Don't Wordle[1] is significantly more interesting; I've got a solver but the maximum score takes my lowly python script upwards of a day (per day) to solve using brute force. For now, I solve it with a heuristic that terminates in about 20 minutes. My old wordle solver was useful to find a good but suboptimal tree for identifying the answer in 5 undos or less.
Today:
Don't Wordle 1491 - SURVIVED
Hooray! I didn't Wordle today!
..... 8089
..... 4647
..... 2492
..... 1026
.Y... 231
..G.. 100
Undos used: 3
100 words remaining
x 10 unused letters
= 1000 total score
My puzzle ethics are: you can and should download the dictionaries of valid answers and valid guesses, you're allowed to keep them separate, but you must not keep the list of answers in its original order.Maybe it's harder if you're a careful player that doesn't waste the first three words.
(And amusingly I said "qpu time" when I meant CPU)
My favourite along those lines was solving wordle in 1 guess using the distribution of coloured squares on social media https://www.kaggle.com/code/benhamner/wordle-1-6
The first page of the published paper ( https://orb.binghamton.edu/nejcs/vol8/iss1/6/ ) also claims that the game was developed by "Josh Wordle", so maybe it just isn't the highest-quality scholarship in the world.
To be fair, that is a 1 letter typo; the developer is in fact "Josh Wardle".
We started using "Solve 100 Wordles programmatically" as our technical interview, and people _love_ it. They get really into it and have fun. It's pretty easy to do inefficiently, and it's great to watch people build on it and try to improve their scores.
It has two benefits: 1/ everyone clearly understands the problem 2/ people see it as fun rather than a drag.
I think "Solve 100 Wordles programmatically" sounds like a lot of work, so that'd probably be a "No" from me unless it was last hurdle for a job I was enthusiastic about but unlike "Write a program to solve this class of graph problem" I at least wouldn't be worried that you're trying to get me to do work for free.
Actually Wordle solver as Code Review task sounds like maybe a more interesting live interview than the one we do today. "Here's this mediocre Wordle solver, what is your feedback in review?" has the advantage that they've probably seen a Wordle puzzle before but it's not an example problem they've seen in fifty textbooks.
Then we encourage people to do whatever they want next: improve their average score, build a frontend UI for it, solve on Hard Mode, etc.
In the past, we never did technical interview questions like this. We always asked people to bring their own project, and work the way they want to. However, with the addition of AI, we hit a wall: we want people to feel they can use AI in a way that mimics how they'd actually work day-to-day, BUT we also need a simple check to make sure they understood engineering basics.
(Yes, I'm referencing a real thing, and it's worth watching.)
it's like when interviews asked people to implement 2048. it's not even the best version of that game, Threes! is.
wimpy
crowd
thank
fuels
Altering order might give faster results. The order presented leaves the most common letters (e, t) for last. Z is quite uncommon, q is virtually always followed by u, similarly common pairs such as ch, sh, and th, as well as three- and four-letter combinations ing and tion, though those won't show frequently in five-letter words of default Wordle.It would be possible to vary word choice based on revealed matches and hits, but if your goal is simply to solve (rather than minimise attempts), the above list works quite well.
I only play on hard mode for this reason. My next guess must always be a possible answer based on my current information, and that varies the puzzle enough from day to day that I still find it enjoyable to play occasionally.
As others have indicated withing this post, there are other ways to play. I'm not claiming to have found the One True Way, just one that happens to achieve a (usually) successful result.
I haven't failed to solve in months and I usually play every day. I only picked it up again a few months ago in search of a little ritual for the morning. Wordle, Parseword and the NY Times Sudoku on Hard mode. Good for 25 minutes of break at some point in the morning.
https://www.nytimes.com/2026/06/18/upshot/wordle-hard-mode.h...
I also impose this additional constraint on myself, which the game doesn't enforce, that I can't reuse letters that have been marked gray. Sometimes you just can't think of the next word, or might be tempted to use a gray letter because that way you could get more information from other letters, but I avoid using them.
You can even go further—there's a set of 5 words which uses 25 out of 26 possible letters, leaving you one more word to enter the right answer.
But here's the thing: while that means you'll almost always win, your # of guesses will always be high.
> but if your goal is simply to solve (rather than minimise attempts)
Pretty much nobody's goal is to simply solve. Once they've played it for a few days, everybody's goal is to minimize guesses. That's the flaw in having a long word list—you always do badly.
This seems wrong to me, getting a 98%+ solve rate for Wordle is pretty common.
I prefer to not have or use predetermined words. It's most fun to actually feel like you have a chance at solving it in one, and have the challenge of more or less information from first play. It's interesting to compare the solve distribution that the game lists when you're done. I wonder what information can be gleaned from that?
The very first step was too slow to be interactive (IIRC it took about a minute), but fortunately can be precalculated. With a good first-guess, the number of remaining words is small enough that you can just brute-force.
Note that this is not theoretically optimal; you would want more than one level of lookahead for that, but it's good enough to solve almost the entire YAWL dictionary in 6 guesses or less.
But I ended up building an alphaWordle, using MCTS and a reinforcement loop just to get a feel for how AlphaGo approach to solving games works.
It's not a 'smart' way to solve it, but its pretty instructive and I could compare its moves to the theoretical best move to see it progress.
I suspect that this researchers work involves formalizing and proving the optimality of their solution.
One letter per line is a lie.
- pares, moity, bundh|bunch - pares, monty, build|guild - pares, doily, bunch|munch
- pores, banty, guild|mucid - pores, canty, build|guild - pores, manty, build|guild
- bares, ponty, guild|mucid - bares, moity, punch|dunch - bares, monty, guild|child
- cares, ponty, build|guild - cares, moity, bundh|gulph - cares, monty, build|guild
I mean, you had to give yourself an artificial constraint because IIRC the next solution was actually built into the page anyway, not obfuscated in any way.