Addictive, seductive, sudokuSudoku is nothing short of a global phenomenon, a
once-in-a-generation craze that has, within a year, caused millions of us to
overshoot railway stops, sneak away from family gatherings and forgo conjugal
relations, all in the hope of filling in just one more
square.
Addictive, seductive,
sudoku
• 24 December
2005
• From New Scientist Print
Edition. Subscribe
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IN BOSTON, a Japanese restaurant hands out $10 gift
certificates to patrons who can finish one before they finish their sushi. In
the west of England, motorists passing a hillside near Bristol marvel at a giant
one that appeared overnight. In Paris and New York, enthusiasts flock to
tournaments where they can do them by the dozen. All over the world, newspapers
have learned that unless they run at least one every day, they can expect to see
their circulation plummet. And in bookstores everywhere, the accumulated works
of human civilisation have been shoved aside to make way for yet another
shipment of sudoku books.
"I've had people say that they've tried it after
hearing me talk about it on the air," says John Williams, a Chicago radio host
and sudoku fiend. "And then they tell me they're addicted." In the past,
Williams says, he never paid much attention to puzzles. Now he does sudokus in
weekly batches, provided by a local newspaper that publishes his completion
times as a challenge to readers.
Williams is not alone. Sudoku is nothing short of a
global phenomenon, a once-in-a-generation craze that has, within a year, caused
millions of us to overshoot railway stops, sneak away from family gatherings and
forgo conjugal relations, all in the hope of filling in just one more square. So
how is it that this apparently simple number grid has become the puzzle
equivalent of a worldwide pandemic?
The sudoku craze began - as pandemics often do -
with just the right combination of social upheaval and international travel. The
upheaval was Hong Kong's return to Chinese rule in 1997. Among the millions
affected was New Zealander Wayne Gould, a judge in the Hong Kong court system
who was on the lookout for a project for his retirement, which would begin as
the colonial administration came to an end.
Gould makes no claims to any great mathematical or
computer wizardry, but he has a knack for numbers. So he decided to idle away
his golden years fiddling with computers. "I wanted to perfect my hobby of
programming," he says. "It just so happened that the first project that came
along was the sudoku puzzle."
Just before retiring, Gould had picked up a book of
puzzles during a trip to Tokyo. It was his first encounter with sudoku - which
translates roughly as "single numbers" - a handmade puzzle popular in Japan
since the mid-1980s. Sudoku was introduced there by the Nikoli company, a
publisher that specialises in logic puzzles, which in turn got the idea from a
US puzzle magazine published by Dell Magazines (no relation to Dell computers)
in 1979. The puzzle was originally created for Dell by Howard Garnes, an
architect from Indianapolis who died in 1989.
Gould knew none of this. All he knew was that he was
quickly running out of sudokus and he wanted more. So he decided to write a
computer program to generate new puzzles. Little did he know that he was
embarking on a six-year odyssey that would lead him deeper into the
number-crunching wilderness than he could ever have expected, and then launch a
global obsession.
Getting a computer to generate a sudoku is
relatively easy. One way is to start with a complete puzzle grid and randomly
delete numbers until one more deletion would mean the puzzle no longer had a
unique solution. What preoccupied Gould for six years was generating puzzles
that were as subtle and enjoyable as the human-made ones in his book, and with a
full range of difficulty. That means the software has to take into account the
number, variety and complexity of the logical steps needed to solve a particular
sudoku. "Grading the puzzle is one of the most difficult things about writing a
sudoku program," Gould says. "There are about 15 or 20 factors that go into
grading."
In November 2004, Gould's sudoku puzzles began
appearing in the UK in The
Times newspaper. Gould was not prepared for
what happened next. "I knew the puzzle would reach a lot of people and I always
expected it would be popular," he says. "Somehow I hadn't done the math that
'popular' times 'a lot of people' equals a craze."
Puzzle crazes are a recurring theme in history.
"Every now and then - usually every 50 years or so - a puzzle comes along that
just catches on like wildfire," says Marcel Danesi, professor of semiotics and
communication theory at the University of Toronto, Canada, and author of
The Puzzle
Instinct. Historical examples include the
shape puzzle called tangrams and the word game known as doublet, invented by
Lewis Carroll (see Diagram). In 1878, American puzzle expert Sam Loyd unleashed
the "14/15 puzzle", which consisted of 15 sliding tiles in a 4-by-4 tray. In
Loyd's own words, the puzzle "drove the entire world crazy" - which is
understandable, since he designed it so that it could not be solved. More
recently, Hungarian inventor Ernö Rubik's eponymous cube generated the sort
of global mania that is difficult to understand if you haven't lived through it.
Sudoku is in the same league.
In fact, sudoku possesses a number of qualities that
suggest it will become one of the biggest puzzle crazes ever, if not the
biggest. "This is a good puzzle," says Danesi. "It is apparently simple, but it
challenges you, and then you're hooked."
And that's not all. One of sudoku's key advantages
is that it uses numbers rather than letters or words, so it crosses
international boundaries effortlessly. Sudoku is so universal that it is
plausible that alien civilisations have been doing them for aeons. It is a pure
logic puzzle that requires nothing more than working intelligence to solve. The
rules are simple enough for anyone to start right away, and the puzzle can be
pitched at the right level of difficulty to satisfy virtually any
player
"That's what I love about sudoku," says Williams.
"You don't have to be an expert at anything to do it. You know the answer is
there, staring back at you, and by concentration alone you can muscle it
out."
As an added attraction sudokus feature a particular
kind of mathematical beauty. They are a special form of Latin square, first
described in 1783 by the Swiss mathematician Leonhard Euler. A Latin square is
any square grid of symbols in which no symbol is repeated in any row or column.
Sudokus have the extra constraint that the grid is divided into smaller squares,
each of which also contains a full set of numbers.
In a standard sudoku, the grid is a 9-by-9 square
subdivided into nine 3-by-3 squares. Only two smaller grids share this property:
the first is a single square, which is trivial; the second is a 4-by-4 grid,
which can be turned into a simple, beginner-level sudoku. But by general
consensus the fun doesn't start until you play the 9-by-9 grid. And that's where
the fun ends, too. Gould has generated 16-by-16 grids, but the results are not
nearly as satisfying. "It's not worth the effort," he says. "It's a whole lot
more work with no more buzz than you get from the 9-by-9. It just becomes a
job."
And that's the key. For some reason sudoku gives you
a buzz. Kevin Grobman, a developmental psychologist at Louisiana State
University in Baton Rouge, thinks that is because it clicks with a basic element
of our psychological make-up. "Starting during infancy, we direct our attention
to things that are moderately more complex than what we already understand," he
says. And when we succeed at challenging tasks, we feel more competent. "With
more challenging sudoku puzzles available, we can continue through a cycle of
enhancing our sense of personal competence and becoming more motivated to solve
new problems."
This observation points to another aspect of sudokus
that helps make them a craze. It's not just one puzzle; it's a lifetime's
supply. Earlier this year, Frazer Jarvis of the University of Sheffield, UK, and
Bertram Felgenhauer of the Dresden University of Technology in Germany
enumerated all possible 9-by-9 sudoku grids. Their result was a staggering
6,670,903,752,021,072,936,960, or approximately 6.67 billion trillion grids.
This vast number is, however, only a fraction of the total number of sudoku
puzzles, since each completed grid is simply the end point for a vast array of
possible starting configurations.
It's easy to understand why a puzzle that can be
adjusted to offer constant stimulation would do better than others. Less clear
is why such an abstract pursuit should turn our cranks in the first place.
Evolutionary psychologists have observed that such tasks offer good practice for
spatial and mechanical reasoning. But the celebrated English amateur puzzlist
and mathematician Henry Dudeney probably captured it best when he wrote: "A good
puzzle, like virtue, is its own reward."
This should come as welcome news to all us virtuous
addicts doing sudoku puzzles by the bathroom light at 3 am. Not that Wayne Gould
is getting much sleep either. Ever since he touched off the sudoku craze he's
been getting about a thousand emails a day and is in constant demand to preside
over all manner of sudoku-related events. "It's been hectic," he says. "I
haven't had much time to rest at all...In fact I'd like to get my retirement
back."
From issue 2531 of New Scientist magazine, 24 December 2005, page 45 How do you do
yours?
If you don't yet know how to do a sudoku then let us
be the first to say: welcome back to civilisation, how did the solo trek across
Antarctica go? For the record, a completed puzzle consists of an 81-square grid
in which every row and column contains the digits 1 to 9 with no repeats. The
grid is also subdivided into nine smaller squares of nine squares each, in which
the same rule applies. That's it. The elegance of the puzzle lies in using these
rules as logical levers to uncover the missing numbers.
The key to any sudoku is the arrangement of clues,
or filled-in numbers, at the start. The puzzle must begin with at least enough
clues to reach a unique solution using logic alone. So far no one has created a
solvable puzzle with fewer than 17 clues, but this lower limit has not been
mathematically proved. At the other extreme, it is technically possible to
create an unsolvable puzzle with only four empty squares (see Diagram). In
general, the more clues that are provided, the easier the puzzle is to solve -
but there are exceptions.
Most daily newspaper sudokus provide about 28 or 30
clues. But the number matters less than the complexity of the logical leaps
required to fill in the blanks. The easiest approach is to scan the rows and
columns systematically to find numbers which can only fit into one possible
square. Trickier sudoku puzzles require more sophisticated deductive techniques,
some of which have acquired their own terminology, including naked pairs,
x-wings and swordfish.
Posted: Paz - Mart 26, 2006 at 07:56 AM |
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