Using Wordle for Learning to Design and Compare Strategies
Chao-Lin Liu

TL;DR
This paper develops and evaluates parameterized strategies for solving Wordle and Wordle-like games, demonstrating improved performance over baseline strategies in terms of guesses needed and failure rate.
Contribution
It introduces flexible, probabilistic strategies that can handle diverse Wordle variants without precomputations, advancing game-solving methods.
Findings
Best strategy reduces average guesses from 4.078 to 3.674.
Failure rate decreases from 1.77% to 0.65%.
Strategies are adaptable to various game configurations.
Abstract
Wordle is a very popular word game that is owned by the New York Times. We can design parameterized strategies for solving Wordle, based on probabilistic, statistical, and information-theoretical information about the games. The strategies can handle a reasonably large family of Wordle-like games both systematically and dynamically, meaning that we do not rely on precomputations that may work for non-fixed games. More specifically, the answer set can be arbitrary, not confining to the current 2315 words. The answer words may include any specific number of letters (does not have to be five), and the set of symbols that form the words does not have to be limited to only the English alphabet. Exploring possible strategies for solving the Wordle-like games offers an attractive learning challenges for students who are learning to design computer games. This paper will provide the results…
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Taxonomy
TopicsEducational Assessment and Pedagogy · Machine Learning and Algorithms
