1. Field of the Invention
This invention relates mathematical puzzles, and in particular to an apparatus and method to solve sudoku.
2. Background of the Invention
Sudoku is thought to have originated in New York in the late 1970's, with Dell Magazines' publication of “number place” puzzles in its Puzzles and Logic Problems magazine. The game gained popularity in Japan during the 1980's, under the name Sudoku, which translates into ‘single number’. The puzzle has since become a world-wide phenomenon, with millions enjoying the solution of sudoku contained in numerous magazines and newspapers.
Referring now to
One popular publisher designs sudoku using the rules that the setup number 12 pattern should be symmetrical (the pattern remains the same if you turn the puzzle upside-down), and no more than thirty setup numbers 12 are allowed. A well-designed sudoku puzzle has only one solution, and each step in arriving at that unique solution is normally based on logic, not guesswork, although a stymied player may resort to trial-and-error.
The object of the game is to fill in the empty cells 14 so that every row 8, column 10, and box 4 contains each of the numbers 1-9 only once.
A player is frequently able to fill in a number of empty cells 14 quickly, then is required to work at the next group of empty cells 14 and may get stuck until a breakthrough move is discovered, and then the final empty cells 14 may be completed quickly. Riding the wave of pleasant achievement accompanying the completion of the sudoku puzzle, the player may then be tempted to immediately start another, which syndrome has been credited with much of the addictive nature of the game.
A number of techniques are commonly used to solve sudoku. Scanning horizontal rows and vertical columns of boxes 4 may yield a unique location for one or more numbers, given that each box 4 may contain only a single exemplar of the numbers 1-9. For more complete descriptions of these and other sudoku solving techniques, see How to solve sudoku (Robin Wilson, The Infinite Ideas Company Limited, Oxford UK, 2005), hereby incorporated hereinto by reference.
Scanning rows 8 and columns 10 may yield a unique location for one or more numbers, given that each row 8 or column 10 may contain only a single exemplar of the numbers 1-9.
A player may inscribe candidate numbers 16 (also known as “little numbers”) in empty cells 14 representing possible number choices for each empty cell 14. This technique helps narrow the choices for empty cells 14, and may help determine correct numbers by elimination. Ultimately, if a player gets stalled, trial-and-error may be resorted to with an empty cell 14 which contains only two candidate numbers 16, which gives the player 50-50 odds of guessing correctly the first time.
A number of problems exist with the currently available sudoku game apparatus and methods. First, a common error made by sudoku players is to inscribe more than one of the same number in a given box 4. It would be desirable to eliminate the possibility of this error occurring.
A second problem with existing methods and apparatus is the inability to visualize which numbers remain to be filled into a given box 4. Players see the empty cells 14, but a clear visual reminder of which numbers should fill them may not be present. Accordingly, it would be desirable to provide clear visual reminders as to which numbers are available to fill empty cells 14.
A third problem is the frequently recurring situation where a player gets stalled, and is then unable to come up with the breakthrough move required to solve the puzzle. It would be advantageous to provide method and apparatus to isolate the numbers possible to fill the empty cells 14, so as to remove unnecessary clutter and facilitate focusing on the candidate numbers 16 which contain the key to the breakthrough move.
Still other problems exists where the trial-and-error sudoku solving technique is used. No clear apparatus and method to choose which trial to attempt first exists. And where a first attempt fails, no apparatus and method exists to return the sudoku board to the pre-trial configuration so as to attempt a different trial.
A number of methods and apparatuses have been disclosed in an effort to facilitate the solution of sudoku puzzles. Morris 2008/0161106, Pechter 2007/0105077, and Terbush et al. 2007/0145681, 2008/0061504 all disclose apparatuses which subdivide, each cell into nine regions, one region for each number 1-9. The method taught involves marking regions or emplacing markers in regions, to specify which possible numbers may be inscribed in empty cells. While these devices avoided the hand-inscription of candidate numbers 16, they did require the laborious assignment of candidate numbers to cells. In addition, these apparatuses looked cluttered, and did not remove the candidate numbers from the sudoku board itself onto a clean breakthrough board to permit the player to consider a breakthrough move in an uncluttered environment.
Bohac 2007/0210516 disclosed an overlay upon which candidate numbers 16 could be inscribed. This apparatus suffered from the same disadvantages noted above.
Hunt 2008/0157469 taught a white-erase board upon which setup numbers 12, subsequently found numbers, and candidate numbers 16 could be erasably inscribed. While providing erasability, this apparatus did not solve the problem of avoiding cell double-entries, and resulted in the afore-mentioned clutter encumbering the previously mentioned art.
Accordingly, it is an object of the present invention to provide an apparatus and method to solve sudoku which improves a player's ability to visualize the numbers which have not yet been assigned a cell, and the possible cells these unassigned numbers can go into. Design features allowing this object to be accomplished include a color-coded gameboard, a plurality of color-code tokens, and a breakthrough board. Advantages associated with the accomplishment of this object include increased speed and satisfaction in playing sudoku.
It is another object of the present invention to provide an apparatus and method to solve sudoku which prevents number duplication within a box. Design features allowing this object to be accomplished include a color-coded gameboard, and a plurality of color-code tokens. Benefits associated with the accomplishment of this object include reduced playing errors, faster play, and increased player satisfaction.
It is still another object of this invention to provide an apparatus and method to solve sudoku which facilitates finding breakthrough moves. Apparatus features enabling the accomplishment of this object includes a dry-erase breakthrough board bearing a sudoku grid and a dry-erase marker. A method step enabling the accomplishment of this objective is inscribing candidate numbers from a sudoku grid to the breakthrough board grid. Advantages associated with the realization of this object include easier and faster identification of breakthrough moves, and increased speed of solving the puzzle and player satisfaction.
It is another object of the present invention to provide an apparatus and method to solve sudoku which facilitates trial-and-error puzzle solving. Apparatus features enabling the accomplishment of this object includes a dry-erase breakthrough board bearing a sudoku grid and a dry-erase marker. Method steps enabling the accomplishment of this objective include inscribing candidate numbers from a gameboard grid to the breakthrough board grid, and scrutinizing the inscribed breakthrough board for boxes containing a single cell with only two candidate numbers, or alternately two cells containing the same two candidate numbers (a duo, or twin). A benefit associated with the accomplishment of this object is faster and easier identification of trial-and-error attempt candidates.
It is still another object of this invention to provide an apparatus and method to solve sudoku which permits re-configuration of a sudoku gameboard grid back to pre-trial-and-error attempt status. Apparatus features enabling the accomplishment of this object includes an erasable breakthrough board bearing a sudoku grid and an erasable marker. Method steps enabling the accomplishment of this objective include inscribing candidate numbers from a sudoku grid to the breakthrough board grid, and referring to the breakthrough board grid candidate numbers to return the sudoku grid to pre-trial-and-error attempt status. Advantages associated with the realization of this object include faster and more accurate trial-and-error sudoku solving.
It is another object of the present invention to provide an apparatus and method to solve sudoku which facilitates puzzle solving. Apparatus features allowing this object to be accomplished include a color-coded gameboard, a plurality of color-code tokens. Method steps enabling the accomplishment of this objective include filling-the-boxes, scanning the grid, and scanning the rows and columns. Benefits associated with the accomplishment of this object include faster play, and increased player satisfaction.
The invention, together with the other objects, features, aspects and advantages thereof will be more clearly understood from the following in conjunction with the accompanying drawings.
Eight sheets of drawings are provided. Sheet one contains
Boxes 4 are identified via box identifiers 5. In the preferred embodiment, box identifiers from left to right were R, S and T for the top row of boxes 4; U, V, and W for the middle row of boxes 4; and X, Y and Z for the bottom row of boxes 4.
Boxes 4 incorporate means to distinguish each box 4 from the others, and means to associate a group of tokens 30 uniquely with each box 4. In the figures and description below, boxes 4 and groups of tokens 30 associated with each box 4 are identified by color, although it is intended to fall within the scope of this disclosure that any appropriate means of distinguishing each box 4 from the others, and means to associate a group of tokens 30 uniquely with each box 4, be used, including indicia, tactile textures, hatching, shading, etc.
In the preferred embodiment, box R was colored red (vertical solid line hatching), box S was colored green (diagonal solid line hatching), box T was colored blue (horizontal solid line hatching), box U was colored light blue (horizontal dashed line hatching), box V was colored purple (vertical dashed line hatching), box W was colored magenta (diagonal dashed line hatching), box X was colored pink (alternating vertical solid line and vertical dashed line hatching); box Y was colored yellow (horizontal/vertical cross-hatching), and box Z was colored orange (diagonal cross-hatching).
Each cell 6 contains a token home 44 to guide a player as to where to place a token 30 assigned to a cell 6 containing the token home 44. While
Rows of boxes are identified via box row identifiers 40. Columns of boxes are identified by box column identifiers 42. In the preferred embodiment, the box row identifiers 40 for the top, middle, and bottom rows of boxes were I, II and III respectively, and the box column identifiers 42 for the left, middle, and right rows of boxes were IV, V and VI respectively.
Both token setup side 38 and token playing side 39 contain token color 34, which is the same color as the box 4 to which the token 30 is associated with. For example, all tokens 30 associated with box S are colored green, the same color as box S. Both token setup side 38 and token playing side 39 contain a token number 32. In the preferred embodiment, each box 4 had nine associated tokens 30 bearing token numbers 32 one through nine.
Although the figures depict the token 30 identifiers as being token numbers 32, it is intended to fall within the scope of this disclosure that token identifiers may be any appropriate unit, including letters, numbers, etc.
Each token setup side 38 bears a token ring 36 around its perimeter, to distinguish it from token playing side 39. When setting up tokens 30 on gameboard 20, one token 30 is emplaced, token setup side 38 (and token ring 36) up, in each gameboard 20 cell 6 corresponding to a cell 6 in a sudoku puzzle to be solved with contains a setup identifier, each token 30 thus emplaced has a token identifier same as the setup identifier in the corresponding cell in 6 the sudoku puzzle to be solved.
The height of each row 8 is substantially equal to the width of each column 10. Tokens 30 are sized such that a minimum of substantially one and a half tokens fits within the height of each row 8 or within the width of each column 10. In the preferred embodiment tokens 30 were disks, the height of each row 8 was substantially equal to the width of each column 10, and both were substantially equal to 1½ diameters of a token 30. Tokens 30 were all of the same size and proportionality.
Although the tokens 30 depicted in the drawings were circular, it is intended to fall within the scope of this disclosure that tokens 30 may be any shape, including but not limited to polygonal with any number of sides or irregularly shaped.
While the figures depict the popular 9×9 grid configuration containing nine 3×3 boxes, and the unit of play is numbers, it is intended to fall within the scope of this disclosure that the instant method be used with any grid configuration and unit. For example some two-dimensional sudoku-like games use different grid configurations, such as nine 2×3 boxes, sixteen 4×4 boxes, etc., and that other units may be used, including numbers as described above, letters, etc. The instant apparatus and method will also work effectively with these alternate embodiment two-dimensional matrix puzzles.
The following paragraphs describe a novel and convenient sudoku move notation system.
Cells are identified by the intersection of row and column, e.g. Ab (the cell defined by the intersection of row A and column b), Hd (the cell defined by the intersection of row H and column d), etc. As explained above, boxes are identified by their letter designation, e.g. R, S or W.
The following nomenclature is used to designate moves and terminology associated with sudoku play:
1-9 tokens—token setup side 38 facing up
1-9 tokens—token playing side 39 facing up
AaAb either cell Aa or cell Ab
AB either row A or B
ab either column a or b
(•) edge rows or columns
M missing
NG no good
PT possible tokens
Q queue
ST stalled
> move a token as pointed by the arrow, generally into rows, columns or boxes
DUO two tokens fill up two cells in a row, column, or box (also known as a “twin” or “pair”)
TRIO three tokens fill up three cells in a row, column, or box (also known as a “triplet”)
QUAD four tokens fill up for cells in a row, column, or box (also known as a “quadruplet”)
3R the token bearing number 3 associated with box R
(2)1 two possible 1s in a row or column
RES necessary move to be able to resolve the puzzle
47 two possible tokens 4 and 7 in a cell
TRY trial-and-error
* breakthrough move
This first step is the setup step. As explained previously in connection with
The second step is the filling-the-boxes step. Referring now to
Where it can be determined (by elimination or otherwise) that a given token 30 can only go into one cell 6, such token is simply emplaced on (or assigned to) that cell 6. This situation is depicted in
If a token 30 can be assigned to a unique cell it becomes an assigned token 30. If a token cannot be assigned to a unique cell 30, it is a possible token (abbreviated “PT”), and a player attempts to emplace it on or around grid 2 as described below, in descending order of preference.
Where it can be determined (by elimination or otherwise) that a possible token 30 can only go into two adjacent or tangential cells 6, that possible token 30 is emplaced straddling those two cells 6. This situation is depicted by token 3V at cells Ee, Ef in
Where it can be determined (by elimination or otherwise) that a possible token 30 can only go into three adjacent cells 6 sharing a common corner, that possible token 30 is emplaced straddling those three cells 6. This situation is depicted by token 8S at cells Ad, Ae, Be in
Where it can be determined (by elimination or otherwise) that a possible token 30 can only go into four adjacent cells 6 sharing a common corner, that possible token 30 is emplaced straddling those four cells 6.
Note that more than one possible token 6 may be emplaced at the same location. In this case, such possible tokens 30 may simply be stacked. This situation is depicted by possible tokens 3X, 4X and 6X at cells Gc, Hb, Hc in
Where it can be determined (by elimination or otherwise) that a possible token 30 can only go into a single row 8, that possible token 30 is emplaced at the head or foot of that row 8. This situation is depicted in
Where it can be determined (by elimination or otherwise) that a possible token 30 can only go into a single column 10, that possible token 30 is emplaced at the head or foot of that column 10. This situation is depicted in
Where it can be determined (by elimination or otherwise) that a possible token 30 can only go into two rows 8, that possible token 30 is emplaced straddling the heads or feet of those two rows 8. This situation is depicted by token 2R at rows B and C adjacent box R in
Where it can be determined (by elimination or otherwise) that a possible token 30 can only go into two columns 10, that possible token 30 is emplaced straddling the heads or feet of those two columns 10. This situation is depicted by token 9R at the heads of columns a and b adjacent box R in
Note that more than one possible token 6 may be emplaced at the same location adjacent grid 2. In this case, such possible tokens 30 may simply be emplaced side-by-side, or head-to-toe. The head-to-toe situation is depicted by possible tokens 3R, 4R, 5R, 8R straddling the heads of columns b, c above box R in
The important thing is that each possible token 30 be emplaced on an imaginary line extending perpendicularly away from a side of grid 2 (from a row 8, a column 10, or a point straddling same, as appropriate) so that a player can tell at a glance which row 8, column 10, or combination of two rows 8 or two columns 10, that the possible token 30 can go into.
Possible tokens 30 which cannot be emplaced as described above are left off gameboard 20 entirely, in queues adjacent their respective boxes. Queue tokens 30 associated with box V may be left off gameboard 20 off its upper left-hand corner, as depicted by 4W in
The following moves using the instant sudoku move notation take gameboard 2 from the setup configuration depicted in
Once the filling-the-boxes step has been accomplished as described above (and as is depicted in
As play progresses, a player attempts to move possible tokens 30 up the hierarchy of desirability described above, into progressively more limited placement alternatives, until finally all possible tokens 30 are emplaced in respective unique cells, and become assigned tokens 30. When all possible tokens 30 have been assigned a unique cell 6, the sudoku puzzle has been solved. The solved sudoku puzzle is depicted in
The following moves using the instant sudoku move notation take gameboard 2 from the “boxes-filled-in” configuration depicted in
1: No moves.
3: No moves.
9Y>G, 9Z>HgHh, 3Z>Ih, 1Z>G, 4Z>G, 1Y>IdIe, 3Y>Gf, 9Y>Gd, 5Y>I, 1Y>Ie, 1S>Ad, 7S>Af, 9S>Be, 7Y>Id, 4Y>If, 3V>Ee, 4V>Ed, 9V>DfEf, 9T>Ah, 1T>BgBh, 9Z>Hg, 7Z>Hh, 7W>Dg, 7U>Eb, 9U>Db, 9V>Ef, 5V>Df, 5W>Eh, 1W>Ei, 4W>Dh, 4T>Bg, 1T>Bh, 4Z>Gi, 1Z>Gg.
Being able to see the possible tokens 30, and to which cells 6 they are limited to be assigned, is a huge advantage in visualization compared to merely looking for number matches on a grid 2 otherwise blank except for the setup numbers 12 and those numbers which have been written into the grid by the player. It's analogous to playing bridge with a concise, easy-to-use list of all cards not in a player's hand, which haven't yet been played during the current game.
This advantage in visualization renders playing sudoku much easier, faster, and more satisfying to players, and can help a player solve a difficult sudoku puzzle which that player may otherwise be unable to solve.
If a player gets stalled (stuck), trial-and-error may be resorted to. This involves making a guess about which cell 6 a possible token 30 should be assigned to. It is preferable to make this guess using a possible token 30 which has only two possible cells into which it can go, which gives the player 50-50 odds of guessing correctly the first time. The instant breakthrough board 50 depicted in
Breakthrough board 50 is an erasable board comprising the following permanent markings: sudoku grid 2, row identifiers 9, column identifiers 11, box row identifiers 40, and box column identifiers 42. Marker 52 is used to erasably mark candidate numbers on breakthrough board 50. After a breakthrough move has been discovered, the erasable markings made on breakthrough board 50 may be quickly and easily erased. In the preferred embodiment, breakthrough board 50 was made of a white dry-erase material, and marker 52 was a dry-erase marker, whose marks on breakthrough board. 50 could be quickly and easily erased using a paper towel or dry cloth.
While the figures and the above description refer to an erasable marker 52, it is intended to fall within the scope of this disclosure that any apparatus capable of presenting an erasable breakthrough board be included, for example, a computer screen some of whose markings may be deleted, a slate with chalk, a mechanical screen erased by shaking, etc.
The first step in using breakthrough board 50 is to annotate breakthrough board 50 with the candidate numbers 16 corresponding to the possible tokens depicted in
This last point is extremely important. Only the unassigned candidate numbers are annotated on breakthrough board 50. No extraneous information unnecessary to the determination of the breakthrough move is written on breakthrough board 50. This is a big advantage to a player, because any such extraneous information unnecessary to the determination of the breakthrough move written on breakthrough board 50 would only clutter up breakthrough board 50, and make it more difficult for a player to discern the breakthrough move. Compare
Candidate numbers 16 are annotated on breakthrough board 50 by simply writing the token number 32 of each possible token 30 in each cell such possible token 30 could go into. The easiest way to proceed is box by box, in ascending order. Let's consider box R.
Box R as depicted in
Token 7R can go into cells Aa and Ab. Therefore, the candidate number 7 is written in cells Aa, Ab. Token 9R can go into cells Ca and Cb. Therefore, the candidate number 9 is written in cells Ca, Cb.
In this fashion, we have annotated the candidate numbers 16 corresponding to the possible tokens 30 in box R of gameboard 20, to the upper left box of breakthrough board 50. Proceeding in similar fashion with the remaining boxes S-Z, all candidate numbers 16 corresponding to the remaining possible tokens 30 depicted in
Note that where a box 4 has associated possible token(s) 30 in queue, candidate numbers 16 pertaining to such queue possible token(s) are inscribed in each unassigned cell 6 in such box 4. For example, in box Z depicted in
Once breakthrough board 50 has been annotated with all candidate numbers 16 corresponding to the possible tokens 30 of gameboard 20, the breakthrough move may be determined in relative ease, aided by the uncluttered presentation of breakthrough board 50. In the situation depicted in
Therefore, the move 3T>Ah is played on gameboard 20, and the remainder of the solution of the sudoku puzzle depicted in
If a trial-and-error attempt has been made where the guess was incorrect, sooner or later it will become apparent that the guess was wrong. In that case, it is necessary to re-set gameboard 20 to the same configuration as immediately before the failed attempt. Breakthrough board 50 is very useful in this regard.
The method to re-configure gameboard 20 to the pre-attempt configuration includes the steps of removing each token 30 from a box 4 on gameboard 20 whose token number 32 equals a candidate number 16 in the corresponding breakthrough board 50 box 4; and of placing tokens 30 thus removed in possible token positions as explained in the filling-the-boxes step above.
In the example given, the box 4 is box R. The candidate numbers are 2, 3, 4, 5, 6, 8, 9. Therefore, token 2R>c, 3R>AbAc, 4R>C, 5R>ab, 6R>A, 8R>AcBc, and 9R>BC. Gameboard 20 is now reconfigured into the configuration it had immediately prior to the failed trial-and-error attempt, and is now ready for the next (hopefully successful) trial-and-error attempt.
In the preferred embodiment, gameboard 20, breakthrough board 50, and tokens 30 were made of plastic, metal, wood, synthetic, fiber board, or any other appropriate material. The face of breakthrough board 50 was dry-erase material, and marker 52 was a dry-erase marker. Tokens 30 where flat on token setup side 38 and playing side 39, and were chamfered around their outside edge to facilitate stacking them and turning them over.
While a preferred embodiment of the invention has been illustrated herein, it is to be understood that changes and variations may be made by those skilled in the art without departing from the spirit of the appending claims.