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Sudoku

From Wikipedia, the free encyclopedia

A sudoku puzzle...
A sudoku puzzle...
...and its solution numbers marked in red
...and its solution numbers marked in red

Sudoku (数独 sūdoku?) listen  is a logic-based number placement puzzle. The objective is to fill a 9x9 grid so that each column, each row, and each of the nine 3x3 boxes contains the digits from 1 to 9. The puzzle setter provides a partially completed grid.

Completed Sudoku puzzles are a type of Latin square, with an additional constraint on the contents of individual regions. Leonhard Euler is sometimes cited as the source of the puzzle, based on his work with Latin squares.[1]

The modern puzzle was invented by an American, Howard Garns, in 1979 and published by Dell Magazines under the name "Number Place".[2] It became popular in Japan in 1986, when it was published by Nikoli and given the name Sudoku. It became an international hit in 2005.

Contents

[edit] Introduction

The name "Sudoku" is the Japanese abbreviation of a longer phrase, "suji wa dokushin ni kagiru" (数字は独身に限る?), meaning "the digits must occur only once"[3].[4][5][6][7][8] It is a trademark of puzzle publisher Nikoli Co. Ltd. in Japan.[9] In Japanese, the word is pronounced [sɯːdokɯ]; in English, it is usually spoken with an Anglicised pronunciation, [səˈdəʊkuː] (BrE) [səˈdoʊkuː] (AmE) or [ˈsuːdəʊku] (BrE) [ˈsuːdoʊku] (AmE) (See IPA (International Phonetic Alphabet) or IPA chart for English for notation usage.) Other Japanese publishers refer to the puzzle as Number Place, the original U.S. title, or as "Nanpure" for short.[10] Some non-Japanese publishers spell the title as "Su Doku".

The numerals in Sudoku puzzles are used for convenience; arithmetic relationships between numerals are irrelevant. Any set of distinct symbols will do; letters, shapes, or colours may be used without altering the rules. In fact, ESPN published Sudoku puzzles substituting the positions on a baseball field for the numbers 1–9. Dell Magazines, the puzzle's originator, has been using numerals for Number Place in its magazines since they first published it in 1979.[10]

The attraction of the puzzle is that the rules are simple, yet the line of reasoning required to solve the puzzle may be complex. The level of difficulty can be selected to suit the audience. The puzzles are often available free from published sources and may be custom-made using software.

[edit] Solution methods

The strategy for solving a puzzle may be regarded as comprising a combination of three processes: scanning, marking up, and analyzing.

The top right region must contain a 5. By hatching across and up from 5s elsewhere, the solver can eliminate all the empty cells in the region which cannot contain a 5. This leaves only one possibility (shaded green).
The top right region must contain a 5. By hatching across and up from 5s elsewhere, the solver can eliminate all the empty cells in the region which cannot contain a 5. This leaves only one possibility (shaded green).

[edit] Scanning

Scanning is performed at the outset and throughout the solution. Scans need to be performed only once in between analyses. Scanning consists of two techniques:

  • Cross-hatching: the scanning of rows to identify which line in a region may contain a certain numeral by a process of elimination. The process is repeated with the columns. For fastest results, the numerals are scanned in order of their frequency, in sequential order. It is important to perform this process systematically, checking all of the digits 1–9.
  • 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, particularly in tougher puzzles, that the best way to ascertain the value of a cell is to count in reverse—that is, by scanning the cell's region, row, and column for values it cannot be, in order to see what remains.

Advanced solvers look for "contingencies" while scanning, narrowing a numeral's location within a row, column, or region to two or three cells. When those cells lie within the same row and region, they can be used for elimination during cross-hatching and counting. Puzzles solved by scanning alone without requiring the detection of contingencies are classified as "easy"; more difficult puzzles cannot be solved by basic scanning alone.

A method for marking likely numerals in a single cell by the placing of pencil dots. To reduce the number of dots used in each cell, the marking would only be done after as many numbers as possible have been added to the puzzle by scanning. Dots are erased as their corresponding numerals are eliminated as candidates.
A method for marking likely numerals in a single cell by the placing of pencil dots. To reduce the number of dots used in each cell, the marking would only be done after as many numbers as possible have been added to the puzzle by scanning. Dots are erased as their corresponding numerals are eliminated as candidates.

[edit] Marking up

Scanning stops when no further numerals can be discovered, making it necessary to engage in logical analysis. One method to guide the analysis is to mark candidate numerals in the blank cells. There are two popular notations: subscripts and dots.

  • In the subscript notation the candidate numerals are written in subscript in the cells. Because puzzles printed in a newspaper are too small to accommodate more than a few subscript digits of normal handwriting, solvers may create a larger copy of the puzzle.
  • The second notation uses a pattern of dots in each square, where the dot position indicates a number from 1 to 9. The dot notation 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 easily erased.

An alternative technique is to "mark up" the numerals that a cell cannot be. A cell will start empty and as more constraints become known, it will slowly fill until only one mark is missing. 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.

(click to see larger version) Analysis in Sudoku. It is written in superscript notation, with all possible values for the squares written in. There are three squares which contain only three values: 4, 6, and 8. If 4, 6, or 8 were written in any square where they're red, it would be impossible to complete the squares where they're blue. Therefore, the numbers in red can be erased. This logic works with rows, columns, sections, and diagonals. (if applicable)
(click to see larger version) Analysis in Sudoku. It is written in superscript notation, with all possible values for the squares written in. There are three squares which contain only three values: 4, 6, and 8. If 4, 6, or 8 were written in any square where they're red, it would be impossible to complete the squares where they're blue. Therefore, the numbers in red can be erased. This logic works with rows, columns, sections, and diagonals. (if applicable)

[edit] Analysis

The two main approaches to analysis are "candidate elimination"[11] and "what-if".[12] In "candidate elimination", progress is made by successively eliminating candidate numerals from cells to leave one choice. After each answer has been achieved, another scan may be performed—usually checking to see the effect of the contingencies. In general, if entering a particular numeral prevents completion of the other necessary placements, then the numeral in question can be eliminated as a candidate. One method works by identifying "matched cell groups". For instance, if precisely two cells within a scope (a particular row, column, or region) contain the same two candidate numerals (p,q), or if precisely three cells within a scope contain the same three candidate numerals (p,q,r), these cells are said to be matched. The placement of those candidate numerals anywhere else within that same scope would make a solution impossible; therefore, those candidate numerals can be deleted from all other cells in the scope.

In the "what-if" approach (also called "guess-and-check", "bifurcation", "backtracking" and "Ariadne's thread"), a cell with two candidate numerals is selected, and a guess is made. The steps are repeated until a duplication is found or a cell is left without a possible candidate, in which case the alternative candidate must be the solution. For each cell's candidate, 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. If the "what-if" exercises for both candidates show that either one is possible, another pair should be tried. Alternatively, if the "what-if" exercises for both candidates imply an identical result, then that result must be true. The what-if approach requires a pencil and eraser or a good layout memory.

There are three kind of conflicts, which can appear during puzzle solving:

  1. basic conflicts - there are only N-1 different candidates in N cell in the area
  2. fish conflicts - when eliminating number from N rows/columns, it will disappear also from N+1 columns/rows.
  3. unique conflicts - this pattern means multiple solutions, all numbers in the pattern exist exactly two times in every area, row and column. If there are only one candidate in the cell, any virtual candidate can be added.

Encountering any of those would indicate that the puzzle is not uniquely solvable. So, if you encounter them as a consequence of "what-if", you use your eraser and go back to try untried alternatives.

[edit] Computer solutions

There are two general approaches taken in the creation of serious Sudoku-solving programs: human solving methods and rapid-style methods. Human-style solvers will typically operate by maintaining a mark-up matrix, and search for contingencies, matched cells, and other elements that a human solver can utilize in order to determine and exclude cell values.

Many rapid-style solvers employ backtracking searches, with various pruning techniques also being used in order to help reduce the size of the search tree. The term rapid-style may be misleading: Most human-style solvers run considerably faster than a rapid-style solver, although the latter takes less time to write and is more easily adapted to larger grids.

Rapid solvers are preferred for trial-and-error puzzle-creation algorithms, which allow for testing large numbers of partial problems for validity in a short time; human-style solvers can be employed by hand-crafting puzzlesmiths for their ability to rate the challenge of a created puzzle and show the actual solving process their target audience can be expected to follow.

Although typical Sudoku puzzles (with 9×9 grid and 3×3 regions) can be solved quickly by computer, the generalization to larger grids is known to be NP-Complete. Various optimisation methods have been proposed for large grids.

Details of computer solutions may be found on the page on the Algorithmics of Sudoku.

[edit] Difficulty ratings

The difficulty of a puzzle is based on the relevance and the positioning of the given numbers rather than their quantity. Surprisingly, the number of givens does not always reflect a puzzle's difficulty. Computer solvers can estimate the difficulty for a human to find the solution, based on the complexity of the solving techniques required. Some online versions offer several difficulty levels.

Most publications sort their Sudoku puzzles into four or five rating levels, although the actual cut-off points and the names of the levels themselves can vary widely. Typically, however, the titles are synonyms of "easy", "intermediate", "hard", and "challenging" (also known as "diabolical"). An easy puzzle can be solved using only scanning; an intermediate puzzle may take markup to solve; a hard or challenging puzzle will usually take analysis.

Another approach is to rely on the experience of a group of human test solvers. Puzzles can be published with a median solving time rather than an algorithmically defined difficulty level.

[edit] Construction

Sudoku puzzle can be performed by predetermining the locations of the givens and assigning them values only as needed to make deductive progress. 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. 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.

Nikoli Sudoku are hand-constructed, with the author being credited; the givens are always found in a symmetrical pattern.[13] 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 famously claimed that because they were hand-constructed, their puzzles would contain "imperceptible witticisms" that would be very unlikely in computer-generated Sudoku.

[edit] Variants

A nonomino Sudoku puzzle, sometimes also known as a Jigsaw Sudoku, for instance in the Sunday Telegraph
A nonomino Sudoku puzzle, sometimes also known as a Jigsaw Sudoku, for instance in the Sunday Telegraph
Solution numbers in red for above puzzle
Solution numbers in red for above puzzle

Even though the 9×9 grid with 3×3 regions is by far the most common, 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. Larger grids are also possible, with Daily SuDoku's 16×16-grid Monster SuDoku,[14] 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. Even larger sizes, for instance 100×100,[15] have been claimed.

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.

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, The Age and The Sydney Morning Herald this form of puzzle is known as Samurai SuDoku.[16] 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.

Alphabetical variations have also emerged; there is no functional difference in the puzzle unless the letters spell something. Some variants, such as in the TV Guide, include a word reading along a main diagonal, row, or column once solved; determining the word in advance can be viewed as a solving aid. The Code Doku[17] devised by Steve Schaefer has an entire sentence embedded into the puzzle; the Super Wordoku[18] from Top Notch embeds two 9-letter words, one on each diagonal. It is debatable whether these are true Sudoku puzzles: although they purportedly have a single linguistically valid solution, they cannot necessarily be solved entirely by logic, requiring the solver to determine the embedded words. Top Notch claims this as a feature designed to defeat solving programs. Cludoku is an alphabetical variation that is solved only by logic, after which the solver then has to find solutions to crossword-style clues found in the completed grid.

There is also a Sudoku version of the Rubik's Cube, named Sudokube.

Here are some of the more notable single-instance variations:

  • A three-dimensional Sudoku puzzle was invented by Dion Church and published in the Daily Telegraph in May 2005.
  • A book of 3 dimensional puzzles was released by Richard John on the 3rd of November 2006. The book "Sudoku-Stak[1]. The Complete Introduction Book 1" is believed to be the first book of 3D puzzles.
  • 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.
  • The online journal Speculative Grammarian has published a trio of linguistics-themed Sudoku-like puzzles called LingDoku, which require the solver to solve for two or more variables at once, including a simple 3×3 puzzle,[19] a slightly more complicated 4x4 puzzle,[20] and a Samurai-style puzzle with 3 overlapping 3×3 grids.[21]


An example of a Hexudoku.
An example of a Hexudoku.

A Hexudoku (also spelled Hexadoku) is a variant of the game Sudoku, which uses a grid of 16x16 squares instead of 9x9. The name originates from the contraction of the Greek-, and Latin prefixes hexa-deca, which means 16, and the word Sudoku.

Similar to Sudoku, the goal of the game is to complete a not-completely filled grid, such that each row, each column, and each of the 16 marked 4x4 squares contains each number between 1 and 16 exactly once. With 256 squares, the hexudoku has more than 3 times as many squares as the regular sudoku.

Instead of the numbers 1 to 16, sometimes the hexadecimal digits 0-9, a-f are used, or a variant starting at 1: 1-9, a-g. Also a letter-only variant is sometimes used.

[edit] Mathematics of Sudoku

Main article: Mathematics of Sudoku

A completed Sudoku grid is a special type of Latin square with the additional property of no repeated values in any 3×3 block. The number of classic 9×9 Sudoku solution grids was shown in 2005 by Bertram Felgenhauer and Frazer Jarvis to be 6,670,903,752,021,072,936,960[22] (sequence A107739 in OEIS) : this is roughly 0.00012% the number of 9×9 Latin squares. Various other grid sizes have also been enumerated—see the main article for details. The number of essentially different solutions, when symmetries such as rotation, reflection and relabelling are taken into account, was shown by Ed Russell and Frazer Jarvis to be just 5,472,730,538[23] (sequence A109741 in OEIS).

The maximum number of givens 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,[24][25] and 18 with the givens in rotationally symmetric cells.

[edit] History

Page from La France newspaper, July 6, 1895
Page from La France newspaper, July 6, 1895
Main article: History of Sudoku

Number puzzles first appeared in newspapers in the late 19th century, when French puzzle setters began experimenting with removing numbers from magic squares. Le Siècle, a Paris-based daily, published a partially completed 9×9 magic square with 3×3 sub-squares in 1892.[26] It was not a Sudoku because it contained double-digit numbers and required arithmetic rather than logic to solve, but it shared key characteristics: each row, column and sub-square added up to the same number.

Within three years Le Siècle's rival, La France, refined the puzzle so that it was almost a modern Sudoku. It simplified the 9×9 magic square puzzle so that each row and column contained only the numbers 1–9, but did not mark the sub-squares. Although they are unmarked, each 3×3 sub-square does indeed comprise the numbers 1–9. However, the puzzle cannot be considered the first Sudoku because, under modern rules, it has two solutions. The puzzle setter ensured a unique solution by requiring 1–9 to appear in both diagonals.

These weekly puzzles were a feature of newspaper titles including L'Echo de Paris for about a decade but disappeared about the time of the First World War.[27]

According to Will Shortz, the modern Sudoku was most likely designed anonymously by Howard Garns, a 74-year-old retired architect and freelance puzzle constructor, and first published in 1979 by Dell Magazines as Number Place (the earliest known examples of modern Sudoku). Garns's name was always present on the list of contributors in issues of Dell Pencil Puzzles and Word Games that included Number Place, and was always absent from issues that did not.[10] He died in 1989 before getting a chance to see his creation as a worldwide phenomenon.[10]

The puzzle was introduced in Japan by Nikoli in the paper Monthly Nikolist in April 1984[10] as Suuji wa dokushin ni kagiru (数字は独身に限る?), which can be translated as "the numbers must be single" or "the numbers must occur only once." At a later date, the name was abbreviated to Sudoku by Maki Kaji (鍜治 真起 Kaji Maki?), taking only the first kanji of compound words to form a shorter version.[10] In 1986, Nikoli introduced two innovations: the number of givens was restricted to no more than 32, and puzzles became "symmetrical" (meaning the givens were distributed in rotationally symmetric cells).[9] It is now published in mainstream Japanese periodicals, such as the Asahi Shimbun.

[edit] Popularity in the media

In 1997, retired Hong Kong judge Wayne Gould, 59, a New Zealander, saw a partly completed puzzle in a Japanese bookshop. Over six years he developed a computer program to produce puzzles quickly.[28] 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 rapid rise of Sudoku in Britain from relative obscurity to a front-page feature in national newspapers attracted commentary in the media and parody (such as when The Guardian's G2 section advertised itself as the first newspaper supplement with a Sudoku grid on every page[29]). 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. On 2 August, the BBC's programme guide Radio Times featured a weekly Super Sudoku.

In the United States, the first newspaper to publish a Sudoku puzzle by Wayne Gould was The Conway Daily Sun (New Hampshire), in 2004.[30]

The world's first live TV Sudoku show, 1 July 2005, Sky One.
The world's first live TV Sudoku show, 1 July 2005, Sky One.

The world's first live TV Sudoku show, Sudoku Live, was broadcast on 1 July 2005 on Sky One. It was presented by Carol Vorderman. Nine teams of nine players (with one celebrity in each team) representing geographical regions competed to solve a puzzle. Each player had a hand-held device for entering numbers corresponding to answers for four cells. The audience at home was in a separate interactive competition.

Later in 2005, the BBC launched SUDO-Q, a game show that combines Sudoku with general knowledge. However, it uses only 4x4 and 6x6 puzzles.

Sudoku software is now also very popular on PCs, websites, and mobile phones. It has also been released on portable video game handhelds such as the PlayStation Portable, Game Boy Advance, and the Nintendo DS.

[edit] Competitions

[edit] See also

See also Categories: Sudoku


Mathematics

[edit] References

  1. ^ Leonhard Euler. On magic squares.
  2. ^ Sudoku Variations.
  3. ^ History of Sudoku: Roots and Development of Sudoku.
  4. ^ Galanti, Gil. The History of Sudoku. Retrieved on October 6, 2006.
  5. ^ Sudoku FAQ. Retrieved on October 6, 2006.
  6. ^ (Japanese) 数独. Retrieved on October 6, 2006.
  7. ^ (Japanese) 数独研究所. Retrieved on October 6, 2006.
  8. ^ (Japanese) 脳◎ 数字パズル. Retrieved on October 6, 2006.
  9. ^ a b Nikoli. History of Sudoku in our site. Official Nikoli website. Retrieved on September 24, 2006.
  10. ^ a b c d e f Pegg, Ed, Jr. (2005-09-15). Ed Pegg Jr.'s Math Games: Sudoku Variations. MAA Online. The Mathematical Association of America. Retrieved on October 3, 2006.
  11. ^ Goals of Sukoku-Grok (2005).
  12. ^ Play Sudoku. Online Learning Haven. Retrieved on October 1, 2006.
  13. ^ Rules and history of Sudoku from Nikoli.
  14. ^ The Daily SuDoku. Retrieved on September 12, 2006.
  15. ^ New, nearly locally-minimal, 100x 100 puzzle. Sudoku Player' Forum (2006-09-06). Retrieved on September 16, 2006.
  16. ^ Samurai Sudoku. Retrieved on September 11, 2006.
  17. ^ MathRec Sudoku. Retrieved on September 11, 2006.
  18. ^ Twodoku!. Retrieved on September 11, 2006.
  19. ^ Jones, Trey (April 2006). "LingDoku—Like SuDoku, But For Linguists". Speculative Grammarian 151 (2). 
  20. ^ Jones, Trey (July 2006). "LingDoku II: More, Better, Harder". Speculative Grammarian 151 (3). 
  21. ^ Jones, Trey (October 2006). "Samurai LingDoku". Speculative Grammarian 151 (4). 
  22. ^ Jarvis, Frazer (2006-07-31). Sudoku enumeration problems. Frazer Jarvis's home page. Retrieved on September 16, 2006.
  23. ^ Jarvis, Frazer; Ed Russell (2005-09-07). There are 5472730538 essentially different Sudoku grids ... and the Sudoku symmetry group. Frazer Jarvis's home page. Retrieved on September 16, 2006.
  24. ^ プログラミングパズルに関心のある人は雑談しましょう (Japanese). プログラミングパズル雑談コーナー / Programming Puzzle Idle Talk Corner. Retrieved on September 16, 2006.
  25. ^ Royle, Gordon. Minimum Sudoku. Retrieved on September 16, 2006.
  26. ^ Boyer, Christian (May 2006). "Supplément de l’article « Les ancêtres français du sudoku »" (PDF). Pour la Science: 1-6. Retrieved on 2006-09-16. 
  27. ^ Malvern, Jack. "Les fiendish French beat us to Su Doku", Times Online, 2006-06-03. Retrieved on September 16, 2006.
  28. ^ Wayne Gould's sudoku.com website. Retrieved on October 3, 2006.
  29. ^ "G2, home of the discerning Sudoku addict", The Guardian, Guardian Newspapers Limited, 2005-05-13. Retrieved on September 16, 2006.
  30. ^ New York Times corrections column, April 2, 2007, p. A2
  31. ^ "Sudoku title for Czech accountant" (Free), BBC NEWS, 2006-03-11. Retrieved on September 11, 2006.
  32. ^ World Sudoku Championship 2006 Instructions Booklet (PDF).
  33. ^ "Report on the 8th General Assembly of the World Puzzle Federation" (Free), WPF, 2006-10-30. Retrieved on November 15, 2006.

[edit] External links

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aa - ab - af - ak - als - am - an - ang - ar - arc - as - ast - av - ay - az - ba - bar - bat_smg - bcl - be - be_x_old - bg - bh - bi - bm - bn - bo - bpy - br - bs - bug - bxr - ca - cbk_zam - cdo - ce - ceb - ch - cho - chr - chy - co - cr - crh - cs - csb - cu - cv - cy - da - de - diq - dsb - dv - dz - ee - el - eml - en - eo - es - et - eu - ext - fa - ff - fi - fiu_vro - fj - fo - fr - frp - fur - fy - ga - gan - gd - gl - glk - gn - got - gu - gv - ha - hak - haw - he - hi - hif - ho - hr - hsb - ht - hu - hy - hz - ia - id - ie - ig - ii - ik - ilo - io - is - it - iu - ja - jbo - jv - ka - kaa - kab - kg - ki - kj - kk - kl - km - kn - ko - kr - ks - ksh - ku - kv - kw - ky - la - lad - lb - lbe - lg - li - lij - lmo - ln - lo - lt - lv - map_bms - mdf - mg - mh - mi - mk - ml - mn - mo - mr - mt - mus - my - myv - mzn - na - nah - nap - nds - nds_nl - ne - new - ng - nl - nn - no - nov - nrm - nv - ny - oc - om - or - os - pa - pag - pam - pap - pdc - pi - pih - pl - pms - ps - pt - qu - quality - rm - rmy - rn - ro - roa_rup - roa_tara - ru - rw - sa - sah - sc - scn - sco - sd - se - sg - sh - si - simple - sk - sl - sm - sn - so - sr - srn - ss - st - stq - su - sv - sw - szl - ta - te - tet - tg - th - ti - tk - tl - tlh - tn - to - tpi - tr - ts - tt - tum - tw - ty - udm - ug - uk - ur - uz - ve - vec - vi - vls - vo - wa - war - wo - wuu - xal - xh - yi - yo - za - zea - zh - zh_classical - zh_min_nan - zh_yue - zu -

Static Wikipedia 2006 (no images)

aa - ab - af - ak - als - am - an - ang - ar - arc - as - ast - av - ay - az - ba - bar - bat_smg - bcl - be - be_x_old - bg - bh - bi - bm - bn - bo - bpy - br - bs - bug - bxr - ca - cbk_zam - cdo - ce - ceb - ch - cho - chr - chy - co - cr - crh - cs - csb - cu - cv - cy - da - de - diq - dsb - dv - dz - ee - el - eml - eo - es - et - eu - ext - fa - ff - fi - fiu_vro - fj - fo - fr - frp - fur - fy - ga - gan - gd - gl - glk - gn - got - gu - gv - ha - hak - haw - he - hi - hif - ho - hr - hsb - ht - hu - hy - hz - ia - id - ie - ig - ii - ik - ilo - io - is - it - iu - ja - jbo - jv - ka - kaa - kab - kg - ki - kj - kk - kl - km - kn - ko - kr - ks - ksh - ku - kv - kw - ky - la - lad - lb - lbe - lg - li - lij - lmo - ln - lo - lt - lv - map_bms - mdf - mg - mh - mi - mk - ml - mn - mo - mr - mt - mus - my - myv - mzn - na - nah - nap - nds - nds_nl - ne - new - ng - nl - nn - no - nov - nrm - nv - ny - oc - om - or - os - pa - pag - pam - pap - pdc - pi - pih - pl - pms - ps - pt - qu - quality - rm - rmy - rn - ro - roa_rup - roa_tara - ru - rw - sa - sah - sc - scn - sco - sd - se - sg - sh - si - simple - sk - sl - sm - sn - so - sr - srn - ss - st - stq - su - sv - sw - szl - ta - te - tet - tg - th - ti - tk - tl - tlh - tn - to - tpi - tr - ts - tt - tum - tw - ty - udm - ug - uk - ur - uz - ve - vec - vi - vls - vo - wa - war - wo - wuu - xal - xh - yi - yo - za - zea - zh - zh_classical - zh_min_nan - zh_yue - zu