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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. 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. 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] 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] 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. 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. Advanced solvers look for "contingencies" while scanning that is, narrowing a numeral's location within a row, column, or region to two or three cells. When those cells all lie within the same row (or column) and region, they can be used for elimination purposes during cross-hatching and counting (Contingency example at Puzzle Japan). Particularly challenging puzzles may require multiple contingencies to be recognized, perhaps in multiple directions or even intersecting—relegating most solvers to marking up (as described below). Puzzles which can be solved by scanning alone without requiring the detection of contingencies are classified as "easy" puzzles; more difficult puzzles, by definition, cannot be solved by basic scanning alone. 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.
Here are some of the more notable single-instance variations: 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. 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. 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. The strategy for solving a puzzle may be regarded as comprising a combination of three processes: scanning, marking up, and analysing. Advanced solvers look for "contingencies" while scanning that is, narrowing a numeral's location within a row, column, or region to two or three cells. When those cells all lie within the same row (or column) and region, they can be used for elimination purposes during cross-hatching and counting (Contingency example at Puzzle Japan). Particularly challenging puzzles may require multiple contingencies to be recognized, perhaps in multiple directions or even intersecting—relegating most solvers to marking up (as described below). Puzzles which can be solved by scanning alone without requiring the detection of contingencies are classified as "easy" puzzles; more difficult puzzles, by definition, cannot be solved by basic scanning alone. Other Japanese publishers refer to the puzzle as Number Place, the original U.S. title, or as "Nanpure" for short. Some non-Japanese publishers spell the title as "Su Doku". 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. 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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The digits to be entered are 1, 2, 3, 4, 5, 6, 7, 8, 9. Here are some of the more notable single-instance variations: 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 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. 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 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. Michael Metcalf reportedly created a 100×100 sudoku puzzle, published to the "sudokuworld" Yahoo! group.
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. 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: 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. 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. 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. 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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