Modify Your Version Of The Project To The Following Specific
Modify Your Version Of The Project To The Following Specifications
Modify your version of the project to the following specifications: 1) Randomly generate a code to break in the range of 0000 to 9999 using characters not integers. 2) Include an option to test all possible guesses instead of playing the game, generating a table with 10,000 entries of guesses from 0000 to 9999. a) The test loop will compare each guess to your randomly chosen code. b) Print headings including the guess number, number of correct positions, number of correct characters in wrong positions, and their sum, ensuring counts do not exceed 4, with proper validation.
Paper For Above instruction
Mastermind is a classic code-breaking game that involves a player attempting to guess a secret code within a limited number of tries. The game provides feedback on each guess in terms of correct characters in correct positions and correct characters in wrong positions, allowing strategic refinement of subsequent guesses. Modern implementations and modifications aim to automate the process, improve analysis, and test theoretical expectations of game outcomes.
In this project, the goal is to develop a program that not only simulates the gameplay of Mastermind but also extends its functionality to evaluate the statistical distribution of feedback for all possible guesses against a randomly chosen secret code. The core modules of the enhanced program include random code generation, exhaustive testing of all guesses, and statistical analysis of the feedback counts, which include the number of correctly positioned characters ('right'), correctly guessed characters but in wrong positions ('wrong spot'), and their sum to verify the consistency and correctness of the logic.
Initially, the program generates a secret code consisting of four characters chosen randomly from a set of characters, e.g., 'R', 'B', 'Y', 'P', 'G', mapped from digits 0-4 for simplicity. It then offers two modes: the user can play interactively, or the program can run an exhaustive test over all 10,000 possible guesses. When selecting the testing mode, the program iterates through all guesses, comparing each to the secret code and recording the feedback. The output includes headers and a table where each row represents one guess, displaying the guess, number of exact matches ('#right'), number of correct characters in wrong positions ('#right in wrong spot'), and their sum. Special care is taken to ensure counts do not exceed the maximum of 4, corresponding to the code length.
The program's verification includes analytical expectations: how many times in the exhaustive test should exactly 4 matches occur, or exactly 3, 2, 1, or 0 matches, and similarly for guesses with characters in the wrong positions. These expectations serve as a benchmark to validate that the code accurately computes feedback. The implementation incorporates input options for a specific code test, providing the same tabular output and verification to compare against the random code scenario.
The underlying logic uses nested loops to generate all guesses, functions or procedures to calculate 'right' and 'wrong spot' counts, and conditionals to prevent overcounting. The program employs standard C++ libraries for handling randomness, input/output, and data structures. The final version is designed to be robust, transparent, and suitable for further statistical analyses or educational purposes, illustrating core principles of combinatorics, probability, and algorithm correctness in game simulation.
End of the detailed explanation
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