https://bugs.kde.org/show_bug.cgi?id=478808

--- Comment #2 from lc...@april.org ---
> To be sure I understand well the issue, let's assume: G = Green, B = Blue, Y
> = Yellow and the solution of the next examples is GBG.
> 
> Actual:
> > the user inputs GYY, there will be 1 black peg and 1 white pegs (as the 
> > last correct one is G and it's already placed at the beginning).
> 
> For me, this behaviour is correct (as we expect the G to be at 2 positions).

Well, EXAMPLE #2 on page 3 of
https://www.pressmantoy.com/wp-content/uploads/2018/01/Mastermind_rules.pdf
shows a similar example and says there should be only one black peg (actually
red in that edition of the game).  I believe it is the rule for all the board
games named "Mastermind".  GCompris uses that name.  I would be in favor in
changing the rule in GCompris (and the name of the activity) if that feedback
was illogical... but it looks logical to me.

Applying your proposal to level 8 would actually make the feedback incoherent
with that of level 4.  At that level too, two code pegs can be of a same color.
 If the child only uses that color once and correctly guesses one of the two
positions, then, after pressing "OK", the background at that position becomes
black (not half black and half white) and, accordingly, there is one single
black peg at the right (not one black peg and one white peg, as in level 8).

> > the user inputs YGY, there will be only 1 misplaced token.
> 
> For me, here we should display two white pegs (else the child does not know
> it should be placed twice).

In the board games, a two-peg feedback means two of the code pegs that have
just been played are in the solution.  If both key pegs are white, then each of
those two code pegs is at an incorrect position.  So, getting two white pegs
after playing YGY would indicate that Y must be in the middle and that G is
either first or last (but not both: there is a third color).  With your
proposal, GY* and *YG remain possibilities and G*G becomes an additional
possibility.  I tend to believe (but I have not done the math, using
information theory) that, in general, your proposed way to give a feedback
gives less information.  That the game actually becomes harder.

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