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	<title>Comments on: What Sudoku isn&#8217;t</title>
	<atom:link href="http://infovore.org/archives/2005/06/28/sudoku-is-not-a-game/feed/" rel="self" type="application/rss+xml" />
	<link>http://infovore.org/archives/2005/06/28/sudoku-is-not-a-game/</link>
	<description>a weblog by Tom Armitage</description>
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		<title>By: Rijk</title>
		<link>http://infovore.org/archives/2005/06/28/sudoku-is-not-a-game/comment-page-1/#comment-1502</link>
		<dc:creator>Rijk</dc:creator>
		<pubDate>Fri, 07 Apr 2006 12:16:36 +0000</pubDate>
		<guid isPermaLink="false">http://infovore.org/archives/2005/06/28/sudoku-is-not-a-game/#comment-1502</guid>
		<description>I am addicted to Sudoku! I made an inventory of methods for solving even the most difficult Sudoku. Start with looking for duo&#039;s, it&#039;s an eye opener!
Check http://www.sudokuhints.nl/en/ for details.

Good luck!
</description>
		<content:encoded><![CDATA[<p>I am addicted to Sudoku! I made an inventory of methods for solving even the most difficult Sudoku. Start with looking for duo&#8217;s, it&#8217;s an eye opener!<br />
Check <a href="http://www.sudokuhints.nl/en/" rel="nofollow">http://www.sudokuhints.nl/en/</a> for details.</p>
<p>Good luck!</p>
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	<item>
		<title>By: wim</title>
		<link>http://infovore.org/archives/2005/06/28/sudoku-is-not-a-game/comment-page-1/#comment-874</link>
		<dc:creator>wim</dc:creator>
		<pubDate>Tue, 13 Sep 2005 06:40:30 +0000</pubDate>
		<guid isPermaLink="false">http://infovore.org/archives/2005/06/28/sudoku-is-not-a-game/#comment-874</guid>
		<description>WIKIPEDIA: 
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 9Ã—9 grid was calculated by Bertram Felgenhauer in 2005 to be 6,670,903,752,021,072,936,960 [3], which is roughly the number of micrometers to the nearest star. This number is equivalent to 9! Ã— 72^2 Ã— 2^7 Ã— 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. A paper detailing the methodology of their analysis can be found at [4]. The number of valid Sudoku solution grids for the 16Ã—16 derivation is not known. 

Of course, some of the 9Ã—9 grids can easily be transformed into others; by relabelling the numbers, by rotating or reflecting the grid, and by permuting certain rows and columns. Ed Russell and Frazer Jarvis have counted the number of &quot;essentially different&quot; sudoku grids as 5,472,730,538: see the previous link for more details of the calculation.</description>
		<content:encoded><![CDATA[<p>WIKIPEDIA:<br />
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 9Ã—9 grid was calculated by Bertram Felgenhauer in 2005 to be 6,670,903,752,021,072,936,960 [3], which is roughly the number of micrometers to the nearest star. This number is equivalent to 9! Ã— 72^2 Ã— 2^7 Ã— 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. A paper detailing the methodology of their analysis can be found at [4]. The number of valid Sudoku solution grids for the 16Ã—16 derivation is not known. </p>
<p>Of course, some of the 9Ã—9 grids can easily be transformed into others; by relabelling the numbers, by rotating or reflecting the grid, and by permuting certain rows and columns. Ed Russell and Frazer Jarvis have counted the number of &#8220;essentially different&#8221; sudoku grids as 5,472,730,538: see the previous link for more details of the calculation.</p>
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		<title>By: Tom</title>
		<link>http://infovore.org/archives/2005/06/28/sudoku-is-not-a-game/comment-page-1/#comment-820</link>
		<dc:creator>Tom</dc:creator>
		<pubDate>Sun, 14 Aug 2005 19:01:37 +0000</pubDate>
		<guid isPermaLink="false">http://infovore.org/archives/2005/06/28/sudoku-is-not-a-game/#comment-820</guid>
		<description>It can be beaten by brute-force because there are only a finite number of possibly layouts - and if there&#039;s only one correct answer, it&#039;s not necessary to fill every square on the board to find out you&#039;re wrong - the moment you hit an impossibility, that iteration gets ticked off as a &quot;FAIL&quot; and you go round again.

Of course, the brute force required is pretty massive. My memory of permutations and combinations is failing me, I&#039;m afraid, so I can&#039;t offer a solution to your problem, and calculating the upper bound for &quot;correct&quot; sudokus (rather than for just inserting the numbers 1-9 once in a row of 9 squares) is quite tricky. Still, my point is: it has a finite number of possibilities and clearly defined points for failure, which means an automated system based around brute force - no matter how tricky it is to program - can be &lt;i&gt;guaranteed&lt;/i&gt; to work. Unlike, say, trying to reverse-engineer private keys, or MD5 hashes.

I never said it was easy...</description>
		<content:encoded><![CDATA[<p>It can be beaten by brute-force because there are only a finite number of possibly layouts &#8211; and if there&#8217;s only one correct answer, it&#8217;s not necessary to fill every square on the board to find out you&#8217;re wrong &#8211; the moment you hit an impossibility, that iteration gets ticked off as a &#8220;FAIL&#8221; and you go round again.</p>
<p>Of course, the brute force required is pretty massive. My memory of permutations and combinations is failing me, I&#8217;m afraid, so I can&#8217;t offer a solution to your problem, and calculating the upper bound for &#8220;correct&#8221; sudokus (rather than for just inserting the numbers 1-9 once in a row of 9 squares) is quite tricky. Still, my point is: it has a finite number of possibilities and clearly defined points for failure, which means an automated system based around brute force &#8211; no matter how tricky it is to program &#8211; can be <i>guaranteed</i> to work. Unlike, say, trying to reverse-engineer private keys, or MD5 hashes.</p>
<p>I never said it was easy&#8230;</p>
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		<title>By: David Wahlstedt</title>
		<link>http://infovore.org/archives/2005/06/28/sudoku-is-not-a-game/comment-page-1/#comment-819</link>
		<dc:creator>David Wahlstedt</dc:creator>
		<pubDate>Sun, 14 Aug 2005 17:54:10 +0000</pubDate>
		<guid isPermaLink="false">http://infovore.org/archives/2005/06/28/sudoku-is-not-a-game/#comment-819</guid>
		<description>Tom, you claim that it can be solved with brute-force. Under which conditions do you mean ? No cutting down the search space before guessing ?
Can you give a bound of the number of combinations needed ?
Say there are 25 given numers, then one has to fill in 56 positions with values in [1..9]. Seems to be quite a lot...

Best regards,  David
</description>
		<content:encoded><![CDATA[<p>Tom, you claim that it can be solved with brute-force. Under which conditions do you mean ? No cutting down the search space before guessing ?<br />
Can you give a bound of the number of combinations needed ?<br />
Say there are 25 given numers, then one has to fill in 56 positions with values in [1..9]. Seems to be quite a lot&#8230;</p>
<p>Best regards,  David</p>
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		<title>By: DJ</title>
		<link>http://infovore.org/archives/2005/06/28/sudoku-is-not-a-game/comment-page-1/#comment-706</link>
		<dc:creator>DJ</dc:creator>
		<pubDate>Sat, 23 Jul 2005 04:58:25 +0000</pubDate>
		<guid isPermaLink="false">http://infovore.org/archives/2005/06/28/sudoku-is-not-a-game/#comment-706</guid>
		<description>Check out http://www.el.com/links/sudoku.asp Essential Guide and Links to Sudoku. It is a bridge to an Internet of Sudoku puzzles, sites, solutions, history, etc. etc.</description>
		<content:encoded><![CDATA[<p>Check out <a href="http://www.el.com/links/sudoku.asp" rel="nofollow">http://www.el.com/links/sudoku.asp</a> Essential Guide and Links to Sudoku. It is a bridge to an Internet of Sudoku puzzles, sites, solutions, history, etc. etc.</p>
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	<item>
		<title>By: xander</title>
		<link>http://infovore.org/archives/2005/06/28/sudoku-is-not-a-game/comment-page-1/#comment-493</link>
		<dc:creator>xander</dc:creator>
		<pubDate>Fri, 01 Jul 2005 17:45:42 +0000</pubDate>
		<guid isPermaLink="false">http://infovore.org/archives/2005/06/28/sudoku-is-not-a-game/#comment-493</guid>
		<description>A big Dutch Sudoku site:

http://sudoku.jouwpagina.nl

Enjoy!</description>
		<content:encoded><![CDATA[<p>A big Dutch Sudoku site:</p>
<p><a href="http://sudoku.jouwpagina.nl" rel="nofollow">http://sudoku.jouwpagina.nl</a></p>
<p>Enjoy!</p>
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	<item>
		<title>By: Tom</title>
		<link>http://infovore.org/archives/2005/06/28/sudoku-is-not-a-game/comment-page-1/#comment-486</link>
		<dc:creator>Tom</dc:creator>
		<pubDate>Wed, 29 Jun 2005 12:21:58 +0000</pubDate>
		<guid isPermaLink="false">http://infovore.org/archives/2005/06/28/sudoku-is-not-a-game/#comment-486</guid>
		<description>Oh, definitely. It was a &lt;i&gt;nonne&lt;/i&gt; question, expecting the answer yes. The discovery-by-doing aspect is very much play; indeed, the refining-algorithms-by-doing technique is classic play; taking shorter routes to work each day, refining how late I can get up to a) be clean and b) not miss my train.

I like the idea of it as &lt;i&gt;kata&lt;/i&gt;. Not just a series of forms/exercises, rules worked through, but applying those rules/kata to a real world problem. The &lt;i&gt;kata&lt;/i&gt; are the toolset to approach the problem. There&#039;s the meditative aspect of &lt;i&gt;kata&lt;/i&gt; which runs in parallel with the practical aspect. And yet it&#039;s still not the same as barfight (which is the best way to draw my cryptic crosswords into this analogy).

Whittling away; making the ball of mud smoother and shinier; refining the &lt;i&gt;kata&lt;/i&gt; rather than learning more.

Now there&#039;s an idea: backwards &lt;i&gt;Katamari Damacy&lt;/i&gt; - where you have a big ball of &quot;stuff&quot; and the goal is not to change its size, but to make it smoother. Dorodango Damacy, as it were. </description>
		<content:encoded><![CDATA[<p>Oh, definitely. It was a <i>nonne</i> question, expecting the answer yes. The discovery-by-doing aspect is very much play; indeed, the refining-algorithms-by-doing technique is classic play; taking shorter routes to work each day, refining how late I can get up to a) be clean and b) not miss my train.</p>
<p>I like the idea of it as <i>kata</i>. Not just a series of forms/exercises, rules worked through, but applying those rules/kata to a real world problem. The <i>kata</i> are the toolset to approach the problem. There&#8217;s the meditative aspect of <i>kata</i> which runs in parallel with the practical aspect. And yet it&#8217;s still not the same as barfight (which is the best way to draw my cryptic crosswords into this analogy).</p>
<p>Whittling away; making the ball of mud smoother and shinier; refining the <i>kata</i> rather than learning more.</p>
<p>Now there&#8217;s an idea: backwards <i>Katamari Damacy</i> &#8211; where you have a big ball of &#8220;stuff&#8221; and the goal is not to change its size, but to make it smoother. Dorodango Damacy, as it were. </p>
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		<title>By: mattw</title>
		<link>http://infovore.org/archives/2005/06/28/sudoku-is-not-a-game/comment-page-1/#comment-485</link>
		<dc:creator>mattw</dc:creator>
		<pubDate>Wed, 29 Jun 2005 09:57:47 +0000</pubDate>
		<guid isPermaLink="false">http://infovore.org/archives/2005/06/28/sudoku-is-not-a-game/#comment-485</guid>
		<description>sudoku as combinations of kata.

the play for me is discovering new, more complex, patterns of movement to act out, and to perfect the existing ones. discovery by doing: that can be play.

the process of sudoku: hikaru dorodango.</description>
		<content:encoded><![CDATA[<p>sudoku as combinations of kata.</p>
<p>the play for me is discovering new, more complex, patterns of movement to act out, and to perfect the existing ones. discovery by doing: that can be play.</p>
<p>the process of sudoku: hikaru dorodango.</p>
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