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Wordle is a word game where the player attempts to guess a 5-letter English word. Each incorrect guess receives feedback in the form of colored

Wordle is a word game where the player attempts to guess a 5-letter English word. Each incorrect guess receives feedback in the form of colored tiles indicating how closely the letter matches the target word. This image shows a game with 4 guesses (arise, route, rules, rebus) for the target word, rebus. Guessed letters that exactly match the target word are marked green while letters that are in the target word (but not in the right position) are marked yellow. Letters that aren't in the target word are marked gray.

This result is typically expressed using a pattern of square emojis: each square corresponds to a letter.

If you're having issues viewing the these emojis (e.g., they all appear as white boxes), please make a post on the message board so that staff can help you get it fixed!

Absurdle is a variant of Wordle developed by qntm:

Wordle picks a single secret word at the beginning of the game, and then you have to guess it. Absurdle gives the impression of picking a single secret word, but instead what it actually does is consider the entire list of all possible secret words which conform to your guesses so far. Each time you guess, Absurdle prunes its internal list as little as possible, attempting to intentionally prolong the game as much as possible.

By completing this assignment, students will be able to:

  • Implement a well-designed Java class to meet a given specification.

  • Use sets and maps to create and manipulate nested collections of data.

  • Follow prescribed conventions for code quality, documentation, and readability.

A game of Absurdle

Suppose the Absurdle manager only knows the following 4-letter words.

  • ally, beta, cool, deal, else, flew, good, hope, ibex

In Absurdle, instead of beginning by choosing a word, the manager narrows down its set of possible answers as the player makes guesses. If the player guesses "argh" as the first word, the Absurdle manager considers all the possible patterns corresponding to the guess.

  • cool, else, flew, ibex

  • hope

  • good

  • beta, deal

  • ally

The manager picks the pattern that contains the largest number of target words. In this case, it would pick the pattern corresponding to the target words cool, else, flew, ibex. If the player then guesses "beta", the manager chooses between the following possible patterns.

  • cool

  • else, flew

  • ibex

The manager would pick corresponding to the target words else, flew. If the player then guesses "flew", the manager chooses between the following possible patterns.

  • else

  • flew

In this case, there's a tie between the possible patterns because both patterns include only 1 target word. The manager chooses the pattern not because it would prolong the game, but because appears before when considering the patterns in sorted order.

After this, there's only a single target word, else. The game ends when the player guesses the target word and the manager is left with no other option but to return the pattern .

Constructor

public AbsurdleManager(Collection dictionary, int length)

Given a dictionary of words and the target word length, initializes a new game of Absurdle. The set of words should initially contain all words from the dictionary of the given length, eliminating any duplicates. Throws an IllegalArgumentException if the given length is less than 1. Assume the given dictionary contains only non-empty strings composed entirely of lowercase letters.

Methods

public Set words()

The client calls this method to get access to the current set of words considered by the manager.

public static String patternFor(String word, String guess)

This static method is used to generate the pattern for a given target word and guess. This would typically be a private method, but it is public to enable us to test your implementation. Assume the target word has the same length as the guess, and that both strings include only lowercase letters. The algorithm for generating a pattern should abide by Wordle's rules for yellow square tiles when a letter appears more than once.

  • patternFor("abbey", "bebop") . Notice how the middle letter 'b' in the guess "bebop" is green, while the first letter 'b' is yellow. Green tiles are assigned before yellow tiles.

  • patternFor("abbey", "keeps") . Notice how only the first letter 'e' in the guess "keeps" is yellow, while the second letter 'e' is gray. If there are multiple places for a yellow tile, choose the leftmost places.

public String record(String guess)

The client calls this method to record a guess. Using the given guess, this method determines the next set of words under consideration and returns the pattern for the guess. Throws an IllegalStateException if the set of words is empty, and throws an IllegalArgumentException if the guess does not have the correct length. Assume the guess contains all lowercase letters.

Implementation guidelines

Use TreeSet and TreeMap implementations for all sets and maps in this assignment. When working with strings in this assignment, use the length and charAt methods; don't call toCharArray as it will create an unnecessary extra char[] data structure.

patternFor(String word, String guess)

To implement this method, keep track of the number of times each letter appears in the target word, decrement the count when assigning green tiles, and decrement the count when assigning yellow tiles. Tiles not assigned green or yellow are gray. For example, to compute patternFor("abbey", "bebop"):

  1. assign green tiles first.

  2. assign yellow tiles next.

  3. assign gray tiles last.

Use the following data structures in this method.

  • Map counts to keep track of the count for each letter in the target word. We could also use your Letter Inventory, but in this assignment we ask that you use a Map instead.

  • String[] pattern = new String[word.length()] to store the assigned green, yellow, and gray tiles. Each index in pattern stores one of the three types of tiles: "", "", or "". Construct the final string result from this pattern by appending all the tiles.

We can't use a char[] pattern because of limitations in the char type for tiles. Your tiles must be stored as strings!

If you want to run the code in jGRASP for debugging purposes, the tiles may or may not display correctly. In this case, you may want to temporarily change the strings to other characters so that it's easier to read.

record(String guess)

For each call to record, construct a Map to associate patterns with target word sets and use it to find all pick the pattern associated with the largest number of target words. When there are multiple patterns that have the same largest number of target words, pick the pattern that appears first in the sorted order, i.e. the pattern that appears earliest when iterating over the TreeMap. The associated target words becomes the dictionary for the next call to record.

It's necessary to construct a new Map on each call to record because the patterns depend on the given guess!

Development strategy

Implement the constructor and the words method first. Then, implement and test the patternFor static method. If your patternFor method is not working, your record method also will not work!

AbsurdleMain has two constants that you will want to change:

  • DICTIONARY_FILE represents the name of the file containing the list of initial words. By default, it reads from dictionary1.txt, which contains the official list of 2309 5-letter words used in Wordle. When testing, it may be easier to use the dictionary2.txt file that only contains 9 4-letter words.

  • SHOW_COUNT is false by default; set it to true to see the number of words under consideration.

---------------------------------------------

import java.util.*;

public class AbsurdleManager { // TODO: Your Code Here

// The comment for this method is provided. Do not modify this comment: // Params: // String word -- the secret word trying to be guessed. Assumes word is made up of only // lower case letters and is the same length as guess. // String guess -- the guess for the word. Assumes guess is made up of only // lower case letters and is the same length as word. // Exceptions: // none // Returns: // returns a string, made up of gray, yellow, or green squares, representing a // standard wordle clue for the provided guess made against the provided secret word. public static String patternFor(String word, String guess) {

} }

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