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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. Advanced solvers look for "contingencies" while scanning that is, narrowing a numeral's location within a row, column, or region to two or three cells. When those cells all lie within the same row (or column) and region, they can be used for elimination purposes during cross-hatching and counting (Contingency example at Puzzle Japan). Particularly challenging puzzles may require multiple contingencies to be recognized, perhaps in multiple directions or even intersecting—relegating most solvers to marking up (as described below). Puzzles which can be solved by scanning alone without requiring the detection of contingencies are classified as "easy" puzzles; more difficult puzzles, by definition, cannot be solved by basic scanning alone. Challenge Me, LLC will be hosting the first national face-to-face Sudoku competition in the United States and the largest Sudoku tournament to date. Scheduled to begin in Chicago, Illinois on June 10-11, 2006 participants from 32 regional tournaments will compete to become the champion of their region. The Regional Champions will then compete in a National Final to become the 2006 Sudoku Champions winner and win a $50,000 grand prize (http://www.sudokuchampions.com). Here are some of the more notable single-instance variations: 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. This principle also works with candidate numeral subsets, that is, if three cells have candidates (p,q,r), (p,q), and (q,r) or even just (p,r), (q,r), and (p,q), all of the set (p,q,r) elsewhere within that same scope can be deleted. The principle is true for all quantities of candidate numerals. 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.
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. This principle also works with candidate numeral subsets, that is, if three cells have candidates (p,q,r), (p,q), and (q,r) or even just (p,r), (q,r), and (p,q), all of the set (p,q,r) elsewhere within that same scope can be deleted. The principle is true for all quantities of candidate numerals. Counting 1-9 in regions, rows, and columns to identify missing numerals. Counting based upon the last numeral discovered may speed up the search. It also can be the case (typically in tougher puzzles) that the easiest way to ascertain the value of an individual cell is by counting in reverse—that is, by scanning the cell's region, row, and column for values it cannot be, in order to see which is left. 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. 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. 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.
Sudoku puzzle game and solver by MuddyFunksters
Fill in the grid so that every row, every column, and every 3x3 box contains the digits 1 through 9. 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. 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. An alternative technique, that some find easier, is to "mark up" those numerals that a cell cannot be. Thus a cell will start empty and as more constraints become known it will slowly fill. When only one mark is missing, that has to be the value of the cell. One advantage to this method of marking is that, assuming no mistakes are made and the marks can be overwritten with the value of a cell, there is no longer a need for any erasures. 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. 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. The United States Sudoku Association Inc. [21] is another corporation hosting tournaments across the United States. Currently, they are sponsoring a tournament for charity for the American Legion. Their website also includes a forum. Michael Metcalf reportedly created a 100×100 Sudoku puzzle, published to the "Sudokuworld" Yahoo! group.
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. 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. Published puzzles often are ranked in terms of difficulty. Surprisingly, the number of givens has little or no bearing on a puzzle's difficulty. A puzzle with a minimum number of givens may be very easy to solve, and a puzzle with more than the average number of givens can still be extremely difficult to solve. The difficulty of a puzzle is based on the relevance and the positioning of the given numbers rather than the quantity of the numbers. There's no math involved, the grid has numbers, but nothing has to add up to anything else. 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. The strategy for solving a puzzle may be regarded as comprising a combination of three processes: scanning, marking up, and analysing. By April and May 2005 the puzzle had become popular in these publications and it was rapidly introduced to several other national British newspapers including The Independent, The Guardian, The Sun (where it was labelled Sun Doku), and The Daily Mirror. As the name Sudoku became well-known in Britain, the Daily Mail adopted it in place of its earlier name "Codenumber". Newspapers competed to promote their Sudoku puzzles, with The Times and the Daily Mail each claiming to have been the first to feature Sudoku. Challenge Me, LLC will be hosting the first national face-to-face Sudoku competition in the United States and the largest Sudoku tournament to date. Scheduled to begin in Chicago, Illinois on June 10-11, 2006 participants from 32 regional tournaments will compete to become the champion of their region. The Regional Champions will then compete in a National Final to become the 2006 Sudoku Champions winner and win a $50,000 grand prize (http://www.sudokuchampions.com).
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