Optimal Algorithm for Winning Hangman

There are some critical assumptions you have to make as to what a game of "Hangman" is.

  • Do you just have one word you need to guess, or do you need to guess a phrase?
  • Are some words more likely than others?

One thing to remember is that if you pick a correct letter, you do not lose a guess.

I will provide a solution for the one-word-&-equally-likely case. The two-word case can be generalized by creating a new dictionary equal to the cartesian product of your current dictionary, etc. The more-likely-than-others case can be generalized with a bit of probability.

Before we define our algorithm, we define the concept of a reduction. If we were to guess letters L1,L2,L3,...LN all at ONCE, then we would reduce the dictionary to a smaller dictionary: some words would be eliminated, and additionally some letters may also be eliminated. For example if we had the dictionary {dog, cat, rat} and we guessed a, we would eliminate {d,g} if the guess was true, or also eliminate {c,r,t} if it was false.

The optimal algorithm is as follows:

  • Consider the game tree
  • Look at all nodes where [#guesses left == 1]
  • If there is no node, the game is impossible; if there is a node, that is your answer

Of course that is how you solve any game, and for the most part it is intractable due to the exponential size requirements. You cannot get optimal unless you perfectly replicate this, and I seriously doubt that a strategy which doesn't "look" two or more moves ahead can hope to replicate this. You can however attempt to approximate the optimal strategy as follows.

Repeat the following at each step:

  • Consider each letter: choose the letter which will maximize the expected-dictionary-reduction per expected-penalty: that is, pick the letter L which will maximize the (frac words with L#words without L + frac words without L#words with L)/(# words without L/# words total)... note that this may be infinite if all the words have a certain letter, in which case go ahead and guess it since there is no penalty.
  • Make your guess, get an updated board state
  • Eliminate all words invalidated by the new board

Of course if your dictionary has more than 2^[max number of guesses] entries, the "Hangman" game is mostly impossible in the equal-probability world (unless the dictionary is highly constrained), so you have to work in the unequal-probability world. In this world, rather than maximizing the amount of elimination you do, you maximize the "expected surprisal" (also called entropy). Each word you associate a prior probability (e.g. let's say there is a 0.00001 chance of the word being 'putrescent' and a 0.002 chance of the word being 'hangman'). The surprisal is equal to the chance, measured in bits (the negative log of the chance). An answer to a guess will either yield no letters, a single letter, or more than one letter (many possibilities). Thus:

  • For each possible guess, consider the effect that guess would have
  • For each possible outcome of the guess, consider the probability of that outcome. For example if you guessed 'A' for a 3-letter word, you'd have to consider each possible outcome in the set {A__, _A_, __A, AA_, A_A, _AA, AAA}. For each outcome, calculate the probability using Bayes's rule, and also the new possible dictionaries (e.g. in one case, you'd have a dictionary of _A_:{cAt, bAt, rAt, ...} and A__:{Art, Ark, Arm, ...} etc.). Each of these new dictionaries also has a likelihood ratio, of the form size(postOutcomeDictionary dictionary)/size(preOutcomeDictionary); the negative log of this ratio is the amount of information (in bits) which the choice conveys to you.
  • Thus you want to maximize the ratio of the expected amount of information (in bits) you gain, per the expected cost (the cost penalty is 1 if you fail and 0 if you don't). For each guess, and for each outcome of the guess, the bits-of-information-gained is bitsGainedFromOutcome[i] = -log(size(postOutcomeDictionary)/size(preOutcomeDictionary)). We take the weighted sum of these: sum{i}( prob(outcome[i])*bitsGainedFromOutcome[i] ), then divide by the probability we are wrong: prob(outcome=='___').
  • We pick the letter with the minimum sum{i}( prob(outcome[i])*bitsGainedFromOutcome[i] )/prob(outcome=='___'); in case this is infinity, there is nothing to lose, and we automatically pick it.

So to answer your question:

>In the game Hangman, is it the case that a greedy letter-frequency algorithm is equivalent to a best-chance-of-winning algorithm?

Clearly not: if the dictionary was

cATs
bATs
rATs
vATs
sATe
mole
vole
role

your algorithm would guess a or t, which have a 5/8 chance of reducing your dictionary to 5/8 size for free, and a 3/8 chance of reducing your dictionary to 3/8 size for a cost of 1. You want to choose letters which reveal the most information. In this case, you should guess S, because it has a 4/8 chance of reducing your dictionary to 4/8 size for free, a 1/8 chance of reducing your dictionary to 1/8 size for free, and a 3/8 chance of reducing your dictionary to 3/8 size for a cost of 1. This is strictly better.

edit: I wanted to use an English dictionary example (above) to demonstrate how this is not artificial, and assumed that people could extrapolate from the example without being hung up on the non-strict equality. However, here is an unambiguously clear counterexample: You have 2000 words. 1000 words contain the letter A in the first place. The other 1000 words contain a unique combination of Bs embedded elsewhere. For example, ?B???, ??B??, ???B?, ????B, ?BB??, ?B?B?, etc. The ?s represent randomly-chosen characters. There are no As in the first ?, except for one word (whose ? is an 'A'), so that the frequency of As is strictly greater than the frequency of Bs. The proposed algorithm would guess A which would result in {50%: choices_halved, 50%: choices_halved & lose_one_life}, whereas this algorithm would dictate the choice B which results in {50%: YOU_WIN, 50%: choices_halved & lose_one_life}. Percentages have been rounded very slightly. (And no, a word with double letters does not contribute twice to the 'frequency', but even if it did under an insane definition, you could trivially modify this example by making the words begin with AAA...A.)

(regarding comments: It is unreasonable to complain about strict equality in this example, e.g. "999/2000", since you can make the probabilities arbitrarily close to each other.)

(Which points out an amusing side-note: If the dictionary is large enough to make hangman impossible sometimes, a strategy ought to throw away guesses that it does not expect to be able to guess. For example if it only has 2 moves left, it ought to make the highest-probability assumption it can which eliminates subtrees with more than 2-moves worth of bits of surprise.)


Assume the following dictionary: ABC ABD AEF EGH. (I'll capitalize unguessed letters.)
Assume you have only 1 life (makes the proof so much easier...).

The algorithm proposed above:

Starting with A, you lose (1/4) or are left with aBC aBD aEF (3/4).
Now guess B and lose (1/3) or are left with abC abD (2/3).
Now guess C or D and you lose (1/2) or win (1/2).
Probability to win: 3/4 * 2/3 * 1/2 = 1/4.

Now try something else:

Starting with E, you lose (1/2) or are left with AeF eGH (1/2).
Now you know what to guess and win.
Probability to win: 1/2.

Clearly the proposed algorithm is not optimal.