The Computational Complexity of Evil Hangman
The game of Hangman is a classical asymmetric two player game in which one player, the setter, chooses a secret word from a language, that the other player, the guesser, tries to discover through single letter matching queries, answered by all occurrences of this letter if any. In the Evil Hangman variant, the setter can change the secret word during the game, as long as the new choice is consistent with the information already given to the guesser. We show that a greedy strategy for Evil Hangman can perform arbitrarily far from optimal, and most importantly, that playing optimally as an Evil Hangman setter is computationally difficult. The latter result holds even assuming perfect knowledge of the language, for several classes of languages, ranging from Finite to Turing Computable. The proofs are based on reductions to Dominating Set on 3-regular graphs and to the Membership problem, combinatorial problems already known to be computationally hard.
combinatorial game theory
computational complexity
decidability
hangman
Theory of computation~Problems, reductions and completeness
Theory of computation~Complexity classes
23:1-23:12
Regular Paper
We want to thank Robinson Castro, who first introduced us to this problem. We also thank Nicolás Sanhueza-Matamala, Alex Meiburg and the anonymous reviewers for their insightful comments and discussion.
Jérémy
Barbay
Jérémy Barbay
Department of Computer Science, University of Chile, Santiago, Chile
http://barbay.cl
https://orcid.org/0000-0002-3392-8353
Bernardo
Subercaseaux
Bernardo Subercaseaux
Department of Computer Science, University of Chile, Santiago, Chile
Millennium Institute for Foundational Research on Data, Santiago, Chile
https://orcid.org/0000-0003-2295-1299
10.4230/LIPIcs.FUN.2021.23
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Jérémy Barbay and Bernardo Subercaseaux
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