderation, but not peer review. It consists of ...
article that the ''Mastermind satisfiability problem'' is NP-complete.


Variations

Varying the number of colors and the number of holes results in a spectrum of ''Mastermind'' games of different levels of difficulty. Another common variation is to support different numbers of players taking on the roles of codemaker and codebreaker. The following are some examples of ''Mastermind'' games produced by Invicta,
Parker Brothers Parker Brothers (known by Parker outside of North America) was an American toy and game manufacturer which in 1991 became a brand of Hasbro. More than 1,800 games were published under the Parker Brothers name since 1883. Among its products we ...
, Pressman,
Hasbro Hasbro, Inc. (; a syllabic abbreviation of its original name, Hassenfeld Brothers) is an American multinational conglomerate holding company incorporated and headquartered in Pawtucket, Rhode Island. Hasbro owns the trademarks and products of K ...
, and other game manufacturers: The difficulty level of any of the above can be increased by treating “empty” as an additional color or decreased by requiring only that the code's colors be guessed, independent of position. In ''Mini Mastermind'' the colored code pegs are the same size and shape as the black or white key pegs so the difficulty can be increased by permitting the key pegs to be used as code pegs for two additional colors. Computer and Internet versions of the game have also been made, sometimes with variations in the number and type of pieces involved and often under different names to avoid trademark infringement. ''Mastermind'' can also be played with paper and pencil. There is a numeral variety of the Mastermind in which a 4-digit number is guessed. The game was included in the compilation party video game '' Clubhouse Games: 51 Worldwide Classics'' for the
Nintendo Switch The is a hybrid video game console developed by Nintendo and released worldwide in most regions on March 3, 2017. The console itself is a tablet that can either be docked for use as a home console or used as a portable device, making it a ...
under the name "Hit & Blow".


See also

*
Israeli inventions and discoveries This is a list of inventions and discoveries by Israeli scientists and researchers, working locally or overseas. There are over 6,000 startups currently in Israel. There are currently more than 30 technology companies valued over US$1 billion (un ...
*
Wordle ''Wordle'' is a web-based word game created and developed by Welsh software engineer Josh Wardle, and owned and published by The New York Times Company since 2022. Players have six attempts to guess a five-letter word, with feedback given for ...


Explanatory notes


References


External links


Mastermind: An augment reality approach, Porting a Legacy Game to New Interaction Paradigm



Optimal Solution Look-Up Table on ''Mastermind''
{{DEFAULTSORT:Mastermind (Board Game) Board games introduced in 1970 1970s toys Abstract strategy games Games of mental skill Logic puzzles NP-complete problems Deduction board games Parker Brothers games Pressman Toy Corporation games Guessing games ru:Быки и коровы