sartak / Games-Mastermind-Cracker
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Branch:
master
Shawn M Moore (author)
Thu Jun 04 21:18:52 -0700 2009
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README
NAME
Games::Mastermind::Cracker - quickly crack Mastermind
VERSION
Version 0.02 released 01 Dec 07
SYNOPSIS
use Games::Mastermind::Cracker::Sequential;
my $cracker = Games::Mastermind::Cracker::Sequential->new();
printf "The solution is %s!\n", $cracker->cracker;
DESCRIPTION
Mastermind is a code-breaking game played by two players, the "code
maker" and the "code breaker".
This module plays the role of code breaker. The only requirement is that
you provide the answers to how many black pegs and how many white pegs a
code gives.
You must instantiate a subclass of this module to actually break codes.
There are a number of different cracker modules, described in
"ALGORITHMS".
Games::Mastermind is the same game, except it plays the role of code
maker.
ALGORITHMS
Here are the algorithms, in roughly increasing order of quality.
Games::Mastermind::Cracker::Random
This randomly guesses until it gets the right answer. It does not
attempt to avoid guessing the same code twice.
Games::Mastermind::Cracker::Sequential
This guesses each code in order until it gets the right answer. It uses
no information from the results to prepare its next guesses.
Games::Mastermind::Cracker::Basic
This is the first usable algorithm. It will keep track of all the
possible codes. When a result is known, it will go through the possible
codes and eliminate any result inconsistent with the result. For
example, "BBBB" is not a possible result when "WKYW" is guessed and
receives a result of 1 black. This is because "WKYW" would not score 1
black if the correct code is "BBBB".
USAGE
"new"
Creates a new Games::Mastermind::Cracker::* object. Note that you MUST
instantiate a subclass of this module. "new" takes a number of
arguments:
"holes"
The number of holes. Default: 4.
"pegs"
The representations of the pegs. Default: 'K', 'B', 'G', 'R', 'Y', 'W'.
"get_result"
A coderef to call any time the module wants user input. It passes the
coderef $self and the string of the guess (e.g. "KRBK") and expects to
receive two numbers, "black pegs" and "white pegs", as return value. I
will call this method multiple times if necessary to get sane output, so
you don't need to do much processing.
The default queries the user through standard output and standard input.
"crack"
The method to call to crack a particular game of Mastermind. This takes
no arguments. It returns the solution as a string, or "undef" if no
solution could be found.
"holes"
This will return the number of holes used in the game.
"pegs"
This will return an array reference of the pegs used in the game.
"history"
This will return an array reference of the guesses made so far in the
game. Each item in "history" is an array refrence itself, containing the
guess, its black pegs, and its white pegs.
SUBCLASSING
This module uses Moose so please use it to extend this module. ":)"
Your cracker should operate such that any update to its internal state
is caused by "result_of", not "make_guess". This is because your
"result_of" method may be called (multiple times) before "make_guess" is
first called.
If you absolutely have to entangle your guessing and result processing
code, one way to make this work is to have "result_of" do all the
calculation and store the next guess to make in an attribute.
REQUIRED METHODS
make_guess
This method will receive no arguments, and expects a string representing
the guessed code as a result. If your "make_guess" returns "undef", that
will be interpreted as "unable to crack this code." If your "make_guess"
returns a scalar reference, that will be interpreted as the correct
solution.
OPTIONAL METHODS
result_of
This method will receive three arguments: the guess made, the number of
black pegs, and the number of white pegs. It doesn't have to return
anything.
HELPER METHODS
last_guess
This returns the last code guessed, or "undef" if no code has been
guessed yet.
random_peg
This returns a peg randomly selected from valid pegs.
all_codes
This returns a hash reference of all possible codes. This is not cached
in any way, so each call is a large speed penalty.
score
This expects two codes. It will return the black and white marker count
as if the first is a guess against the second. (actually, this method is
associative, so you could say the second against the first ":)").
SEE ALSO
Games::Mastermind, Games::Mastermind::Solver,
<http://sartak.katron.org/nh/mastermind>
AUTHOR
Shawn M Moore, "<sartak at gmail.com>"
BUGS
No known bugs.
Please report any bugs through RT: email "bug-games-mastermind-cracker
at rt.cpan.org", or browse
<http://rt.cpan.org/NoAuth/ReportBug.html?Queue=Games-Mastermind-Cracker
>.
SUPPORT
You can find this documentation for this module with the perldoc
command.
perldoc Games::Mastermind::Cracker
You can also look for information at:
* AnnoCPAN: Annotated CPAN documentation
<http://annocpan.org/dist/Games-Mastermind-Cracker>
* CPAN Ratings
<http://cpanratings.perl.org/d/Games-Mastermind-Cracker>
* RT: CPAN's request tracker
<http://rt.cpan.org/NoAuth/Bugs.html?Dist=Games-Mastermind-Cracker>
* Search CPAN
<http://search.cpan.org/dist/Games-Mastermind-Cracker>
COPYRIGHT AND LICENSE
Copyright 2007 Shawn M Moore.
This program is free software; you can redistribute it and/or modify it
under the same terms as Perl itself.

