MASTERMIND(6) DOMAIN/IX SYS5 MASTERMIND(6)
NAME
mastermind - Mastermind guessing game
USAGE
/usr/games/mastermind
DESCRIPTION
This program plays the game of "mastermind". The playing
field is a number of slots, in which a number of colored
pegs can be placed. The object of the game is to guess what
color peg is in each slot. You and the program take turns
trying to guess each other's configuration.
Before play begins, mastermind asks you whether you want
instructions. Respond by typing a ``y'' for yes or an ``n''
for no. Following this, you have a chance to decide how many
slots and how many colors you want to use. When you enter a
guess, type the names of the colors, separated by spaces.
When the program makes a guess, respond with two digits
separated by spaces.
A guess consists of a possible sequence of colored pegs. The
guesser's opponent answers with two numbers: the number of
pegs in the guess that exactly match the corresponding pegs
in the configuration, and the number of pegs in the guess
that match in color but not in position. For example, sup-
pose you are playing with five slots, and the following
situation occurs:
my configuration: red red yellow blue brown
your guess: blue red green red red
The two numbers would then be 1 and 2. The 1 applies because
both you and the program have a red peg in the second slot.
In addition, your blue matches the program's blue, though
the position is wrong, and one of your reds matches the
program's red in the first slot. Only two of your reds match
because the program only has two reds in its configuration.
Any time it is your turn to enter a guess, you can ask the
program what happened by typing ``review'' instead of your
guess. You get one point for each guess that the program has
to make, and it gets one point for each guess that you have
to make.
Printed 12/4/86 MASTERMIND-1