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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". 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 "candidate elimination", progress is made by successively eliminating candidate numerals from one or more cells to leave just one choice. After each answer has been achieved, another scan may be performed—usually checking to see the effect of the contingencies. Michael Metcalf reportedly created a 100×100 Sudoku puzzle, published to the "Sudokuworld" Yahoo! group. Fill in the grid so that every row, every column, and every 3x3 box contains the digits 1 through 9. Scanning is performed at the outset and throughout the solution. Scans only have to be performed one time in between analysis periods. Scanning consists of two basic techniques: 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.) 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 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.

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. 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. 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. 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. There's no math involved, the grid has numbers, but nothing has to add up to anything else. Every puzzle has just one correct solution. 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. One method of candidate elimination works by identifying "matched cells". Cells are said to be matched within a particular row, column, or region (scope) if two cells contain the same pair of candidate numerals (p,q) and no others, or if three cells contain the same triplet of candidate numerals (p,q,r) and no others. The placement of these numerals anywhere else within that same scope would make a solution for the matched cells impossible; thus, the candidate numerals (p,q,r) appearing in unmatched cells in that same row, column or region (scope) can be deleted. 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.

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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. In "candidate elimination", progress is made by successively eliminating candidate numerals from one or more cells to leave just one choice. After each answer has been achieved, another scan may be performed—usually checking to see the effect of the contingencies. 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. 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". Cross-hatching: the scanning of rows (or columns) to identify which line in a particular region may contain a certain numeral by a process of elimination. This process is then repeated with the columns (or rows). For fastest results, the numerals are scanned in order of their frequency. It is important to perform this process systematically, checking all of the digits 1-9. 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. 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. When using marking, additional analysis can be performed. For example, if a digit appears only one time in the mark-ups written inside one region, then it is clear that the digit should be there, even if the cell has other digits marked as well. When using marking, a couple of similar rules applied in a specified order can solve any Sudoku puzzle, without performing any kind of backtracking.

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.) 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. One method of candidate elimination works by identifying "matched cells". Cells are said to be matched within a particular row, column, or region (scope) if two cells contain the same pair of candidate numerals (p,q) and no others, or if three cells contain the same triplet of candidate numerals (p,q,r) and no others. The placement of these numerals anywhere else within that same scope would make a solution for the matched cells impossible; thus, the candidate numerals (p,q,r) appearing in unmatched cells in that same row, column or region (scope) can be deleted. 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 attraction of the puzzle is that the rules are simple, yet the line of reasoning required to reach the solution may be complex Nikoli Sudoku are hand-constructed, with the author being credited; the givens are always found in a symmetrical pattern. Dell Number Place Challenger (see Variants below) puzzles also list authors. The Sudoku puzzles printed in most UK newspapers are apparently computer-generated but employ symmetrical givens; The Guardian licenses and publishes Nikoli-constructed Sudoku puzzles, though it does not include credits. The Guardian famously claimed that because they were hand-constructed, their puzzles would contain "imperceptible witticisms" that would be very unlikely in computer-generated Sudoku. The challenge to Sudoku programmers is teaching a program how to build clever puzzles, such that they may be indistinguishable from those constructed by humans; Wayne Gould required six years of tweaking his popular program before he believed he achieved that level. Even though most solving algorithms are able to solve puzzles in under a second, very fast solvers are preferred for trial-and-error puzzle-creation algorithms, which must be able to test large numbers of partial problems for validity in a short time. 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. The digits to be entered are 1, 2, 3, 4, 5, 6, 7, 8, 9.

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