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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] 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. 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. The attraction of the puzzle is that the rules are simple, yet the line of reasoning required to reach the solution may be complex 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 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. 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.

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. 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. 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. 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. Every puzzle has just one correct solution. 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. 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. By April and May 2005 the puzzle had become popular in these publications and it was rapidly introduced to several other national British newspapers including The Independent, The Guardian, The Sun (where it was labelled Sun Doku), and The Daily Mirror. As the name sudoku became well-known in Britain, the Daily Mail adopted it in place of its earlier name "Codenumber". Newspapers competed to promote their sudoku puzzles, with The Times and the Daily Mail each claiming to have been the first to feature sudoku. 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.)

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Here are some of the more notable single-instance variations: 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. 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. 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. Fill in the grid so that every row, every column, and every 3x3 box contains the digits 1 through 9. 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 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 digits to be entered are 1, 2, 3, 4, 5, 6, 7, 8, 9.

Solving sudoku puzzles (as well as any other NP-hard problem) can be expressed as a graph colouring problem. The aim of the puzzle in its standard form is to construct a proper 9-colouring of a particular graph, given a partial 9-colouring. The graph in question has 81 vertices, one vertex for each cell of the grid. The vertices can be labelled with the ordered pairs , where x and y are integers between 1 and 9. In this case, two distinct vertices labelled by and are joined by an edge if and only if:or, or, and 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. 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". 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. 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. 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 attraction of the puzzle is that the rules are simple, yet the line of reasoning required to reach the solution may be complex 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 Other kinds of extra restrictions can be arithmetical in nature, such as requiring the numbers in delineated segments of the grid to have specific sums or products (an example of the former being Killer Su Doku in The Times), demarcating all places arithmetically adjacent digits appear orthogonally adjacent in the grid, providing the parity of all cells, requiring the Lo Shu Square to appear in the solution, and so on. Some such variants forsake standard givens entirely. Others like Magic sudoku [5] adds some restrictions (diagonals from 1 to 9, and colors) to the standard sudoku to solve it with less numbers.

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