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Mainarizumu is played on a square grid, typically 7x7 or smaller, with two kinds of clues: a greater-than or less-than sign connecting two adjacent squares, or a circled digit connecting two adjacent squares. The solver is to enter a digit into every square so that: No digit is repeated in any row or column (much like in Sudoku puzzles). [1]
God's algorithm is a notion originating in discussions of ways to solve the Rubik's Cube puzzle, [1] but which can also be applied to other combinatorial puzzles and mathematical games. [2] It refers to any algorithm which produces a solution having the fewest possible moves (i.e., the solver should not require any more than this number).
Named after the number of tiles in the frame, the 15 puzzle may also be called a "16 puzzle", alluding to its total tile capacity. Similar names are used for different sized variants of the 15 puzzle, such as the 8 puzzle, which has 8 tiles in a 3×3 frame. The n puzzle is a classical problem for modeling algorithms involving heuristics.
A pentacube puzzle or 3D pentomino puzzle, amounts to filling a 3-dimensional box with the 12 flat pentacubes, i.e. cover it without overlap and without gaps. Since each pentacube has a volume of 5 unit cubes, the box must have a volume of 60 units. Possible sizes are 2×3×10 (12 solutions), 2×5×6 (264 solutions) and 3×4×5 (3940 solutions ...
A sliding puzzle, sliding block puzzle, or sliding tile puzzle is a combination puzzle that challenges a player to slide (frequently flat) pieces along certain routes (usually on a board) to establish a certain end-configuration. The pieces to be moved may consist of simple shapes, or they may be imprinted with colours, patterns, sections of a ...
Solving the puzzle requires a combination of logical techniques. [2] Numbers in each row and column restrict the number of possible values for each position, as do the inequalities. Once the table of possibilities has been determined, a crucial tactic to solve the puzzle involves "AB elimination", in which subsets are identified within a row ...
The game consists of a 5 by 5 grid of lights. When the game starts, a random number or a stored pattern of these lights is switched on. Pressing any of the lights will toggle it and the four adjacent lights. The goal of the puzzle is to switch all the lights off, preferably in as few button presses as possible. [1] [4]
Solution to the previous puzzle. The binary determination puzzles LITS and Mochikoro, also published by Nikoli, are similar to Nurikabe and employ similar solution methods. The binary determination puzzle Atsumari is similar to Nurikabe but based upon a hexagonal tiling rather than a square tiling. Mochikoro is a variant of the Nurikabe puzzle: