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Ideally one needs to find a combination of techniques which avoids some of the drawbacks of the above elements. The counting of regions, rows, and columns can feel boring. Writing candidate numerals into empty cells can be time-consuming. The what-if approach can be confusing unless you are well organised. The proverbial Holy Grail is to find a technique which minimizes counting, marking up, and rubbing out. In 1997, retired Hong Kong judge Wayne Gould, 59, a New Zealander, saw a partly completed puzzle in a Japanese bookshop. Over 6 years he developed a computer program to produce puzzles quickly. Knowing that British newspapers have a long history of publishing crosswords and other puzzles, he promoted Sudoku to The Times in Britain, which launched it on 12 November 2004 (calling it su doku). The puzzles by Pappocom, Gould's software house, have been printed daily in the Times ever since. Alphabetical variations have also emerged; there is no functional difference in the puzzle unless the letters spell something. Some variants, such as in the TV Guide, include a word reading along a main diagonal, row, or column once solved; determining the word in advance can be viewed as a solving aid. The Code Doku [7] devised by Steve Schaefer has an entire sentence embedded into the puzzle; the Super Wordoku [8] from Top Notch embeds two 9-letter words, one on each diagonal. It is debatable whether these are true Sudoku puzzles: although they purportedly have a single linguistically valid solution, they cannot necessarily be solved entirely by logic, requiring the solver to determine the embedded words. Top Notch claim this as a feature designed to defeat solving programs. Bringing the process full-circle, Dell Magazines, which publishes the original Number Place puzzle, now also publishes two Sudoku magazines: Original Sudoku and Extreme Sudoku. Additionally, Kappa reprints Nikoli Sudoku in GAMES Magazine under the name Squared Away; the New York Post, USA Today, The Boston Globe, Washington Post, The Examiner, and San Francisco Chronicle now also publish the puzzle. It is also often included in puzzle anthologies, such as The Giant 1001 Puzzle Book (under the title Nine Numbers). Sudoku is recommended by some teachers as an exercise in logical reasoning. The numerals in Sudoku puzzles are used for convenience; arithmetic relationships between numerals are absolutely irrelevant. Any set of distinct symbols will do; letters, shapes, or colours may be used without altering the rules The 2005 U.S. Puzzle Championship includes a variant called Digital Number Place: rather than givens, most cells contain a partial given—a segment of a number, with the numbers drawn as if part of a seven-segment display.

United States broadcaster CBS has run several stories concerning Sudoku, including on the Early Show in summer 2005, and on the CBS Evening News that autumn, on October 26. This is a box, containing 9 cells in a 3x3 layout. A filled-in box must have one of each digit. That means that each digit appears only once in the box. There are 9 boxes in the grid, and the same applies to each of them. Each numeral in the solution therefore occurs only once in each of three "directions" or "scopes", hence the "single numbers" implied by the puzzle's name. This is a column, 9 cells tall. A filled-in column must have one of each digit. That means that each digit appears only once in the column. There are 9 columns in the grid, and the same applies to each of them. The puzzle was designed anonymously by Howard Garns, a 74-year-old retired architect and freelance puzzle constructor, and first published in 1979.[14] Although likely inspired by the Latin square invention of Leonhard Euler, Garns added a third dimension (the regional restriction) to the mathematical construct and (unlike Euler) presented the creation as a puzzle, providing a partially-completed grid and requiring the solver to fill in the rest. The puzzle was first published in New York by the specialist puzzle publisher Dell Magazines in its magazine Dell Pencil Puzzles and Word Games, under the title Number Place (which we can only assume Garns named it). The puzzle was introduced in Japan by Nikoli in the paper Monthly Nikolist in April 1984 as Suuji wa dokushin ni kagiru (????????), which can be translated as "the numbers must be single" or "the numbers must occur only once" (?? literally means "single; celibate; unmarried"). The puzzle was named by Kaji Maki (?? ??), the president of Nikoli. At a later date, the name was abbreviated to Sudoku (??, pronounced SUE-dough-coo; su = number, doku = single); it is a common practice in Japanese to take only the first kanji of compound words to form a shorter version. In 1986, Nikoli introduced two innovations which guaranteed the popularity of the puzzle: the number of givens was restricted to no more than 32 and puzzles became "symmetrical" (meaning the givens were distributed in rotationally symmetric cells). It is now published in mainstream Japanese periodicals, such as the Asahi Shimbun. Within Japan, Nikoli still holds the trademark for the name Sudoku; other publications in Japan use alternative names. The puzzle was designed anonymously by Howard Garns, a 74-year-old retired architect and freelance puzzle constructor, and first published in 1979.[14] Although likely inspired by the Latin square invention of Leonhard Euler, Garns added a third dimension (the regional restriction) to the mathematical construct and (unlike Euler) presented the creation as a puzzle, providing a partially-completed grid and requiring the solver to fill in the rest. The puzzle was first published in New York by the specialist puzzle publisher Dell Magazines in its magazine Dell Pencil Puzzles and Word Games, under the title Number Place (which we can only assume Garns named it). During February 7th's episode of the Daily Show, correspondent Jason Jones suggested that to ease the conflict over the Jyllands-Posten Muhammed caricatures, newspapers should be stripped down to only featuring Sudoku puzzles.

Sudoku puzzle game and solver by MuddyFunksters

There is no doubt that it was not until the British Daily Telegraph introduced the puzzle on a daily basis on 23 February 2005 with the full front-page treatment advertising the fact, that the other UK national newspapers began to take real interest. The Telegraph continued to splash the puzzle on its front page, realizing that it was gaining sales simply by its presence. Until then the Times had kept very quiet about the huge daily interest that its daily Sudoku competition had aroused. That newspaper already had plans for taking advantage of their market lead, and a first Sudoku book was already on the stocks before any other national UK papers had realised just how popular Sudoku might be. Ideally one needs to find a combination of techniques which avoids some of the drawbacks of the above elements. The counting of regions, rows, and columns can feel boring. Writing candidate numerals into empty cells can be time-consuming. The what-if approach can be confusing unless you are well organised. The proverbial Holy Grail is to find a technique which minimizes counting, marking up, and rubbing out. During February 7th's episode of the Daily Show, correspondent Jason Jones suggested that to ease the conflict over the Jyllands-Posten Muhammed caricatures, newspapers should be stripped down to only featuring Sudoku puzzles. Wei-Hwa Huang created a meta-Sudoku, where the object is to finish drawing the 5×5 grid's pentomino-region borders so as to leave a uniquely solvable puzzle with no identically-shaped regions. The first principle is based on cells where only matched numerals appear. The second is based on numerals that appear only in matched cells. The validity of either principle is demonstrated by posing the question, 'Would entering the eliminated numeral prevent completion of the other necessary placements?' If the answer to the question is 'Yes,' then the candidate numeral in question can be eliminated. Advanced techniques carry these concepts further to include multiple rows, columns, and regions. The puzzle is then completed by assigning an integer between 1 and 9 to each vertex, in such a way that vertices that are joined by an edge do not have the same integer assigned to them. In the "what-if" approach, a cell with only two candidate numerals is selected, and a guess is made. The steps above are repeated unless a duplication is found or a cell is left with no possible candidate, in which case the alternative candidate is the solution. In logical terms, this is known as reductio ad absurdum. Nishio is a limited form of this approach: for each candidate for a cell, the question is posed: will entering a particular numeral prevent completion of the other placements of that numeral? If the answer is yes, then that candidate can be eliminated. The what-if approach requires a pencil and eraser. This approach may be frowned on by logical purists as trial and error (and most published puzzles are built to ensure that it will never be necessary to resort to this tactic) but it can arrive at solutions fairly rapidly. Bringing the process full-circle, Dell Magazines, which publishes the original Number Place puzzle, now also publishes two Sudoku magazines: Original Sudoku and Extreme Sudoku. Additionally, Kappa reprints Nikoli Sudoku in GAMES Magazine under the name Squared Away; the New York Post, USA Today, The Boston Globe, Washington Post, The Examiner, and San Francisco Chronicle now also publish the puzzle. It is also often included in puzzle anthologies, such as The Giant 1001 Puzzle Book (under the title Nine Numbers). The maximum number of givens that can be provided while still not rendering the solution unique is four short of a full grid; if two instances of two numbers each are missing and the cells they are to occupy form the corners of an orthogonal rectangle, and exactly two of these cells are within one region, there are two ways the numbers can be assigned. Since this applies to Latin squares in general, most variants of Sudoku have the same maximum. The inverse problem—the fewest givens that render a solution unique—is unsolved, although the lowest number yet found for the standard variation without a symmetry constraint is 17, a number of which have been found by Japanese puzzle enthusiasts [12] [13], and 18 with the givens in rotationally symmetric cells. The first world championship was held in Lucca, Italy from 10 to 12 March 2006 [20]; it was won by Jana Tylova, a 31-year-old accountant from the Czech Republic. The competition included variants; a full list can be found in the PDF here.

Another alternative uses finite domain constraint programming. A constraint program specifies the constraints of the puzzle (the fact that every number in each row, each column, and each 3×3 region must be unique, and the provided "givens"); a finite domain solver applies the constraints successively to narrow down the solution space until a solution is found. Backtracking may be applied when alternate values cannot otherwise be excluded. The general problem of solving Sudoku puzzles on n2 x n2 boards of n x n blocks is known to be NP-complete [9]. This gives some indication of why Sudoku is difficult to solve, although on boards of finite size the problem is finite and can be solved by a deterministic finite automaton that knows the entire game tree. Another common variant is for additional restrictions to be enforced on the placement of numbers beyond the usual row, column, and region requirements. Often the restriction takes the form of an extra "dimension"; the most common is for the numbers in the main diagonals of the grid to also be required to be unique. The aforementioned Number Place Challenger puzzles are all of this variant, as are the Sudoku X puzzles in the Daily Mail, which use 6×6 grids. The Daily Mail also features Super Sudoku X in its Weekend magazine: an 8×8 grid in which rows, columns, main diagonals, 2×4 blocks and 4×2 blocks contain each number once. Another dimension in use is digits with the same relative location within their respective regions; such puzzles are usually printed in colour, with each disjoint group sharing one colour for clarity. Also found is the Circular Sudoku, also known as Target Sudoku, invented by Essex mathematician Peter Higgins. [3] [4] In this variant, all the numbers must appear in all the concentric rings as well as in all pairs of adjacent wedges. Ideally one needs to find a combination of techniques which avoids some of the drawbacks of the above elements. The counting of regions, rows, and columns can feel boring. Writing candidate numerals into empty cells can be time-consuming. The what-if approach can be confusing unless you are well organised. The proverbial Holy Grail is to find a technique which minimizes counting, marking up, and rubbing out. The maximum number of givens that can be provided while still not rendering the solution unique is four short of a full grid; if two instances of two numbers each are missing and the cells they are to occupy form the corners of an orthogonal rectangle, and exactly two of these cells are within one region, there are two ways the numbers can be assigned. Since this applies to Latin squares in general, most variants of Sudoku have the same maximum. The inverse problem—the fewest givens that render a solution unique—is unsolved, although the lowest number yet found for the standard variation without a symmetry constraint is 17, a number of which have been found by Japanese puzzle enthusiasts [12] [13], and 18 with the givens in rotationally symmetric cells. Puzzles constructed from multiple Sudoku grids are common. Five 9×9 grids which overlap at the corner regions in the shape of a quincunx is known in Japan as Gattai 5 (five merged) Sudoku. In The Times and The Sydney Morning Herald this form of puzzle is known as Samurai SuDoku. [6] Puzzles with twenty or more overlapping grids are not uncommon in some Japanese publications. Often, no givens are to be found in overlapping regions. Sequential grids, as opposed to overlapping, are also published, with values in specific locations in grids needing to be transferred to others.

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