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  2. Matchstick puzzle - Wikipedia

    en.wikipedia.org/wiki/Matchstick_puzzle

    A matchstick puzzle ("Move 1 matchstick to make the equation 6+4=4 valid") and its solution below. Matchstick puzzles are rearrangement puzzles in which a number of matchsticks are arranged into shapes or numbers, and the problem to solve is usually formulated as moving a fixed number of matchsticks to achieve some specific other arrangement.

  3. Pascal's triangle - Wikipedia

    en.wikipedia.org/wiki/Pascal's_triangle

    A similar pattern is observed relating to squares, as opposed to triangles. To find the pattern, one must construct an analog to Pascal's triangle, whose entries are the coefficients of (x + 2) row number, instead of (x + 1) row number. There are a couple ways to do this. The simpler is to begin with row 0 = 1 and row 1 = 1, 2.

  4. Enumerative combinatorics - Wikipedia

    en.wikipedia.org/wiki/Enumerative_combinatorics

    3 out of 4638576 [1] or out of 580717, [2] if rotations and reflections are not counted as distinct, Hamiltonian cycles on a square grid graph 8х8. Enumerative combinatorics is an area of combinatorics that deals with the number of ways that certain patterns can be formed.

  5. Sudoku solving algorithms - Wikipedia

    en.wikipedia.org/wiki/Sudoku_solving_algorithms

    In manual sudoku solving this technique is referred to as pattern overlay or using templates and is confined to filling in the last values only. A library with all the possible patterns may get loaded or created at program start. Then every given symbol gets assigned a filtered set with those patterns, which are in accordance with the given clues.

  6. Look-and-say sequence - Wikipedia

    en.wikipedia.org/wiki/Look-and-say_sequence

    This variation ultimately ends up repeating the number 21322314 ("two 1s, three 2s, two 3s and one 4"). These sequences differ in several notable ways from the look-and-say sequence. Notably, unlike the Conway sequences, a given term of the pea pattern does not uniquely define the preceding term.

  7. Mastermind (board game) - Wikipedia

    en.wikipedia.org/wiki/Mastermind_(board_game)

    Subsequent mathematicians have been finding various algorithms that reduce the average number of turns needed to solve the pattern: in 1993, Kenji Koyama and Tony W. Lai performed an exhaustive depth-first search showing that the optimal method for solving a random code could achieve an average of 5,625/1,296 = 4.3403 turns to solve, with a ...