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Within the context of puzzle history, parallels are often cited to Rubik's Cube, another logic puzzle popular in the 1980s. Sudoku has been called the "Rubik's cube of the 21st century In the subscript notation the candidate numerals are written in subscript in the cells. The drawback to this is that original puzzles printed in a newspaper usually are too small to accommodate more than a few digits of normal handwriting. If using the subscript notation, solvers often create a larger copy of the puzzle or employ a sharp or mechanical pencil. The name Sudoku is the Japanese abbreviation of a longer phrase, "suuji wa dokushin ni kagiru (????????)," meaning "the digits must remain single"; it is a trademark of puzzle publisher Nikoli Co. Ltd in Japan. In the subscript notation the candidate numerals are written in subscript in the cells. The drawback to this is that original puzzles printed in a newspaper usually are too small to accommodate more than a few digits of normal handwriting. If using the subscript notation, solvers often create a larger copy of the puzzle or employ a sharp or mechanical pencil. Completing the puzzle requires patience and logical ability. Although first published in a U.S. puzzle magazine in 1979, Sudoku initially caught on in Japan in 1986 and attained international popularity in 2005. Most publications sort their Sudoku puzzles into four rating levels, although the actual cut-off points of the levels and indeed the names of the levels themselves can vary widely. Typically, however, the titles are some set of synonyms of "easy", "intermediate", "hard", and "challenging". There's no math involved, the grid has numbers, but nothing has to add up to anything else. In Japanese, the word is pronounced [s??dok?]; in English, it is usually spoken with an Anglicised pronunciation, [s?'d??ku?] (BrE) [s?'do?ku?] (AmE) or ['su?d??ku] (BrE) ['su?do?ku] (AmE) (See IPA, International Phonetic Alphabet for notation usage.)

Building a Sudoku puzzle by hand can be performed efficiently by pre-determining the locations of the givens and assigning them values only as needed to make deductive progress. Such an undefined given can be assumed to not hold any particular value as long as it is given a different value before construction is completed; the solver will be able to make the same deductions stemming from such assumptions, as at that point the given is very much defined as something else. This technique gives the constructor greater control over the flow of puzzle solving, leading the solver along the same path the compiler used in building the puzzle. (This technique is adaptable to composing puzzles other than Sudoku as well.) Great caution is required, however, as failing to recognize where a number can be logically deduced at any point in construction—regardless of how tortuous that logic may be—can result in an unsolvable puzzle when defining a future given contradicts what has already been built. Building a Sudoku with symmetrical givens is a simple matter of placing the undefined givens in a symmetrical pattern to begin with. The two main approaches to analysis are "candidate elimination" and "what-if". Michael Metcalf reportedly created a 100×100 Sudoku puzzle, published to the "Sudokuworld" Yahoo! group. 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. Other kinds of extra restrictions can be arithmetical in nature, such as requiring the numbers in delineated segments of the grid to have specific sums or products (an example of the former being Killer su doku in The Times), demarcating all places arithmetically adjacent digits appear orthogonally adjacent in the grid, providing the parity of all cells, requiring the Lo Shu Square to appear in the solution, and so on. Some such variants forsake standard givens entirely. Others like Magic Sudoku [5] adds some restrictions (diagonals from 1 to 9, and colors) to the standard sudoku to solve it with less numbers. It is possible to set starting grids with more than one solution and to set grids with no solution, but such are not considered proper Sudoku puzzles; as in most other pure-logic puzzles, a unique solution is expected. Within the context of puzzle history, parallels are often cited to Rubik's Cube, another logic puzzle popular in the 1980s. Sudoku has been called the "Rubik's cube of the 21st century

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Scanning stops when no further numerals can be discovered. From this point, it is necessary to engage in some logical analysis. Many find it useful to guide this analysis by marking candidate numerals in the blank cells. There are two popular notations: subscripts and dots 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. The name Sudoku is the Japanese abbreviation of a longer phrase, "suuji wa dokushin ni kagiru (????????)," meaning "the digits must remain single"; it is a trademark of puzzle publisher Nikoli Co. Ltd in Japan. It is commonly believed that Dell Number Place puzzles are computer-generated; they typically have over 30 givens placed in an apparently random scatter, some of which can possibly be deduced from other givens. They also have no authoring credits — that is, the name of the constructor is not printed with any puzzle. Wei-Hwa Huang claims that he was commissioned by Dell to write a Number Place puzzle generator in the winter of 2000; prior to that, he was told, the puzzles were hand-made. The puzzle generator was written with Visual C++, and although it had options to generate a more Japanese-style puzzle, with symmetry constraints and fewer numbers, Dell opted not to use those features, at least not until their recent publication of Sudoku-only magazines. 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. For most computer programmers, coding the search for cell values based on elimination, contingencies and multiple contingencies (required for harder Sudoku) is relatively straightforward. These programs emulate the human logic to solve a puzzle without resorting to guesses. Given the self-imposed constraints of most Sudoku publishers, this method generally succeeds.

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. Here are some of the more notable single-instance variations: Although for standard Sudoku problems highly optimized and sophisticated backtracking programs are fastest, another popular way of solving such constraint problems is Donald Knuth's Dancing Links Algorithm for solving the exact matrix cover problem, of which the Sudoku problems are a special case. Knuth's algorithm can be applied by converting the Sudoku puzzle to a matrix cover problem, solve this problem instead, and convert the solution obtained back to a completed Sudoku grid. This method is now preferred by many Sudoku programmers, by virtue of its execution speed, simplicity and ease of implementation and the availability of documentation and reference source code. 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. Computer solvers can estimate the difficulty for a human to find the solution, based on the complexity of the solving techniques required. This estimation allows publishers to tailor their Sudoku puzzles to audiences of varied solving experience. Some online versions offer several difficulty levels. The puzzle is most frequently a 9×9 grid, made up of 3×3 subgrids called "regions" (other terms include "boxes", "blocks", and the like when referring to the standard variation; even "quadrants" is sometimes used, despite this being an inaccurate term for a 9×9 grid). In 1989, Loadstar/Softdisk Publishing published DigitHunt on the Commodore 64, which was apparently the first home computer version of Sudoku. At least one publisher still uses that title. 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. For most computer programmers, coding the search for cell values based on elimination, contingencies and multiple contingencies (required for harder Sudoku) is relatively straightforward. These programs emulate the human logic to solve a puzzle without resorting to guesses. Given the self-imposed constraints of most Sudoku publishers, this method generally succeeds.

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