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Repetition in Permutation Wordle

Aurora Hiveley

TL;DR

This work analyzes a permutation Wordle variant on $[n]$, where a player guesses a secret permutation and learns which positions are correct. By formalizing strategies as $S=[s_1,s_2,\dots,s_n]$ and focusing on the cyclic shift strategy $\mathop{\\mathrm{CS}}$, the authors study information flow and repetition using displacement vectors and their left-variant $d_\ell$, constructing offending permutations that force repeated incorrect information for any non-$\\mathop{\\mathrm{CS}}$ strategy. They provide concrete algorithms for generating offending permutations when $2$ appears in the displacement vector and when it does not, then extend the analysis to derangements and cyclic-shifting components, including $\\mathop{\\mathrm{CSL}}$/\\mathop{\\mathrm{CSR}}$ cases. The paper culminates in a general framework proving that $\\mathop{\\mathrm{CS}}$ is optimal in avoiding information repetition across all strategies, with Maple implementations and open questions on counting offending permutations and extending the results to broader strategy classes.

Abstract

In a game of permutation wordle, a player attempts to guess a secret permutation in the fewest number of guesses possible. Previously, Samuel Kutin and Lawren Smithline (arXiv:2408.00903) introduced this game and proposed a strategy called cyclic shift, which they conjecture performs optimally. We continue our investigation of this conjecture by considering how information is obtained and, at times, repeated during a game of permutation wordle using an arbitrary strategy. This analysis includes several algorithms to construct a secret permutation which prompts inefficient repetition according to the player's strategy, as well as proofs of their efficacy.

Repetition in Permutation Wordle

TL;DR

This work analyzes a permutation Wordle variant on , where a player guesses a secret permutation and learns which positions are correct. By formalizing strategies as and focusing on the cyclic shift strategy , the authors study information flow and repetition using displacement vectors and their left-variant , constructing offending permutations that force repeated incorrect information for any non- strategy. They provide concrete algorithms for generating offending permutations when appears in the displacement vector and when it does not, then extend the analysis to derangements and cyclic-shifting components, including /\\mathop{\\mathrm{CSR}}\\mathop{\\mathrm{CS}}$ is optimal in avoiding information repetition across all strategies, with Maple implementations and open questions on counting offending permutations and extending the results to broader strategy classes.

Abstract

In a game of permutation wordle, a player attempts to guess a secret permutation in the fewest number of guesses possible. Previously, Samuel Kutin and Lawren Smithline (arXiv:2408.00903) introduced this game and proposed a strategy called cyclic shift, which they conjecture performs optimally. We continue our investigation of this conjecture by considering how information is obtained and, at times, repeated during a game of permutation wordle using an arbitrary strategy. This analysis includes several algorithms to construct a secret permutation which prompts inefficient repetition according to the player's strategy, as well as proofs of their efficacy.
Paper Structure (9 sections, 5 theorems, 5 equations, 5 algorithms)

This paper contains 9 sections, 5 theorems, 5 equations, 5 algorithms.

Key Result

Lemma 1

$\mathop{\mathrm{CS}}\nolimits$ never duplicates incorrect information.

Theorems & Definitions (11)

  • Lemma 1
  • proof
  • Theorem 2
  • Definition 3
  • Proposition 4
  • proof
  • Proposition 5
  • proof
  • Theorem 6
  • proof
  • ...and 1 more