What Is the original name of the word sudoku?
"be a grid which can be rotated 180 degrees resulting in a new grid where the new cell values are a permutation of the original grid. Automorphic Sudokus are Sudoku puzzles which solve to an automorphic grid. Two examples of automorphic Sudokus, and an automorphic grid are shown below. In the first two examples, notice that if the Sudoku is rotated 180 degrees, and the clues relabeled with the permutation (123456789) -> (987654321), it returns to the same Sudoku. Expressed another way, these Sudokus have the property that every 180 degree rotational pair of clues (a, b) follows the rule"
"II, III, IV, ..., IX) proposed by ""Hebdomada aenigmatum"", a monthly magazine of Latin puzzles and crosswords. Like the Wordoku, it presents no functional difference from a normal Sudoku, but adds the visual difficulty of using Roman numerals. Hyper Sudoku uses the classic 9×9 grid with 3×3 regions, but defines four additional interior 3×3 regions in which the numbers 1–9 must appear exactly once. It was invented by ""Peter Ritmeester"" and first published by him in Dutch Newspaper ""NRC Handelsblad"" in October 2005, and since April 2007 on a daily basis in ""The International New York Times"" (International Herald Tribune)."
"KenKen KenKen and KenDoku are trademarked names for a style of arithmetic and logic puzzle invented in 2004 by Japanese math teacher Tetsuya Miyamoto, who intended the puzzles to be an instruction-free method of training the brain. The name derives from the Japanese word for . The names Calcudoku and Mathdoku are sometimes used by those who do not have the rights to use the KenKen or KenDoku trademarks. As in Sudoku, the goal of each puzzle is to fill a grid with digits –– 1 through 4 for a 4×4 grid, 1 through 5 for a 5×5, 1 through"
"Hidato Hidato (, originating from the Hebrew word ""Hida"" = Riddle), also known as ""Hidoku"", is a logic puzzle game invented by Dr. Gyora M. Benedek, an Israeli mathematician. The goal of Hidato is to fill the grid with consecutive numbers that connect horizontally, vertically, or diagonally. The name Hidato is a registered trademark of Doo-Bee Toys and Games LTD, a company co-founded by Benebek himself. Some publishers use different names for this puzzle such as Number Snake, Snakepit (both of which play on the game's similarity in concept to the video game ""Snake""), Jadium or Numbrix. In Hidato, a"
"Lexiko Lexiko was a word game invented by Alfred Butts. It was a precursor of ""Scrabble"". The name comes from the Greek ""lexicos"", meaning of ""words."" ""Lexiko"" was played with a set of 100 square cardboard tiles, with the same letter distribution later used by ""Scrabble"" (see Scrabble letter distributions), but no board. Players drew nine tiles at random, and attempted to construct words from them. In 1931, Butts wrote a paper entitled ""Study of Games."" In his paper, he described three categories of games: board, number games using playing cards or dice, and letter games (or games that fell"
"harder Hidato or Numbrix puzzles requires the use of more complex techniques - in particular of various types of chain patterns. Hidato Hidato (, originating from the Hebrew word ""Hida"" = Riddle), also known as ""Hidoku"", is a logic puzzle game invented by Dr. Gyora M. Benedek, an Israeli mathematician. The goal of Hidato is to fill the grid with consecutive numbers that connect horizontally, vertically, or diagonally. The name Hidato is a registered trademark of Doo-Bee Toys and Games LTD, a company co-founded by Benebek himself. Some publishers use different names for this puzzle such as Number Snake, Snakepit"
"the next sudoku, and the ""World Record"" round, in which solvers competed to set a Guinness World Record for fastest sudoku solution. Of the 13 championships held so far, Kota Morinishi of Japan (2014, 2015, 2017 and 2018) has been the most successful winners with four individual titles each, succeeded to Thomas Snyder of United States (2007, 2008 and 2011), Jan Mrozowski of Poland (2009, 2010 and 2012) who have won three. From 2007 there has also been a team competition. Japan is the most successful team, having won the title in 2007, 2012, 2014, 2015 and 2018; Czech Republic"
"a Sudoku mode, which features more than 100 puzzles across three different modes – Beginner, Intermediate, and Advanced. Sudoku involves a 9×9 grid with numbers in every square. Some of these numbers are visible, while others are not. The objective is to fill in the hidden numbers using the visible numbers as hints. Each row, column, and 3×3 grid has nine squares in it, and each must contain each number in the range from 1 to 9. Many neurologists recommend the game for prevention of dementia/Alzheimer's. Nintendo of America has refused to support any scientific claims to the benefits of"
"Puzzle book A puzzle book is a type of activity book which contains a collection of puzzles for the reader to complete. Puzzle books may contain puzzles all of simply one type like (e.g. crosswords, sudoku, or wordsearch) or a mixture of different puzzle types. Puzzle books may be aimed for adults or children. Puzzle books can be used for many purposes such as education or purely for entertainment. Crossword puzzles first appeared in England during the 19th century. The first crossword puzzle book was published in 1924 by the editors of the newspaper ""New York World."" Sudoku puzzle books"
"Kakuro Kakuro or Kakkuro () is a kind of logic puzzle that is often referred to as a mathematical transliteration of the crossword. Kakuro puzzles are regular features in many math-and-logic puzzle publications across the world. In 1966, Canadian Jacob E. Funk, an employee of Dell Magazines, came up with the original English name ""Cross Sums"" and other names such as ""Cross Addition"" have also been used, but the Japanese name ""Kakuro,"" abbreviation of Japanese ""kasan kurosu"" (加算クロス, ""addition cross""), seems to have gained general acceptance and the puzzles appear to be titled this way now in most publications. The"
"named his project ""Lexiko"". The game design was rejected by games manufacturers such as Parker Brothers and Milton Bradley, but Butts was able to sell copies on his own, though not enough to recoup his development expenses. In 1938, he began work on a board game based on ""Lexiko"", which he called ""Criss-Cross Words"", which was eventually renamed ""Scrabble"". Lexiko Lexiko was a word game invented by Alfred Butts. It was a precursor of ""Scrabble"". The name comes from the Greek ""lexicos"", meaning of ""words."" ""Lexiko"" was played with a set of 100 square cardboard tiles, with the same letter"
"1992, when Sudoku took the top spot. In the U.K., they first appeared in the Guardian with the Telegraph and the Daily Mail following. A relatively common variant of Kakuro is ""Cross Products"" (or ""Cross Multiplication""), where the clues are the product of the digits in the entries rather than the sum. Dell Magazines has produced such puzzles but also allowed repeating of digits aside from 1 because of space limitations in the number of digits in each product in a puzzle. Puzzles by Games Magazines are more like crossword puzzles, allowing the implementation of the no-repeating digits rule. Another"
"Nikoli (publisher) The name ""Nikoli"" comes from the racehorse who won the Irish 2,000 Guineas in 1980; the president of Nikoli, Maki Kaji, is fond of horseracing and betting. Nikoli's claim to fame is its vast library of ""culture independent"" puzzles. An example of a language/culture-dependent genre of puzzle would be the crossword, which relies on a specific language and alphabet. For this reason Nikoli's puzzles are often purely logical, and often numerical. Nikoli's Sudoku, the most popular logic problem in Japan, was popularized in the English-speaking world in 2005, though that game has a history stretching back hundreds of"
"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). It is now published in mainstream Japanese periodicals, such as the ""Asahi Shimbun"". In 1997, Hong Kong judge Wayne Gould saw a partly completed puzzle in a Japanese bookshop. Over six years, he developed a computer program to produce unique puzzles rapidly. 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 November 12,"
"in a US newspaper and then ""The Times"" (London) in 2004, from the efforts of Wayne Gould, who devised a computer program to rapidly produce distinct puzzles. Number puzzles appeared in newspapers in the late 19th century, when French puzzle setters began experimenting with removing numbers from magic squares. ""Le Siècle"", a Paris daily, published a partially completed 9×9 magic square with 3×3 subsquares on November 19, 1892. 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 subsquare added up to the"
"later shortened by some to Nine-Colour Cube. When Meffert's started mass-producing the puzzle, the company changed the shape of the cubies into spheres and thus adopted the name Ball Sudoku Cube (since the aim of the puzzle is similar to that of the Sudoku Cube). However, when Recent Toys started selling the puzzle with Meffert's branding, they named it Molecube (pronounced ), presumably due to its resemblance to a molecular model. The Twisty Puzzles Museum already uses the term ""Molecube"" to refer to another, mechanically different twisty puzzle. In late 2016, Meffert's introduced a stickerless, cubic (albeit pillowed) version of"
"in the same way as in Japanese. The popularity of many Japanese cultural exports has made some native Japanese words familiar in English, including ""futon, haiku, judo, kamikaze, karaoke, karate, ninja, origami, rickshaw"" (from ""jinrikisha""), ""samurai, sayonara, Sudoku, sumo, sushi, tsunami, tycoon"". See list of English words of Japanese origin for more. Literacy was introduced to Japan in the form of the Chinese writing system, by way of Baekje before the 5th century. Using this language, the Japanese king Bu presented a petition to Emperor Shun of Liu Song in AD 478. After the ruin of Baekje, Japan invited scholars"
"as a possible founder or early creator of what might be called cross-referencing or row-and-column puzzles, where numbers outside a grid give information as to what to put inside the grid. An early example is Whittleword (1979) which was followed by Domino Deal, Ace in Place and others. He is currently a Managing Editor at Puzzler Media Ltd. and edits Sudoku and Kakuro magazines as well as Hanjie, Hashi, Super Hanjie, Mosaic, Enigma and Colour Hanjie. He also contributes to other magazines such as ""Tough Puzzles"" and has created the ""Squiffy Sudokus"" for a Carol Vorderman book. A chance meeting"
"variant is having a different range of values that are inserted in the cells, such as 1 to 12, instead of the standard 1 to 9. A genuine combination of Sudoku and Kakuro is the so-called ""Cross Sums Sudoku"" in which clues are given as cross sums on a standard 9 x 9 Sudoku grid. A relevant variant is the so-called ""Cryptic Kakuro"" where the clues are given in terms of alphametics and each number represents a digit from 1 to 9. The final puzzle of the 2004 United States qualifier for the World Puzzle Championship is titled ""Cross Number"
"Wayne Gould Wayne Gould (高樂德法官) (born 3 July 1945 in Hawera, New Zealand) is a retired Hong Kong judge, most recently known for helping to popularise sudoku puzzles in the United Kingdom, and thereafter in the United States. He pioneered the global success and popularity of the Sudoku puzzle outside Japan where it had been popular for many years. Gould spent 6 years developing a computer program, known as Pappocom Sudoku that could mass-produce puzzles for the global market. His work led to the publication of sudoku puzzles in many UK newspapers. Part of his strategy in the U.S. market"
"in the Nara Period. Kodoku , also called , , and is a type of poisonous magic found in Japanese folklore. It is the Japanese derivative of the Chinese Gu magic. To create kodoku, sorcerers would mix several insects in a jar, and let them kill one another until only one survived. The fluids of the insect that survived would be used to poison an individual with a curse that would control them, cause them misfortune, or kill them. The remaining insect could also be used as a sort of ""luck charm"" granting the one who performed the ritual great"
"the words ""fortunate"" and ""unfortunate"" in English), Dedun in Nubian religion, the Seven Lucky Gods in Japanese mythology, mythical American serviceman John Frum in Polynesian cargo cults, and the inauspicious Alakshmi in Hinduism. The English noun ""luck"" appears comparatively late, during the 1480s, as a loan from Low German, Dutch or Frisian ""luk"", a short form of ""gelucke"" (Middle High German ""gelücke""). Compare to old Slavic word ""lukyj"" (""лукый"") - ""appointed by destiny"" and old Russian ""luchaj"" (""лучаи"") - ""destiny, fortune"". It likely entered English as a gambling term, and the context of gambling remains detectable in the word's connotations;"
"This change encouraged other companies to start creating their own mascots, resulting in mascots being a necessity amongst not only the sporting industry but for other organisations The word 'mascot' originates from the French term 'mascotte' which means lucky charm. This was used to describe anything that brought luck to a household. The word was first recorded in 1867 and popularised by a French composer Edmond Audran who wrote the opera ""La mascotte"", performed in December 1880. [3] The word entered the English language in 1881. However, before this, the terms were familiar to the people of France as a"
"same number. On July 6, 1895, ""Le Siècle"" 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, column, and broken diagonals contained only the numbers 1–9, but did not mark the subsquares. Although they are unmarked, each 3×3 subsquare does indeed comprise the numbers 1–9 and the additional constraint on the broken diagonals leads to only one solution. These weekly puzzles were a feature of French newspapers such as ""L'Echo de Paris"" for about a decade, but disappeared about the time of World War"
"word ""sceadu"", which means ""shade, shadow, darkness"". The term's P.Gmc. cognate, ""skadwo"" also means ""shady place, protection from glare or heat"". The Old English word is spelled in different ways, such as ""shadde"", ""shad"" or ""shedde"", all of which come from an ""Old Teutonic/Anglo-Saxon root word for separation or division"". The first attested usage of the word, in 1481, was in the sentence, """"A yearde in whiche was a shadde where in were six grete dogges"""". The Anglo Saxon word """"shud"""", which means ""cover"" may also have been part of the development of the word. In 1440, a ""shud"" was"
"Howard Garns Howard Garns (March 2, 1905 – October 6, 1989) was an American architect who gained fame only after his death as the creator of Number Place, the number puzzle that became a worldwide phenomenon under the name Sudoku. Garns's colleagues at the Daggett architecture firm in Indianapolis recall the designer working on the game on one of the company's drawing boards. George Wiley, a draftsman for the firm between 1957 and 1967, told ""Indianapolis Monthly"": ""We had two extra drawing boards and one day Howard was sitting over there. I walked over and asked what he was working"
"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. Phil Kollin of Winchelsea, England, was the series grand prize winner, taking home over £23,000 over a series of games. The audience at home was in a separate interactive competition, which was won by Hannah Withey of Cheshire. Later in 2005, the BBC launched ""SUDO-Q"", a game show that combined Sudoku with general knowledge. However, it used only 4×4 and 6×6 puzzles. Four seasons"
"Collins Scrabble Words Collins Scrabble Words (formerly SOWPODS) is the word list used in English-language tournament Scrabble in most countries except the USA, Thailand and Canada. The term SOWPODS is an anagram of the two acronyms ""OSPD"" (Official Scrabble Players Dictionary) and ""OSW"" (Official Scrabble Words), these being the original two official dictionaries used in various parts of the world at the time. Although the two source dictionaries have now changed their respective titles, the term SOWPODS is still used by tournament players to refer to the combination of the two sources. There has not been any actual hard-copy list"
"nowadays in less than 30 seconds using an exhaustive search routine and faster processors. Sudoku can be solved using stochastic (random-based) algorithms. An example of this method is to: A solution to the puzzle is then found. Approaches for shuffling the numbers include simulated annealing, genetic algorithm and tabu search. Stochastic-based algorithms are known to be fast, though perhaps not as fast as deductive techniques. Unlike the latter however, optimisation algorithms do not necessarily require problems to be logic-solvable, giving them the potential to solve a wider range of problems. Algorithms designed for graph colouring are also known to perform"
"the first column to the border column, so we have the four cases shown above. Without the restriction that a is the identity there are 16 cases: Of the 576 Latin squares, 288 are solutions of the 2×2 version of Sudoku, sometimes called Shi Doku . With first row abcd and first column acbd this reduces to 2. For order 5 there are 161,280 Latin squares with symbols a, b, c, d, and e. There are 280 loops: 5 times the number of reduced Latin squares. 30 of these are groups, all are versions of the cyclic group of order"
"row, or box and also prohibits ""placing any other number"" into the now occupied cell. Solving Sudoku is an exact cover problem. More precisely, solving Sudoku is an exact hitting set problem, which is equivalent to an exact cover problem, when viewed as a problem to select possibilities such that each constraint set contains (i.e., is hit by) exactly one selected possibility. In the notation above for the (generalized) exact cover problem, ""X"" is the set of possibilities, ""Y"" is a set of constraint sets, and ""R"" is the binary relation ""is contained in."" Each possible assignment of a particular"
"the pentomino. Using the matrix, a computer can find all solutions relatively quickly, for example, using Dancing Links. ""Main articles: Sudoku, Sudoku solving algorithms"" The problem in Sudoku is to assign numbers (or digits, values, symbols) to cells (or squares) in a grid so as to satisfy certain constraints. In the standard 9×9 Sudoku variant, there are four kinds of constraints: While the first constraint might seem trivial, it is nevertheless needed to ensure there is only one number per cell. Intuitively, placing a number into a cell prohibits placing that number in any other cell sharing the same column,"
"number to a particular cell is a possibility (or candidate). When Sudoku is played with pencil and paper, possibilities are often called pencil marks. In the standard 9×9 Sudoku variant, in which each of 9×9 cells is assigned one of 9 numbers, there are 9×9×9=729 possibilities. Using obvious notation for rows, columns and numbers, the possibilities can be labeled The fact that each kind of constraint involves exactly one of something is what makes Sudoku an exact hitting set problem. The constraints can be represented by constraint sets. The problem is to select possibilities such that each constraint set contains"