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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. 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. 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. 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. 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. 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. 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. 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. 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 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. 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.) 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. 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 level of difficulty of the puzzles can be selected to suit the audience. The puzzles are often available free from published sources and may also be custom-generated using software.
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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. 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] 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. 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. 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). 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.
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. 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 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. 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. 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". 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. 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. 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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