Reflection on Hangman

Reflection on Hangman

Micah Martin

October 04, 2009

Last week concluded the Hangman Ruby Sparring Tournament. Unlike the previous Battleship Tournament, I put the effort in to write a competitive hangman player (of course he was banned from competition). The results are below.

posts/2009-10-04-reflection-on-hangman/reflection-on-hangman-1.png
posts/2009-10-04-reflection-on-hangman/reflection-on-hangman-2.png

This made things interesting. By knowing precisely what it takes to create a player, I was able to precisely tune the scoring metrics.

My goal with the scoring metrics was to evaluate the code, without actually looking at it myself, and rate it’s quality/cleanliness on a scale of 0 to 100, where 100 was asymptotically impossible to reach.

It is not easy to score well on ALL the metrics. Each metric will push your code in a different direction some of them are opposing. For example, to score well on the flog metrics, you have to break your code up in to lots of tiny methods.

However, extracting methods increases the amount of code you have which brings down the simplicity score. To get an overall high score requires compromising between opposing metrics over and over again.

Realistically, writing clean code requires the same type of compromising between coding principles. I am thoroughly impressed with the high scores that people were able to achieve in this tournament.

In the end, I believe that the highest scoring players do fit many of the criteria for “clean code”. Which is to say that to metrics used to evaluate the code are fairly complete. However, there is one gaping hole. The highest scoring solutions look like this:


def b
		@r.fill(0)
		c
		@l = @l.sort_by { |x| @r[x] }
end

People discovered that by using short variable names and method names, they could considerably reduce the “simplicity” of their solution. For this tournament, the simplicity score measures the code mass (compress all the code and count the bytes).

It’s a fair metrics because in general, the less code there is, the less code people have to read to understand it. I especially like the fact that comments hurt the score. Anyhow, clearly the code above is not good code.

What’s missing is a analysis tool to measure “Readability” of code. I imagine such a tool would be similar to flog and flay in that it parses your code and examines all names used for variables, methods, classes, etc.

When it finds 1-letter names like above, it punishes. When it finds names containing english (or other languages) words, or derivatives of other names, it rewards. For example, it I had a class named “Player”, that’s an english word which is readable.

Good. Now a class named “ThingAmaBob” is not english but that not necessarily bad. And you’d expect variables with names like “mythingamabob” or “thingama_bobs” which would be good.

There are plenty of ways to expand on the idea. Such a tool would bring our repertoire of metric tools one step close to completion.