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A second related principle is also true. If, within any set of cells (row, column or region), a set of candidate numerals can only appear within a number of cells equal to the quantity of candidate numerals, the cells and numerals are matched and only those numerals can appear in the matched cells. Other candidates in the matched cells can be eliminated. For example, if the 2 numerals (p,q) can only appear in 2 cells within a specific set of cells (row, column or region), all other candidates in those 2 cells can be eliminated. 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. It is also fairly simple to build a backtracking search. Typically this involves assigning a value (say, 1, or the nearest available number to 1) to the first available cell (say, the top left hand corner) and then moves on to assign the next available value (say, 2) to the next available cell. This continues until a conflict occurs, in which case the next alternative value is used for the last cell changed. If a cell cannot be filled, the program backs up one level (from that cell) and tries the next value at the higher level (hence the name backtracking). Although far from computationally efficient, this "brute force" method will find a solution, given sufficient computation time (even a fairly naive implementation will typically not take a noticeable amount of time). A more efficient program could keep track of potential values for cells, eliminating impossible values until only one value remains for a cell, then filling that cell in and using that information for more eliminations, and so on until the puzzle is solved. The world's first live TV Sudoku show, 1 July 2005, Sky One.As a one-off, the world's first live TV Sudoku show, Sudoku Live, was broadcast on 1 July 2005 on Sky One. It was presented by Carol Vorderman. Nine teams of nine players (with one celebrity in each team) representing geographical regions competed to solve a puzzle. Each player had a hand-held device for entering numbers corresponding to answers for four cells. Conferring was permitted although the lack of acquaintance of the players with each other inhibited an analytical discussion. The audience at home was in a separate interactive competition. A Sky One publicity stunt to promote the programme with the world's largest Sudoku puzzle went awry when the 275 foot (84 m) square puzzle was found to have 1,905 correct solutions. The puzzle was carved into a hillside in Chipping Sodbury, near Bristol, England, in view of the M4 motorway. The stunt was cleverly timed to coincide with a major road expansion, where an imposed 40 mph speed restriction allowed drivers to safely view the puzzle whilst driving. It is also fairly simple to build a backtracking search. Typically this involves assigning a value (say, 1, or the nearest available number to 1) to the first available cell (say, the top left hand corner) and then moves on to assign the next available value (say, 2) to the next available cell. This continues until a conflict occurs, in which case the next alternative value is used for the last cell changed. If a cell cannot be filled, the program backs up one level (from that cell) and tries the next value at the higher level (hence the name backtracking). Although far from computationally efficient, this "brute force" method will find a solution, given sufficient computation time (even a fairly naive implementation will typically not take a noticeable amount of time). A more efficient program could keep track of potential values for cells, eliminating impossible values until only one value remains for a cell, then filling that cell in and using that information for more eliminations, and so on until the puzzle is solved. A three-dimensional Sudoku puzzle was invented by Dion Church and published in the Daily Telegraph in May 2005. 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. This is a row, 9 cells wide. A filled-in row must have one of each digit. That means that each digit appears only once in the row. There are 9 rows in the grid, and the same applies to each of them.
Although the 9×9 grid with 3×3 regions is by far the most common, numerous variations abound: sample puzzles can be 4×4 grids with 2×2 regions; 5×5 grids with pentomino regions have been published under the name Logi-5; the World Puzzle Championship has previously featured a 6×6 grid with 2×3 regions and a 7×7 grid with six heptomino regions and a disjoint region; Daily SuDoku features new 4×4, 6×6, and simpler 9×9 grids every day as Daily SuDoku for Kids. [1] Even the 9×9 grid is not always standard, with Ebb regularly publishing some of those with nonomino regions (also known as a jigsaw variation); the 2005 U.S. Puzzle Championship had a Sudoku with parallelogram regions that wrapped around the outer border of the puzzle, as if the grid were toroidal. Larger grids are also possible, with Daily SuDoku's 12×12-grid Monster SuDoku [2], the Times likewise offers a 12×12-grid Dodeka sudoku with 12 regions each being 4×3, Dell regularly publishing 16×16 Number Place Challenger puzzles (the 16×16 variant often uses 1 through G rather than the 0 through F used in hexadecimal), and Nikoli proffering 25×25 Sudoku the Giant behemoths. 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 level of difficulty of the puzzles can be selected to suit the audience. The puzzles are often available free from published sources and may also be custom-generated using software. 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. 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). 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. The world's first live TV Sudoku show, 1 July 2005, Sky One.As a one-off, the world's first live TV Sudoku show, Sudoku Live, was broadcast on 1 July 2005 on Sky One. It was presented by Carol Vorderman. Nine teams of nine players (with one celebrity in each team) representing geographical regions competed to solve a puzzle. Each player had a hand-held device for entering numbers corresponding to answers for four cells. Conferring was permitted although the lack of acquaintance of the players with each other inhibited an analytical discussion. The audience at home was in a separate interactive competition. A Sky One publicity stunt to promote the programme with the world's largest Sudoku puzzle went awry when the 275 foot (84 m) square puzzle was found to have 1,905 correct solutions. The puzzle was carved into a hillside in Chipping Sodbury, near Bristol, England, in view of the M4 motorway. The stunt was cleverly timed to coincide with a major road expansion, where an imposed 40 mph speed restriction allowed drivers to safely view the puzzle whilst driving. 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. This is a row, 9 cells wide. A filled-in row must have one of each digit. That means that each digit appears only once in the row. There are 9 rows in the grid, and the same applies to each of them.
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The attraction of the puzzle is that the rules are simple, yet the line of reasoning required to reach the solution may be complex 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 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). A valid Sudoku solution grid is also a Latin square. There are significantly fewer valid Sudoku solution grids than Latin squares because Sudoku imposes the additional regional constraint. Nonetheless, the number of valid Sudoku solution grids for the standard 9×9 grid was calculated by Bertram Felgenhauer in 2005 to be 6,670,903,752,021,072,936,960 [10] (sequence A107739 in OEIS). This number is equal to 9! × 722 × 27 × 27,704,267,971, the last factor of which is prime. The result was derived through logic and brute force computation. The derivation of this result was considerably simplified by analysis provided by Frazer Jarvis and the figure has been confirmed independently by Ed Russell. Russell and Jarvis also showed that when symmetries were taken into account, there were 5,472,730,538 solutions [11] (sequence A109741 in OEIS). The number of valid Sudoku solution grids for the 16×16 derivation is not known. The rapid rise of Sudoku from relative obscurity in Britain to a front-page feature in national newspapers attracted commentary in the media (see References below) and parody (such as when The Guardian's G2 section advertised itself as the first newspaper supplement with a Sudoku grid on every page [18]). Sudoku became particularly prominent in newspapers soon after the 2005 general election leading some commentators to suggest that it was filling the gaps previously occupied by election coverage. A simpler explanation is that the puzzle attracts and retains readers—Sudoku players report an increasing sense of satisfaction as a puzzle approaches completion. Recognizing the different psychological appeals of easy and difficult puzzles The Times introduced both side by side on 20 June 2005. From July 2005 Channel 4 included a daily Sudoku game in their Teletext service (at page 391). On 2 August 2005 the BBC's programme guide Radio Times started to feature a weekly Super Sudoku. The Dutch company Mobile Excellence International developed together with their Vietnamese partner the first mobile i-mode Sudoku game. The game was launched throughout Europe in September 2005. [19] The second notation uses a pattern of dots within each square, where the position of the dot represents a number from 1 to 9. Dot schemes differ and one method is illustrated here. The dot notation has the advantage that it can be used on the original puzzle. Dexterity is required in placing the dots, since misplaced dots or inadvertent marks inevitably lead to confusion and may not be easy to erase without adding to the confusion. Using a sharp pencil with an eraser end is recommended. 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.
Fill in the grid so that every row, every column, and every 3x3 box contains the digits 1 through 9. A valid Sudoku solution grid is also a Latin square. There are significantly fewer valid Sudoku solution grids than Latin squares because Sudoku imposes the additional regional constraint. Nonetheless, the number of valid Sudoku solution grids for the standard 9×9 grid was calculated by Bertram Felgenhauer in 2005 to be 6,670,903,752,021,072,936,960 [10] (sequence A107739 in OEIS). This number is equal to 9! × 722 × 27 × 27,704,267,971, the last factor of which is prime. The result was derived through logic and brute force computation. The derivation of this result was considerably simplified by analysis provided by Frazer Jarvis and the figure has been confirmed independently by Ed Russell. Russell and Jarvis also showed that when symmetries were taken into account, there were 5,472,730,538 solutions [11] (sequence A109741 in OEIS). The number of valid Sudoku solution grids for the 16×16 derivation is not known. Other Japanese publishers refer to the puzzle as Number Place, the original U.S. title, or as "Nanpure" for short. Some non-Japanese publishers spell the title as "su doku". 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 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.) The two main approaches to analysis are "candidate elimination" and "what-if".
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