The desire in developing artificial players to compete with humans has grown recently. In language games, for example, there are certain artificial players, such as Ottho (Semeraro, de Gemmis, Lops, & Basile, 2012), that can solve a complicated language game like the Guillutine.
The Guillutine is a language game in which players are given five words that are unrelated to each other, but strongly linked to a word that is the solution. The player then have to discover the unique solution based on those five clues (Molino et al., 2015; Semeraroet al., 2012).
This article will discuss the strategy and mechanism of how Ottho works in solving the game from a paper entitled “An Artificial Player for a Language Game” authored by Semeraro et al. (2012), as well as discuss its limitations.