Friday, August 21, 2015

Mastermind Strategic Game

By Cheryll Tefera


For the longest time, playing board games has been linked with the development of the mind, especially in young people. According to Dr. Gwen Dewar of Parenting Science, games such as chess and Mastermind help hone a person's logical-mathematical intelligence - brilliance that is often found in scientists, mathematicians and investigators. The history of games dates to the ancient human past. Games are an integral part of all cultures and are one of the oldest form of human social interaction. Games are formalized expressions of play which allow people to go beyond immediate imagination and direct physical activity. A board game is a game that involves counters or pieces moved or placed on a pre-marked surface or "board", according to a set of rules. Games can be based on pure strategy, chance (e.g. rolling dice), or a mixture of the two, and usually have a goal that a player aims to achieve. While the board gaming market is estimated to be smaller than that for video games, it has also experienced significant growth from the late 1990s. A dedicated field of research into gaming exists, known as game studies or ludology. While there has been a fair amount of scientific research on the psychology of older board games (e.g., chess, Go, mancala), less has been done on contemporary board games such as Monopoly, Scrabble, and Risk. Research studies show that board games such as Chutes and Ladders result in children showing significant improvements in aspects of basic number skills such as counting, recognizing numbers, numerical estimation and number comprehension.

Mastermind is similar to a game that was popular hundreds of years ago which was named as Bull and Cows. It involves two players who are involved in deciphering the so-called codes of each other. It was invented in the year 1970 by an Israeli telecommunication expert named Mordecai Meirowitz. He was an acting postmaster too! His idea was at first turned down by many of the leading toy companies, but he persisted, and took it to the International Toy Fair at Nuremberg in February 1971. Released in 1971, the game sold over 50 million sets in 80 countries, making it the most successful new game of the 1970s. It has received awards like Game of the year (1973), Design Center Award and Queen's Award for Export Achievement.

Something about this game caught the imagination of the public, and it became the most successful new game of the 1970's. 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 (or more; see Variations below) different colors, 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. In 1993, Kenji Koyama and Tony W. Lai calculated that the best strategy uses an average of 5625/1296 = 4.340 moves.

One of the two players becomes a Code-maker and the other is Code-breaker. It is chosen at the start between these two players that how many rounds of game they will play. It is to be noted that the number of rounds to be played must be an even number. A pattern of four code pegs is then chosen by the Code-maker, since the replicas are permitted, the player has an option to deploy these pegs of the same color. The pattern is arranged in the four holes by the Code-maker and is hidden from the Code-breaker. This ensures that the Code-breaker finds it very difficult to decipher the enigma!

The code-breaker tries to guess the pattern, in both order and color, within twelve (or ten, or eight) turns. Each guess is made by placing a row of code pegs on the decoding board. Once placed, the code-maker 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 white-white-black-black and the player guesses white-white-white-black, the code-maker will award two colored key pegs for the two correct whites, nothing for the third white as there is not a third white in the code, and a colored key peg for the black. No indication is given of the fact that the code also includes a second black.

This pattern of guessing, unraveling goes on until one of the thing happens, either the Code-breaker runs out of his chances or he predicts the exact pattern deployed by the Code-maker. The scoring is such that the Code-maker is awarded a point for each prediction that the Code-breaker makes. A bonus point is granted to the Code-maker if the other player doesn't unravels the correct pattern in the last prediction. The winner is obviously the one who has most number of points after finishing the pre-decided number of rounds. Even the score revolving around coloured key pegs placed can be used.

In November 2004, Michiel de Bondt proved that solving a Mastermind board is an NP-complete problem when played with n pegs per row and two colors, by showing how to represent any one-in-three 3SAT problem in it. He also showed the same for Consistent Mastermind. 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 code-maker and code-breaker. Few of its varied varieties are Word mastermind (1975), Number Mastermind (1975) and Incicta (1977).

Online versions have recently overtaken the popularity of board versions. Many companies have used different combinations of pieces and colors to avoid infringements pertaining to Intellectual Property Rights. If the unoccupied parts (holes) of the board are treated as another color, it would definitely lead to a more intense battle between the player.




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