Kakuro Research Paper

Kakuro Research Paper-10
My current benchmark standard is Conceptis's "Absolutely Nasty Kakuro - Level 4". Unlike Sudoku., I wanted to try the commercial website you mention, but only a few "easy" or "very easy" puzzles are available unless you register.Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.Even more so, since I can't use a pencil and eraser on my PC.

My current benchmark standard is Conceptis's "Absolutely Nasty Kakuro - Level 4". Unlike Sudoku., I wanted to try the commercial website you mention, but only a few "easy" or "very easy" puzzles are available unless you register.Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.Even more so, since I can't use a pencil and eraser on my PC.

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It'd also be nice to have the puzzles named some way, so that we can refer to them without having to post them.

You weren't unlucky; even I find the hard puzzles readily solvable, and I am not the worlds greatest Kakuro solver.

In general my generator's puzzles are a fair bit easier than an ATK puzzle of the same difficulty.

It doesn't use surface sums at all right now, which is the main thing that I could add to make puzzles harder.

For each iteration it keeps the solved numbers from the previous iteration and generates new numbers to go around them, until it comes up with a valid grid.

This often ends up making the solutions for the puzzles radiate out from a few certain points.I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver.It'd also be nice to have the puzzles named some way, so that we can refer to them without having to post them. to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver. I am also trying to develop Kakuro generating software, and am also familiar with Conceptis puzzles. PS: You must have also noticed, as I have, how very little information about puzzle-generation there is available in the public domain.Although maybe that's just me being bad at kakuros. I'd also love to hear a good algorithm for detecting naked triples!As most of your puzzles have obvious surface sums, it's strange that you don't use them.The generator used for the daily puzzles can be set to produce much harder puzzles, but they can take a time to generate, and it's a Java program, so it's not available to the public.I also want to keep the daily puzzles' difficulty reasonable, since I personally don't find a ton of enjoyment in incredibly hard puzzles without obvious deductions.I should point out that I'm a programmer/computational scientist (retired) by trade, who happens to get a kick out of doing puzzles.The problem with Kakuro is the potentially gi-normous solution space involved.

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