-- Stephen J. Herschkorn sjher...@netscape.net Math Tutor on the Internet and in Central New Jersey and Manhattan
It's a bit tricky to phrase precisely, though a simpe question.
What is the smallest number of initially determined cells,
such that there is at least one puzzle of such configuration,
with a unique solution?
And you claim there is a known example of 17?
--
Rich
http://mapleta.maths.uwa.edu.au/~gordon/sudokumin.php claims to list
about 50,000 known examples.
Hi Mike,
Coincidentally I too disagree with almost everything you've written,
but that's the beauty of a free world. I unfortunately do not have
the time or inclination to comment on every clause of your reply (I
have an uneasy sense of a flaming thread in the offing <g>). I will
remark that you should avoid attributing statements to someone
statements he never made (e.g., in response to my comment of
"Unfortunately, Battleship puzzles often have multiple solutions,
leading to frustration, etc.", you write "Deliberately so? That's a
little surprising". No, Mike, inadvertently, not deliberately).
There is often an implicit, although not mandatory, 'contract' between
puzzle maker and solver that there will be only one solution. The
existence of more than one solution often gives a feeling that the
puzzle maker didn't do his work correctly. GAMES Magazine, to mention
one such puzzle journal, will apologize in their 'Letters to the
Editor' whenever a reader reports a multiple solution. I think this
indicates the editorial mindset that multiple solutions are a glitch,
not a feature (and GAMES is a reputable puzzle magazine).
Let's take this 'multiple solutions are fine' thing to its logical
conclusion: present the reader with a blank 9x9 Sudoku grid and tell
him to find a solution. Whatever solution he comes up with should be
considered a solution and he should be thrilled. I have a sneak
feeling that our reader will be less than happy.
Speaking for myself (no, this is not the 'thought police' speaking
<G>) I get a thrill when I have matched my mind to that of the puzzle
maker, finding (and proving!) that there is only one solution, and
that I have grasped the cleverness of his puzzle. If I find another
solution I certainly wouldn't call myself a failure, but neither would
I have the satisfaction of having grasped the puzzle maker's
intentions. If that doesn't interest you, that's fine, too.
I get the feeling you didn't read, or understand, the t-uniq.htm web
page (you didn't relate to anything written there). Of course you're
free to have your own opinion, but I think Wei-Hwa Huang's opinion
counts for something -- it's certainly not a "ridiculous" one.
Bottom line: let's enjoy puzzle solving for the fun it's meant to be,
without getting sidetracked by philosophical hair-splitting.
Moshe
Moshe - sorry if I've misrepresented what you said - initially I did think
you were saying Battleships solutions were routinely (by design) not unique,
but as I went on that didn't fit with later remarks, so I should have
understood. I think we're both in agreement that deliberately having
multiple solutions for these sorts of logic puzzles is bad all around, if
for no other reason that specifying and checking the solutions becomes
impractical.
I did read the t-uniq.htm page, and it basically says "I think the solver
should prove the solution is unique" which had already been said in this
thread. There is an argument around how uniqueness is a "meta-rule" and we
"shouldn't use meta-rules", but that's not convincing to me - I understand
"meta rule", but don't see why meta rules shouldn't be used, provided the
logic is correct, so it didn't seem to offer me any insight...
You're clearly not convinced by my suggestion that the puzzles are actually
better *as puzzles* if uniqueness arguments are employable? I imagine
puzzle setters are fully aware of this, and plan for some of their advanced
puzzles to be solved like this, but I don't really know as I don't create
these puzzles myself. (I've a feeling that advanced Slitherlink puzzles
that I solve are designed to require uniqueness arguments to solve, but of
course how could I be sure?...)
Anyway, happy puzzling! :)
Mike.
The uniqueness part of Sudoku is generally tractible (for the grids
I've seen). So, it's worthwhile extending the problem into this even
where it's not originally stated as such.
Generally, uniqueness comes out by way of the solution method(s)
employed. What I've noticed for this particular puzzle is that there
are actually two levels of complexity for initial boards. Some have
solutions can be found (and proven unique) solely by exclusion
arguments with no branching (or backtracking) argument made at any
point.
Others reach a maximally filled out grid where exclusion can no longer
be used any further. At that point, it becomes necessary to branch non-
deterministically (or in parallel). Normally, I work it out in
parallel, rather than by backtracking, since it's easier to write out
parallel grids. I've never found a set up that did not ramify in
patterns such as A |- B + C, B |- fail, C |- D + E, etc. where a
traversal did not exist which kept the maximum number of live branches
under 3.
If you're stopping after one solution, you're employing a "parallel
or". In that case, if you had a tree like the following (where, now, I
make B a success branch):
A |- B + C, B |- true, C |- D + E, D |- true, E |- fail.
A possible traversal would be
A |- B + C, C |- D + E, D |- true, E cut off, C succeeds, B cut-
off, A succeeds
so B + C is treated as a "parallel or", where C succeeds and B is
terminated (or B succeeds and C, D and E are terminated).
Of course, it also goes without saying, that the other reason I framed
this as a "uniqueness" problem is because otherwise the original query
would not make sense. If you didn't require unique solutions, then the
answer to the question above would just be "the largest number of
unresolved cells is where they are all left initially empty." So,
uniqueness was a defacto part of the original question.