The Nature Of Puzzles

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View metadata, citation and similar papers at core.ac.ukbrought to you byArticle1The Nature of PuzzlesCameron Browne, QUTThis paper explores the underlying nature of puzzles, and how they relate to games. The discussion focuseson pure deduction puzzles, but with reference to other types of puzzles where appropriate, with examples tosupport the concepts put forward. These include the notion of puzzles as two-player games between the setterand the solver, the addictiveness of puzzles, and ways in which the setter can exert authorial control, to makechallenges more interesting and engaging for the solver.1 Introductioncome in many forms; there are wordpuzzles, jigsaw puzzles, logic puzzles, dexterity puzzles, physical puzzles, physics basedpuzzles, to name just a few. While most readerswill have an understanding of what the term ‘puzzle’ means to them, the genre as a whole has sofar defied exact definition, despite many attemptsto do so. But perhaps a precise definition is notall that useful – or even possible – given the variety of puzzles that exist. In this paper, I will lookinstead at the underlying nature of puzzles ratherthan attempting to provide yet another definition.The central thesis of this paper is that mostpuzzles are games played between the setter andthe solver, and that their inherent nature allowssufficient authorial control for the setter to imparttheir personality upon a well designed challenge,in order to challenge, tease and engage the solver.Several examples are presented in support of thisargument, which are mostly taken from actualexamples of pure deduction puzzles known asJapanese logic puzzles [1]. These are characterisedby having simple rules, a single (deducible) solution, and no language-dependent content. Theyare not only my favourite type of puzzle, but alsoillustrate the principles being discussed as clearlyand simply as possible.To avoid confusion in the following discussion, the term puzzle will refer to the actual puzzlegame itself, while each instance of a puzzle gamepresented to the solver will be called a challenge.PUZZLES2 Puzzles As GamesA puzzle can be defined simply as a task that isfun and has a right answer [2], or more precisely:a question which challenges people to solve, requirestheir deduction based on its rules to win, and doesn’tdepend on chance or other people’s action. [3]Schuh presents a classification scheme for puz-COREprovided by Queensland University of Technology ePrints Archivezles, and observes that puzzles can be solved bypure reasoning alone, must have a complete analysisand that you are your own opponent, in the end [4].While the first two observations are true in mostcases and they agree with most other definitionsof puzzles, I take issue with the third observation that puzzles are a solitary pursuit undertakenwithout an opponent.In his classic paper ‘Defining the Abstract’ (republished in this issue [5]), Thompson makes theastute observation that two-player abstract gamesmay be described as a series of puzzles that theplayers present to each other. Conversely, I believe that a puzzle may be described as a twoplayer game played between the setter and thesolver. The task of the setter is to produce a challenge that engages and entertains the solver, whilethe task of the solver is to avoid the traps laid bythe setter to complete the challenge.It is worth emphasising that, unlike a playerin a traditional adversarial game, the setter is nottrying to ‘win’ against the solver. They are insteadtrying to provide the most entertaining playingexperience, in a role not dissimilar to that of thegamemaster in a role playing game. In the language of game theory, this is not a zero-sum game,as both players can win.Puzzles are indeed solitary pursuits in astrictly mathematical sense, as the solver is theonly agent making actions towards a solution.However, from a strategic or adversarial viewpoint, these actions are directed by the information encoded in the challenge by the setter, whichis revealed as the challenge unfolds. The solvermay not be an active player during the solution ofa challenge, but participates in absentia by influencing the solver’s decisions and actions.A well designed challenge will include trapsand deceptions posed by the setter, which thesolver must detect and avoid. In order to see howthis works, let’s first look at the concepts of dependency and authorial control in puzzle design.Browne, C., ‘The Nature of Puzzles’, Game & Puzzle Design, vol. 1, no. 1, 2015, pp. 23–34. c 2015

Game & Puzzle 981715Vol. 1, no. 1, 201596872568316985146282371(a)1 9 5194671781965412(b)(c)Figure 1. Dependent Sudoku hints progressively reveal enough information to make further progress.2.1 DependencyDependency in this context refers to the degreeto which the steps required to solve a given challenge are dependent on prior steps. A challenge inwhich progress can immediately be made at manyplaces on the board shows low dependency, whilea challenge that only exposes enough informationfor the solver to make progress at one particularpoint shows high dependency. The solver exploitsthat piece of information. which reveals furtherinformation. which reveals further information.until the solution is reached.Figure 1 shows a simple example of this process in action, based on Sudoku challenge #31from [6] (I assume that readers are familiar with001300 30130013(f)02 30001 20 22 22 3(d)1300130 31 20 22 22 3130 31 20 22 20 31 20 22 22 313(c)0 31 20 22 2(e)0(b)0 32 300 31 20 22 22 3(a)0130 31 20 22 22 30the rules of Sudoku). The 1-hints provide enoughinformation to instantiate another 1 on the toprow (a). This additional information allows a 5 tobe instantiated in the same row (b), which in turnprovides enough information to allow a 9 to beinstantiated next to it (c).The required information is meted out in installments, in a self-perpetuating manner suchthat each action reveals further information to beacted upon. I have heard this process described asthe setter leaving a trail of (informational) breadcrumbs to follow. However, I prefer to think ofthe situation as a tapestry with a loose thread ortwo, in which the majority of the position is impenetrable except for certain weak points, whoseexercise unravels further weak points to follow.(g)Figure 2. An interesting section of a Slitherlink challenge.1 20 22 22 3(h)

C. BrowneThe Nature of PuzzlesThis Sudoku example only provides a superficial instance of this process, as it is an easy challenge with several loose threads to follow. Forexample, the 8-hints immediately dictate that thecentral cell must take the number 8. Figure 2shows a much more striking example, with Slitherlink challenge #80 from [7].Slitherlink is a pure deduction puzzle in whicha simple closed path must be traced through orthogonal vertices of a square grid, to visit the number of sides indicated on each numbered hint cell[1]. Each adjacent pair of vertices therefore constitutes a move whose value can either be an edge ( or –) or no edge ( ).Figure 2 (a) shows the lower left corner of theinitial challenge, and (b) shows three edges thatmust exist where a 3-hint meets a 0-hint. The paththus initiated then bounces off the 0-hints that itencounters (since the path can never visit the sideof a zero hint) and moves along the wall to givethe position shown in Figure 2 (c). A deduction isrequired at this point; the dotted move can not bean edge as that would cause the path to close prematurely in a cross shape, so it must be no edge (d). This allows further progress until a deductionis required at position (e), which allows furtherprogress (f) until another deduction is required atposition (g), which leads to the completion of thesection, as shown in Figure 2 (h).These examples demonstrate how puzzles canhide their own solutions in plain sight, only revealing required information as needed in a self-1512151942212.2 Authorial ControlAuthorial control refers to the degree to which thesetter can influence the solver’s progress througha given challenge, and manipulate their movechoices in absentia. This is the property thatmakes the setter a second player, in opposition tothe solver.Consider the Killer Sudoku example shown inFigure 3 [9]. Killer Sudoku is played accordingto the rules of Sudoku, except that no hints areprovided initially apart from shaded subregionswhose component digits must sum to the valueshown on (a)(b)79793/5131393/513148 148148121949813perpetuating way. Each subproblem requires asolution that provides the next subproblem, andso on. In a well designed puzzle, the solver can almost feel the hand of the setter drip-feeding theminformation and leading them along by the nosealong certain avenues to solution.Pelánek [8] describes the use of dependency asa metric for automatically measuring the difficultyof given Sudoku challenges, based on whetherthe hints provide enough information to solve thechallenge in parallel (i.e. multiple loose threadsto follow) or in series (i.e. narrow chain of dependent loose threads). I believe that dependency isa fundamental property of well designed puzzlesthat runs deeper than just affecting difficulty, asit allows the setter to exert authorial control overthe challenges they construct.194316798262679(c)Figure 3. An efficient Killer Sudoku sequence that suggests authorial control.5 313148 1481481679(d)8262679

Game & Puzzle Design4Starting with the rightmost column in (a), the16-region can only contain {7, 9} and the 4-regioncan only contain {1, 3}. The latter implies that the8-region must contain {2, 6}, as shown (b). Theonly combination that satisfies the 13-region isthen {1, 4, 8}, hence the last two remaining cellsof the lower right 3 3 subgrid must have values3 and 5 (c). The 5 cannot occur in the lower cell ofthe 9-region, since the only possible completion ofthis region {1, 3} would conflict with the vertical{1, 3} just above it, hence this cell must resolve to3 and its neighbour to 5 (d).The lower right 3 3 subgrid of this exampleresolves itself neatly and efficiently, using a minimum amount of information that self-referentiallybuilds upon information released by prior steps.This pattern is unlikely to have occurred bychance, and the solver has the strong sense ofan intelligent hand behind its design.1Expert Sudoku solvers can generally tellwhether a given challenge is handcrafted by ahuman designer or generated by a computer algorithm. Nobuhiko Kanamoto, Chief Editor forJapanese publisher Nikoli, observes that:Computer-generated Sudoku puzzles arelacking a vital ingredient that makes puzzles enjoyable – the sense of communication between solver and author. [10]Nikoli have a policy of only publishinghandcrafted challenges for their popular lineof Japanese logic puzzles, and are sceptical ofcomputer-generated content due to its potentialto flood the market with inferior mass product.Challenges may be submitted by amateur fans13 13332 10 21222 33(a)1Vol. 1, no. 1, 2015or experienced designers, but all are hand testedbefore being approved for publication [11, p. 2].This communication between setter and solvercan only occur if the setter exercises a strong senseof authorial control in their design. For example,consider the computer-generated 6 6 Slitherlinkchallenge shown in Figure 4 (a).2 Figure 4 (b)shows obvious simplifications that an experiencedplayer would immediately spot and complete,while (c) shows the number of obvious simplifications arising from each hint and (d) shows thesenatural directions of progress for this challenge.This example has multiple starting points and nofocused solution path.Compare this with the handcrafted3 6 6 Slitherlink challenge shown in Figure 5 (a). This example has only one obvious starting simplification (atthe 2 between the two 0s), but it triggers a chainreaction of 84 further simplifications that lead to acomplete solution (b) along a few strongly defineddirections of progress (c) and (d).The first challenge may be superficially interesting, as its hints are rotationally symmetricaland it is the more difficult of the two. However,it lacks any underlying strategic structure, andthe deductions leading to its solution are homogenously spread across the board.The second challenge, on the other hand, has ahighly structured solution that unfolds elegantlywith each simplification perpetuating the next. Itis not symmetrical, nor as difficult to solve, but exhibits a strongly focused sense of authorial control;the solver can feel the hand of the setter and appreciate the craft of the design. This sense of structure tends to be missing from computer-generateddesigns.3 112731233 13332 10 21222 332 10 212112 1132233 13332 10 21222 33(b)(c)(d)931Figure 4. Computer-generated 6 6 Slitherlink challenge, showing simplifications and paths to solution.1Iwould use the term ‘intelligent design’ if it had not been appropriated for another use aspx?uri puzzle/slitherlink3 Handcrafted by the author to illustrate this particular point.2 From:

C. Browne0 1The Nature of Puzzles20 1250 120 1233330 2 0 0 110 2 0 0 110 842 0 0 110 2 0 0 11(a)(b)(c)(d)Figure 5. Handcrafted 6 6 Slitherlink challenge, showing simplifications and paths to solution.2.3 AddictivenessThese mechanisms of dependency and authorialcontrol could go some way to explaining whymany players find solving puzzles so addictive.Drip-feeding subproblems to the solver in thismanner makes challenges engaging and addictive,as the satisfaction felt at solving each subproblemis a reward that spurs the player on to solve thenext, which itself creates more subproblems to besolved.Stafford explains this effect in terms of a psychological phenomenon known as the ZiegarnikEffect, which refers to the human brain’s tendencyto latch onto unsolved problems until they are resolved, with respect to the video puzzle gameTetris [12]. Successful video puzzle games such asTetris and 20484 typically ‘hook’ the player withsuch cycles of challenge and reward, as they arepresented with continuous sequences of interesting subproblems to solve, each of which feeds thenext, until the solution is achieved. This effectmay also be described in terms of Gestalt psychology, as the brain’s natural tendency to mentallycomplete incomplete patterns [13].In both of these games, Tetris and 2048, piecesare added to the board in a nondeterministic manner, and the players’ immediate subproblem iswhere to place those pieces to best effect, giventhe limited movement options available. Thesegames also tap into our natural betting and riskassessment instincts – what happens if I put thatpiece here? or there? – which builds a sense ofanticipation to see whether the next piece willfit the current plan. This gives players a doubleincentive to continue playing; the satisfaction ofcompleting the immediate subproblem and therevelation of the next piece of hidden information.Note that the same addictive principle is relevant,even though these video puzzle games do notconverge to a ‘solution’ as such.4 http://gabrielecirulli.github.io/2048In Japanese logic puzzles, the subproblems tobe solved are the necessary deductions, and therewards are the simplifications that follow eachdeduction to reveal new information. If you haveany doubt that such puzzles are in fact addictive,then next time you solve one, note the urge tocomplete just one more item. . . then one moreitem. . . then one more item. . .Andrews [14] suggests a more direct causalexplanation of why people often find the activityof solving puzzles so emotionally rewarding. Heexplains that MRI brain scans indicate a relationship between a ‘satisfaction centre’ in the braincalled the striatum, which is activated by stimuliassociated with reward, and areas of the frontalcortex that are involved with logical thought andplanning towards goals. He posits that it is thisconnection between the ‘intellectual’ cortex andthe ‘emotional’ striatum that gives us pleasure inresponse to solving problems, and drives us on toseek further problems to solve.This addiction for solving puzzles may noteven be confined to the human brain. Recent research at the UK’s Whipsnade Zoo [15] found thatchimpanzees given particular dexterity challengesappeared ‘keen to complete the puzzle’ for its ownsake, regardless of whether those challenges wereassociated with a food reward or not.The following section explores the ramifications of these ideas on the form of puzzles.3 FormIn this context, the form of a puzzle refers to the degrees of freedom that the setter can manipulate, inorder to make challenges more interesting, engaging and aesthetically pleasing for the solver. Thefunction of a puzzle refers to the conceptual framework within which such forms exist, i.e. thosenecessary conditions for the puzzle to work.

Game & Puzzle Design61 1 111111 1 11 3 3 3 202222 1 0 2 22 2 222222 2 2Vol. 1, no. 1, 20153 1 3 3113 2 0 33 0 2 22 1 3 2 102332 0 3 1 3231 0 1 10 2 0 3331 0 2 3Figure 6. Slitherlink examples with symmetrical hint placement.Authorial control allows the setter to impartsome structure on their designs, in order to impartsome of their personality on the challenges theyproduce. This section examines some relevant aspects of form that puzzle setters can manipulate.Hour Maze.5 Both challenges were generated bycomputer, and both describe valid challenges ofsimilar difficulty on the same background maze,but notice how the symmetrical hint set on theright imposes a sense of order that hints at nonrandom generation.3.1 SymmetryAn obvious way to inject structure into a designis through symmetry. However, it is important torealise the difference between visual (superficial)and strategic (underlying) symmetry.12579791033.1.1 Visual SymmetryVisual symmetry is achieved through the symmetrical placement of hints defining each challenge.For example, Figure 6 shows two Slitherlink challenges (#6 and #21 from [1]) with rotationally symmetric hint placement. Many publishers, including Nikoli, have a policy of only publishing symmetrical challenges for most of their puzzles.To see the reason for this requirement, consider the pair of challenges shown in Figure 7,from a recent study in automated puzzle design [16] involving a new puzzle game called0 33 0Figure 7. An Hour Maze example with asymmetrical (left) and symmetrical (right) hint placement.Visual symmetry offers the superficial appearance of structure; symmetrical challenges lookneater and more elegant but are not necessarilymore interesting to solve. However, there is noreason to preclude symmetry as a design constraint, if it pleases the setter or solver, and helpselevate puzzle design to an art form.0 33 00 30 33 00 33 0(c)(a)(b)Figure 8. Strategic symmetry makes this Slitherlink example a trivial repetition of pattern (c).5 Theaim in Hour Maze is to fill the grid with coloured number sets 1–12, such that adjacent numbers differ by 1.

C. BrowneThe Nature of Puzzlessymmetric (i.e. redundant) solutions.3.1.2 Strategic SymmetryStrategic symmetry refers to pattern or repetitioninherent in the solution process itself. This is typically more important than visual symmetry, as itreflects the solution process directly, and can leadto bad designs unless used judiciously.For example, the Slitherlink challenge shownin Figure 8 is highly symmetric both in its visualdesign (a) and in its solution (b), which is essentially a repetition of the pattern (c) four times.This challenge is highly redundant and boring;the solver typically wants to be presented withnovel subproblems to solve within each challenge.Similarly, consider the Kakuro challengeshown in Figure 9 [17]. The aim of Kakuro isto fill the grid with digits {1, 2, 3, ., 9}, such thateach consecutive run totals the number shownand does not contain duplicate digits. This challenge exhibits a high degree of strategic symmetry, with several immediate simplifications (smalltext) being reflected on opposite sides of the gridin the same combinations, creating a high degreeof redundancy.This attempt by the setter to inject some structure into the design may well backfire, unless thesolver is happy repeating the same operations indifferent parts of the board. Indeed, participantsin the Hour Maze experiment exhibited a slightnegative correlation between wall symmetry andpuzzle enjoyment [16], perhaps due to the fact thatsymmetrical mazes tend to produce strategically331333113011121 1 310031320323 213030132100323 0 2 2332 2121002123 03321 1003(a)013330 3310 32 1302 1 102100211113333 3113 0322 0 16179 87351635162379 81724233101261212231023111689763426171789892389 683389 68112416292324153489 687 9123897 9231678 989 68172616712910424Figure 9. A Kakuro challenge showing redundantstrategic symmetry.Slitherlink challenge #19 from [18] shown inFigure 10, on the other hand, demonstrates a positive example of strategic symmetry. The naturalsolution path for this challenge, once obvious simplifications have been performed, is as follows:1. a cascade down the left hand side (a),2. a cascade up the right hand side (b), and3. a cascade up the centre connecting them (c).011121 1 310031320323 213030132100323 0 2 2332 2121002123 03321 1003013330 3310 32 1302 1 102100211113333 3113 0322 0 331203011121 1 310031320323 213030132100323 0 2 2332 2121002123 03321 1003(b)Figure 10. Slitherlink challenge with rotationally similar solution paths.(c)0130 3310 32 1302 1 10210021113 33 0322 0 33120

Game & Puzzle Design811Vol. 1, no. 1, 2015381211143812147721129211213913Figure 11. A self-resolving ‘snail’ pattern in Killer Sudoku.The long cascades along each side are rotationally similar to each other in a global sense. However, each involves the solution of different localsubproblems during their propagation, impartingstructure on the solution without redundancy. Asa general rule of thumb, global symmetry should beaccompanied by local asymmetry, and vice versa.The duelling cascades in this challenge are unlikely to have occurred by chance, and the solverhas a real feeling of an intelligent hand at workin the design, who is perhaps having a bit of funwith them. This challenge is a nice example ofauthorial control in action.3.2 PatternHandcrafted puzzle challenges often include repeated patterns or motifs as an expression of thesetter’s personality. In spatial puzzles such asSlitherlink, such motifs might involve: matchingcascades as shown in Figure 10; letter, number oranimal shapes in the solution path; or any otherinteresting nonrandom patterns. In fact, Nonograms, another type of Japanese logic puzzle, actually produce works of art (or at least pictures) asthe solver colours in the cells of a grid accordingto certain rules.6Motifs may also occur in number puzzles,such as the ‘snail’ pattern in the Killer Sudokuexample shown in Figure 11 [19]. The top right3 3 subgrid contains two regions, totalling 38and 14 respectively, with one cell on the 38-regionexceeding the subgrid boundary (left). This roguecell must resolve to 7, which is the difference between the sum of the two regions (38 14 52) andthe disjoint sum of all digits (1 2 3 4 5 6 7 8 9 45) that the 3 3 subgrid must total (right). Thecentral cell can then also be resolved to a 7, asdigits cannot be repeated in any row or region.6 http://www.nonograms.orgThis snail pattern provides an elegant selfresolving starting point for this challenge. Thisparticular challenge contains a rotated variation ofit in each corner, giving the strong impression ofcarefully structured design. But again, there canbe a fine line between amusing the solver throughpattern and annoying them through redundancy.3.3 LaddersLadders, i.e. forced sequences of moves typicallyin a repeated pattern, are another indicator of authorial control. They are different to the patternsdescribed above, as they are implicit in the designand manifest themselves during its solution.For example, consider the section of a hypothetical Slitherlink challenge shown in Figure 12(left). The two 0 hints at the top left dictate whichtwo edges of the adjacent 2 hint are ‘on’, which inturn dictate which two edges of the adjacent 2 hintare ‘on’, which in turn dictate which the two edgesof the adjacent 2 hint are ‘on’, and so on. This isa contrived example, but such self-perpetuatingladders are often found in actual challenges.00 200 22222222221 1221 122222222222Figure 12. A self-perpetuating Slitherlink ladder.

C. BrowneThe Nature of Puzzles9Figure 13. A Masyu ladder.Figure 14. Another Masyu ladder.Figure 13 shows a section of a Japanese logicpuzzle called Masyu, in which the solver mustdraw a single non-self-intersecting path throughevery circle on the board, such that the pathturns within each black circle but passes straightthrough each white circle. See the ‘Masyu’ article in this issue (which includes this example) formore details [20]. In this case, the line of blackdots triggers a self-perpetuating ladder from thetop left corner inwards 13 (right).Figure 14 shows another example of a ladder,in another Masyu challenge from [20]. In this case,the alternating sequence of black and white circles (top row) forces the self-perpetuating ladderof edges shown (bottom row), as the path mustextend straight for two cells from each black circleand also pass straight through each white circle.Such ladders can also have strategic value, asthey can often be clumped into a single unit ofinformation when they are recognised, reducingthe solver’s mental workload through modularity [21] or chunking. For example, if a Slitherlinksolver notices a diagonal line of 2s as in Figure 12,then the effect of a deduction at one end of theline can often be seen immediately at the otherend of the line, without having to think about theintervening items.0 2 3 1 23311230 3 2 1 20 1 2 1 11100331 1 1 1 12 2 1 0 21221200 2 2 1 13 0 3 1 32220122 0 3 1 11 2 3 2 01120122 0 2 0 23 2 2 2 13313332 0 1 2 21 0 1 2 23233103 2 0 2 31 2 2 2 23330123 2 1 0 23.4 SurpriseAn element of surprise can keep a challenge interesting and impart the impression of authorialcontrol, typically by establishing a pattern in thesolution process and then suddenly disrupting it.0 2 3 1 23311230 3 2 1 23 0 3 1 32220122 0 3 1 10 1 2 1 11100331 1 1 1 12 2 1 0 21221200 2 2 1 11 0 1 2 23233103 2 0 2 31 2 3 2 01120122 0 2 0 23 2 2 2 13313332 0 1 2 21 2 2 2 23330123 2 1 0 2Figure 15. A discontinuous jump propagates this Slitherlink solution.

Game & Puzzle Design10Figure 15 shows a Slitherlink challenge whoseobvious progress point is circled on the shaded region in the top right corner (left). This region canonly expand downwards, connecting to its neighbouring group (right), but the obvious progresspoint now jumps to the left side of this extendedgroup (circled). The solver, after following anorderly cascade down the right hand side, mustsuddenly switch to the other side of the grid.While the shading in the figure makes thisdiscontinuity easy to spot, larger jumps in morecomplex situations can be confusing for the solver.Deductions that trigger key information in distantparts of the grid can suggest an intelligent setteractively trying to keep the solver on their toes.Famous Chess puzzle setter Sam Loyd recognised the importance of surprise, stating that hisgoal was to compose puzzles whose solutions require a first move that is contrary to what 999players out of 1,000 would propose [22].3.5 PerversityWhen it comes to expressing personality, it is hardto beat sheer perversity. Consider the Slitherlinkchallenge shown in Figure 16 (a).7 While this challenge has an obvious solution (b), this can be difficult for experienced Slitherlink solvers to spot.The problem is that two adjacent 3-hints form acommon pattern in Slitherlink that invariably implies three parallel edges in a normal context (c).1 331 331 33(a)(b)(c)Figure 16. A Slitherlink joke.Experienced solvers will fixate on this learntpattern and simply not see the obvious solution;they must unlearn habits ingrained over manyhours of reinforcement. Such blatant disregardfor tradition allows the innovative setter to subvert the solver’s expectations for a bit of mischief.Sudoku challenge #99 from [6], shown in Figure 17, is another case in point. Three values canbe immediately resolved from the initial hint setwith little effort (highlighted), leading the solverto think that this challenge is not so difficult.7 Provided8 Unless,by Jimmy Goto from Nikoli.of course, the challenge is actually rated as ‘easy’.Vol. 1, no. 1, 201539 4 521 711743586 95 837685462 816Figure 17. An easy Sudoku challenge. . . or is it?However, the information soon dries up andits true difficulty becomes apparent; this is actually the most difficult challenge in its collection.Such deception is common in deduction puzzles.If a challenge starts off as being particularly easy,then the solver may be lulled into a false sense ofsecurity, but can expect tough times ahead.8The Killer Sudoku challenge shown in Figure 18 [23] has two points of interest. Firstly, thetop right 3 3 subgrid contains three regions thatfit exactly within the subgrid, whereas typicallyat least one region would overlap its boundary toprovide some information for the solver; this isalmost a standard solution pattern, but not 12411689 6893014124 124Figure 18. Patterns that yield little information.

C. BrowneThe Nature of PuzzlesSecondly, the shaded 23, 11, 14 and 7-regionsalong the bottom row sum to 23 11 14 7 55,hence the two circled cells must sum to 10 (sincethe nine cells along the bottom row must add tothe disjoint sum of all digits 1 2 3 4 5 6 7 8 9 45). However, all of the values available forthese two cells, {6, 8, 9} and {1, 2, 4} respectively, all have pairings that yield 10, hence noneca

and the solver, the addictiveness of puzzles, and ways in which the setter can exert authorial control, to make challenges more interesting and engaging for the solver. 1Introduction P UZZLES come in many forms; there are word puzzles, jigsaw puzzles, logic puzzles, dex-terity puzzles, phy

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