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BNTA (Cohort 4) group back-end project - Wordle Helper, created using Java, Spring Boot, and PostgreSQL.

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Wordle Helper Back-End Group Project

We are The Imitation Game, a team consisting of BNTA Cohort 4 members, Alex, Cristian, Suad, Rosalinda, and Rachel.

Contents

Introduction

This collaborative project was completed as part of the Bright Network Technology Academy programme. The project consists of a Wordle helper application, based on the concepts of information theory utilised in a YouTube video by 3Blue1Brown – Solving Wordle using Information Theory.

The API was created using Java, SpringBoot, and PostgresQL, and tested using Postman. The list of all possible words was taken from here, while the answers for each day's Wordle were found by inspecting the Wordle website.

There are two modes:

  • The purpose of Helper mode is to help the user guess the five-letter word of the day in just a few tries!
  • There is also a Competitive mode, including features that allow the user to create a user profile in the database, track their score against other users as well as against the machine, and to retrieve the average number of guesses it takes them to get the correct word.

Our project requirements and development schedule can be found here.

Step-by-step instructions for initial set up

  1. Make sure that you have installed Java and PostgresQL.

  2. Clone this repository: git clone git@github.com:https://github.com/Roscaaa/Wordle-Helper.git and open in your favourite Java IDE (we recommend IntelliJ)

  3. Create a new PostgresQL database called wordle. (If using the terminal, type psql to launch PostgresQL, and then run CREATE DATABASE wordle;)

  4. Use the worlde.sql script to populate your wordle database tables. To do this, you can either:
    • copy and paste each command individually, in sequence, using the terminal; or
    • execute the entire sql script using Postico or similar database client

    Note — the DROP TABLES commands at the beginning of the sql script are not necessary if setting up database for the first time (see below):

DROP TABLE IF EXISTS original_word_list CASCADE;
DROP TABLE IF EXISTS users CASCADE;
DROP TABLE IF EXISTS actual_answers CASCADE;
DROP TABLE IF EXISTS all_games CASCADE;

    Also Note — For the below commands, make sure to replace with the correct file paths:

-- Insert data into original word list table
COPY original_word_list (word, probability, score) FROM
'/[insert file path here]/initialcalculations.txt' DELIMITER ',' CSV;
-- Insert actual answers and respective dates data into actual answers table
COPY actual_answers (date_of_given_answer, actual_word) FROM
'/[insert file path here]/date-word-answer.txt' DELIMITER ',' CSV;
  1. Open Postman, and run the following HTTP request to populate the machine scores in the actual_answers table: localhost:8080/competitive/computemachinescores. Note that this stage may take some time, as it computes the machine scores for all of the ~3,000 actual answers!

Project Structure

Entity Relationship (ER) Diagram

img

Methods

See below for a list of methods used in each class and their descriptions:

Word Service (WordService)

This service class invokes the data access layer to retrieve Word objects from the database. In addition, it also contains methods pertaining to the logic of the Wordle solver itself.

    .GetAllWords()

Return a list of all entries in the original_word_list table as Word objects.

    .GetAllWordsRankedByScore()

Same as .GetAllWords except the list of Word objects is ranked by the score property.

    .GetAllWordsRankedByScore(Integer numOfWords)

Same as .GetAllWordsRankedByScore except the list of Word objects has a size given by numOfWords.

    .GetWordById(Integer id)

Retrieves Word with given id from the original_word_list table.

    .GetWordByName(String nameOfWord)

Retrieves first Word whose word property equals nameOfWord from the original_word_list table.

    .WordValidator(String word)

Returns true if given string is included in the word column in the original_word_list table, otherwise an exception is thrown.

    .setUniformProbabilities(List<Word> wordList)

Returns input list of Word objects after setting the probability property of each Word to all be equal and sum to unity. As an example a list consisting of two Word objects will be returned with probabilities both set to 0.5.

    .GenerateWordPattern(Word word, Word targetWord)

Returns a LinkedHashMap<String, String> representing the pattern obtained by guessing word assuming targetWord is the answer. alt Example of possible Wordle pattern As an example, the Wordle pattern depicted here would be represented by the map:

{
  "f0": "yellow",
  "o1": "yellow",
  "o2": "green",
  "d3": "grey",
  "s4": "green"
}

In general, keys are denoted with the letter followed by the index marking its position in the word. The values take three values "yellow", "green" and "grey" each representing the colour of the letter in the Wordle pattern.

    .CheckPatternMatch(Word word, Word targetWord, LinkedHashMap<String, String> pattern)

    Returns true if word and targetWord can reproduce pattern when passed as arguments of the .GenerateWordPattern method. Otherwise, false is returned.

    findMatchingWords(Word guess, List<Word> wordList, LinkedHashMap<String, String> pattern)

    Returns a list of Word objects consisting of the words in wordList that return true when passed as the targetWord argument of .checkPatternMatch. Here guess and pattern serve as the other arguments.

    .computePatternProbability(Word guess, List<Word> wordList, LinkedHashMap<String, String> pattern)

For a given guess, compute a Double whose value represents the probability that the given pattern is obtained. This is determined through the sum of the probabilities of all Word objects in wordList that give return true when entered as the targetWord argument for .checkPatternMatch.

    .logTwo(Double value)

Returns the Double whose value is the log base two of the argument.

    .computeWordScore(Word word, List<Word> wordList)

Computes the average of the number of times one expects wordList to be halved in size by guessing word.

    .computeScoreDistribution(List<Word> wordList)

    Applies the .computeWordScore method to each Word in wordList and sets the score property to the value returned by the method. The resulting list of Word objects is then returned.

    getGuessesForAnswer(Answer answer)

Computes number of guesses taken for the Wordle solver to guess answer. The answer is then returned with the machineResult property set to the computed value.

AnswerService (AnswerService)

This service class invokes the data access layer to retrieve and update Answer objects from the database.

    .getAllAnswers()

Return a list of all entries in the actual_answers table as Answer objects.

    .doesAnswerWithIdExists(Integer id)

Returns true if Answer object with the id exists in actual_answers table

    .getAnswerById(Integer id)

Returns Answer object with the corresponding id from actual_answers table

    .addAnswerToTable(Answer answer)

Takes Answer object and adds to actual_answers table

    .deleteAnswerById(Integer id)

Deletes Answer object with corresponding id from actual_answers table from argument

    .updateAnswerById(Integer id, Answer answer)

Updates Answer object with corresponding id from actual_answers table with Answer object passed in argument

Using the API – HTTP Requests

Plain Old Java Objects (POJOs)

In this section, the POJOs used in the project are listed along with their properties and related JSON structure when using POST and PUT request:

HTTP Request Type Function
Word • Integer ID
• String Word
• Double Probability
• Double Score
N/A
User • Integer ID
• String Name
• String Email
• String Username
{
    "name": "Suad",
    "email": "suad@tig.com",
    "userName": "SusuTheFlowerPot"
}
Answer • Integer ID
• LocalDate DateOfAnswer
• String AnswerOfDay
• Integer MachineResults
{
    "dateOfAnswer": "2025-01-04",
    "answerOfDay": "waist",
    "machineResult": 3
}
Game • Integer ID
• Integer UserId
• Integer AnswerId
• Integer UserGuesses
{
    "userId": 1,
    "answerId": 1,
    "userGuessed": 3
}

The API can be used with the following HTTP requests, in the Postman desktop application:

Primary Helper Mode Requests

HTTP Request Type Function
localhost:8080/helper GET Get all words.
localhost:8080/helper/ranked GET Get all words ranked by score.
localhost:8080/helper/ranked/{numOfWords} GET Get all words ranked by score and specify how many words returned.
localhost:8080/helper/start GET Start the game. Will return best guesses ordered by score.
localhost:8080/helper/start/{word} DELETE Input your guess for {word} and include the pattern that you got from Wordle in request body as JSON (i.e. which letters were green, yellow, grey). Example:
{
    "f0":     "yellow",
    "o1": "yellow",
    "o2": "green",
    "d3": "grey",
    "s4": "green"
}
localhost:8080/helper/endgame DELETE Ends game when you got the correct word.

Secondary Helper Mode Requests

HTTP Request Type Function
localhost:8080/helper/wordbyid/{id} GET Get word by word id.
localhost:8080/helper/wordbyname/{nameofword} GET Get word by word name.

Primary Competitive Mode Requests

HTTP Request Type Function
localhost:8080/competitive/computemachinescores PUT Required to run as part of Competitive Mode setup. This will populate machine guesses in actual_answers table.
localhost:8080/competitive/all GET Get all games in database.
localhost:8080/competitive/addgame POST Add new game (JSON) to database using Request Body. Example:
{
    "userId": 1,
    "answerId": 1,
    "userGuessed": 3
}
localhost:8080/competitive/dailyresults/{date} GET Get all result on given date.
localhost:8080/competitive/userresults/{username}/{date} GET Get all result on for username given date.
localhost:8080/competitive/userresults/{username} GET Get all result on for username.
localhost:8080/competitive/averageresults/{username} GET Get the average of a user's guesses.
localhost:8080/competitive/start/{userId} GET Start a game for a user with matching id.
localhost:8080/competitive/start/{userid}/{guess} DELETE Input the user's guessed in {guess}. Repeat for each guess until game is complete.
localhost:8080/competitive/start/{userid}/end POST End game for user and save result to database.
localhost:8080/user GET Get all users from database.
localhost:8080/user/{userId} GET Get user from database by id.
localhost:8080/user POST Add user (JSON) to database using Request Body. Example:
{
    "name": "Suad",
    "email": "suad@tig.com",
    "userName": "SusuTheFlowerPot"
}

Secondary Competitive Mode Requests

HTTP Request Type Function
localhost:8080/competitive/{id} PUT Update game (JSON) by id through Request Body. Example:
{
    "userId": 1,
    "answerId": 1,
    "userGuessed": 3
}
localhost:8080/competitive/{id} DELETE Delete game by id.
localhost:8080/competitive/{id} GET Get game by id.
localhost:8080/answers GET Get all answers.
localhost:8080/answers/{id} GET Get an answer by answer id.
localhost:8080/answers/addanswer POST Add answer (JSON) using Request Body. Example:
{
    "dateOfAnswer": "2025-01-04",
    "answerOfDay": "waist",
    "machineResult": 3
}
localhost:8080/answers/{id} DELETE Delete answer by id.
localhost:8080/answers/update/{id} PUT Update answer (JSON) by id using Request Body. Example:
{
    "dateOfAnswer": "2025-01-04",
    "answerOfDay": "waist",
    "machineResult": 3
}
localhost:8080/user/{userId} DELETE Delete user by id.
localhost:8080/user/{userId} PUT Update user (JSON) by id using Request Body. Example:
{
    "name": "Suad",
    "email": "suad@tig.com",
    "userName": "SusuTheFlowerPot"
}

Acknowledgements

A huge thanks to the BNTA team, and especially to our trainers, Colin, Nelson, and Iain!

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BNTA (Cohort 4) group back-end project - Wordle Helper, created using Java, Spring Boot, and PostgreSQL.

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