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The digits to be entered are 1, 2, 3, 4, 5, 6, 7, 8, 9. The puzzle was introduced in Japan by Nikoli in the paper Monthly Nikolist in April 1984 as Suuji wa dokushin ni kagiru (????????), which can be translated as "the numbers must be single" or "the numbers must occur only once" (?? literally means "single; celibate; unmarried"). The puzzle was named by Kaji Maki (?? ??), the president of Nikoli. At a later date, the name was abbreviated to sudoku (??, pronounced SUE-dough-coo; su = number, doku = single); it is a common practice in Japanese to take only the first kanji of compound words to form a shorter version. In 1986, Nikoli introduced two innovations which guaranteed the popularity of the puzzle: the number of givens was restricted to no more than 32 and puzzles became "symmetrical" (meaning the givens were distributed in rotationally symmetric cells). It is now published in mainstream Japanese periodicals, such as the Asahi Shimbun. Within Japan, Nikoli still holds the trademark for the name sudoku; other publications in Japan use alternative names. 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. 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. 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. The puzzle was introduced in Japan by Nikoli in the paper Monthly Nikolist in April 1984 as Suuji wa dokushin ni kagiru (????????), which can be translated as "the numbers must be single" or "the numbers must occur only once" (?? literally means "single; celibate; unmarried"). The puzzle was named by Kaji Maki (?? ??), the president of Nikoli. At a later date, the name was abbreviated to sudoku (??, pronounced SUE-dough-coo; su = number, doku = single); it is a common practice in Japanese to take only the first kanji of compound words to form a shorter version. In 1986, Nikoli introduced two innovations which guaranteed the popularity of the puzzle: the number of givens was restricted to no more than 32 and puzzles became "symmetrical" (meaning the givens were distributed in rotationally symmetric cells). It is now published in mainstream Japanese periodicals, such as the Asahi Shimbun. Within Japan, Nikoli still holds the trademark for the name sudoku; other publications in Japan use alternative names. 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. 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
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. Another common variant is for additional restrictions to be enforced on the placement of numbers beyond the usual row, column, and region requirements. Often the restriction takes the form of an extra "dimension"; the most common is for the numbers in the main diagonals of the grid to also be required to be unique. The aforementioned Number Place Challenger puzzles are all of this variant, as are the sudoku X puzzles in the Daily Mail, which use 6×6 grids. The Daily Mail also features Super sudoku X in its Weekend magazine: an 8×8 grid in which rows, columns, main diagonals, 2×4 blocks and 4×2 blocks contain each number once. Another dimension in use is digits with the same relative location within their respective regions; such puzzles are usually printed in colour, with each disjoint group sharing one colour for clarity. Also found is the Circular sudoku, also known as Target sudoku, invented by Essex mathematician Peter Higgins. [3] [4] In this variant, all the numbers must appear in all the concentric rings as well as in all pairs of adjacent wedges. 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. 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. 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. 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. 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. This is a column, 9 cells tall. A filled-in column must have one of each digit. That means that each digit appears only once in the column. There are 9 columns in the grid, and the same applies to each of them.
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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 puzzle was designed anonymously by Howard Garns, a 74-year-old retired architect and freelance puzzle constructor, and first published in 1979.[14] Although likely inspired by the Latin square invention of Leonhard Euler, Garns added a third dimension (the regional restriction) to the mathematical construct and (unlike Euler) presented the creation as a puzzle, providing a partially-completed grid and requiring the solver to fill in the rest. The puzzle was first published in New York by the specialist puzzle publisher Dell Magazines in its magazine Dell Pencil Puzzles and Word Games, under the title Number Place (which we can only assume Garns named it). 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 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. 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. 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. 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. There's no math involved, the grid has numbers, but nothing has to add up to anything else.
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. 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. 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. 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. sudoku (Japanese) also known as Number Place, is a logic-based placement puzzle. The aim of the puzzle is to enter a numerical digit from 1 through 9 in each cell of a 9×9 grid made up of 3×3 subgrids (called "regions"), starting with various digits given in some cells (the "givens"). Each row, column, and region must contain only one instance of each numeral. 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. Ideally one needs to find a combination of techniques which avoids some of the drawbacks of the above elements. The counting of regions, rows, and columns can feel boring. Writing candidate numerals into empty cells can be time-consuming. The what-if approach can be confusing unless you are well organised. The proverbial Holy Grail is to find a technique which minimizes counting, marking up, and rubbing out.
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