Sherina Vijayan (2007) Fair Mastermind. Universiti Malaysia Sabah. (Unpublished)
|
Text
ae0000001820.pdf Download (1MB) | Preview |
Abstract
This dissertation introduces a modification of the two-player code-breaking game Mastermind with the introduction of cheating by the Code-maker and asking by the Code-breaker. The element of cheating and asking provide a fair setting where the Code-maker is able to cheat with the markers awarded to the Code-breaker whilst the Code-breaker is able to ask the Code-maker to determine the occurrence of a cheat. These actions are done once respectively during the first three guesses. Game trees are constructed and tables are drawn to see the possible combinations available when the actions of cheating and asking take place. The best time for the Code-maker to cheat would be the 2nd guess, when his opponent is at a juncture of confusion. However, though there are many options in markers to use for cheating, the best strategy is to use only logical markers to avoid doubt in his opponent. The criterias for the cheating markers to be convincing is that the markers must go in line with his opponent's 1st guess and gives possible combination of codes for his opponent's attempt at the 3rd guess. The best times for the Code-breaker to ask would be at the 1st guess due to the lack of markers to suspect as well as the 3rd guess due to more information on the set. However, the Code-breaker must use logical thinking and intuition in his suspicions on what he believes to be the rightful markers to his guess in order to break the code.
Item Type: | Academic Exercise |
---|---|
Keyword: | code-breaking game, mastermind, Code-breaker, Code-maker, cheating |
Subjects: | Q Science > QA Mathematics |
Department: | SCHOOL > School of Science and Technology |
Depositing User: | SITI AZIZAH BINTI IDRIS - |
Date Deposited: | 06 Mar 2014 16:38 |
Last Modified: | 11 Oct 2017 12:51 |
URI: | https://eprints.ums.edu.my/id/eprint/8116 |
Actions (login required)
View Item |