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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 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. 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. 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. 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. Yoshimitsu Kanai published his computerized puzzle generator under the name Single Number for the Apple Macintosh [15] in 1995 in Japanese and English, for the Palm (PDA) [16] in 1996, and for the Mac OS-X [17] in 2005. 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.
sudoku is recommended by some teachers as an exercise in logical reasoning. 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. 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. 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. 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". 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. 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.
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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. The attraction of the puzzle is that the rules are simple, yet the line of reasoning required to reach the solution may be complex 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. Here are some of the more notable single-instance variations: 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. 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. 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. 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. 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.
Michael Metcalf reportedly created a 100×100 sudoku puzzle, published to the "sudokuworld" Yahoo! group. 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. 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 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: 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. sudoku is recommended by some teachers as an exercise in logical reasoning. 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. A three-dimensional sudoku puzzle was invented by Dion Church and published in the Daily Telegraph in May 2005.
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