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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. 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. 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. Building a sudoku puzzle by hand can be performed efficiently by pre-determining the locations of the givens and assigning them values only as needed to make deductive progress. Such an undefined given can be assumed to not hold any particular value as long as it is given a different value before construction is completed; the solver will be able to make the same deductions stemming from such assumptions, as at that point the given is very much defined as something else. This technique gives the constructor greater control over the flow of puzzle solving, leading the solver along the same path the compiler used in building the puzzle. (This technique is adaptable to composing puzzles other than sudoku as well.) Great caution is required, however, as failing to recognize where a number can be logically deduced at any point in construction—regardless of how tortuous that logic may be—can result in an unsolvable puzzle when defining a future given contradicts what has already been built. Building a sudoku with symmetrical givens is a simple matter of placing the undefined givens in a symmetrical pattern to begin with. 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). 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. In the subscript notation the candidate numerals are written in subscript in the cells. The drawback to this is that original puzzles printed in a newspaper usually are too small to accommodate more than a few digits of normal handwriting. If using the subscript notation, solvers often create a larger copy of the puzzle or employ a sharp or mechanical pencil. 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. 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 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. In the subscript notation the candidate numerals are written in subscript in the cells. The drawback to this is that original puzzles printed in a newspaper usually are too small to accommodate more than a few digits of normal handwriting. If using the subscript notation, solvers often create a larger copy of the puzzle or employ a sharp or mechanical pencil. 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. 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. 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. 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. The maximum number of givens that can be provided while still not rendering the solution unique is four short of a full grid; if two instances of two numbers each are missing and the cells they are to occupy form the corners of an orthogonal rectangle, and exactly two of these cells are within one region, there are two ways the numbers can be assigned. Since this applies to Latin squares in general, most variants of sudoku have the same maximum. The inverse problem—the fewest givens that render a solution unique—is unsolved, although the lowest number yet found for the standard variation without a symmetry constraint is 17, a number of which have been found by Japanese puzzle enthusiasts [12] [13], and 18 with the givens in rotationally symmetric cells. 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.
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Building a sudoku puzzle by hand can be performed efficiently by pre-determining the locations of the givens and assigning them values only as needed to make deductive progress. Such an undefined given can be assumed to not hold any particular value as long as it is given a different value before construction is completed; the solver will be able to make the same deductions stemming from such assumptions, as at that point the given is very much defined as something else. This technique gives the constructor greater control over the flow of puzzle solving, leading the solver along the same path the compiler used in building the puzzle. (This technique is adaptable to composing puzzles other than sudoku as well.) Great caution is required, however, as failing to recognize where a number can be logically deduced at any point in construction—regardless of how tortuous that logic may be—can result in an unsolvable puzzle when defining a future given contradicts what has already been built. Building a sudoku with symmetrical givens is a simple matter of placing the undefined givens in a symmetrical pattern to begin with. 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 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. 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. 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. 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 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. The two main approaches to analysis are "candidate elimination" and "what-if".
Three days later The Daily Mail began to publish the puzzle under the name "Codenumber". The Daily Telegraph introduced its first sudoku by its puzzle compiler Michael Mepham on 19 January 2005 and other Telegraph Group newspapers took it up very quickly. Nationwide News Pty Ltd began publishing the puzzle in The Daily Telegraph of Sydney on 20 May 2005; five puzzles with solutions were printed that day. The immense surge in popularity of sudoku in British newspapers and internationally has led to it being dubbed in the world media in 2005 the "fastest growing puzzle in the world". Building a sudoku puzzle by hand can be performed efficiently by pre-determining the locations of the givens and assigning them values only as needed to make deductive progress. Such an undefined given can be assumed to not hold any particular value as long as it is given a different value before construction is completed; the solver will be able to make the same deductions stemming from such assumptions, as at that point the given is very much defined as something else. This technique gives the constructor greater control over the flow of puzzle solving, leading the solver along the same path the compiler used in building the puzzle. (This technique is adaptable to composing puzzles other than sudoku as well.) Great caution is required, however, as failing to recognize where a number can be logically deduced at any point in construction—regardless of how tortuous that logic may be—can result in an unsolvable puzzle when defining a future given contradicts what has already been built. Building a sudoku with symmetrical givens is a simple matter of placing the undefined givens in a symmetrical pattern to begin with. 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. You solve the puzzle with reasoning and logic. 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. 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. Dr. House was clearly seen working on a sudoku puzzle on his office computer in one scene of the December 13, 2005 episode of House, M. D.; sudoku is supposedly now banned on the studio set due to the cast constantly playing it.
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