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novepernove : Sudoku: segreti e strategie di gioco
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ISBN: 8847008131 8847008123 Year: 2008 Publisher: Milano : Springer Milan : Imprint: Springer,

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Abstract

Il gioco del Sudoku è esploso nel mondo occidentale a partire dal 2005 e da allora ha continuato a espandersi, a raccogliere nuovi proseliti, a far proliferare riviste specializzate nelle edicole e siti dedicati su Internet. Il successo del Sudoku non accenna a rallentare. Tutti i grandi quotidiani offrono giornalmente alcuni schemi da risolvere; sono nate associazioni e federazioni; vengono organizzati tornei locali, vari campionati nazionali e persino un campionato mondiale a cadenza annuale; si moltiplicano le proposte di varianti del Sudoku classico; moltissimi docenti universitari hanno avviato tesi di laurea sull’argomento; sono stati scritti svariati prodotti software su PC, su hardware dedicato e sulle principali console di giochi interattivi. Accanto alla moltitudine crescente di dilettanti che con varia frequenza si cimentano nel gioco, di solito lavorando con carta e penna e in solitario, è nata una comunità mondiale di esperti che, attraverso forum dedicati su Internet, cercano di scovare tecniche di soluzione sempre più sofisticate, oppure si accaniscono ad individuare e sviscerare i segreti logico-matematici del gioco, o più semplicemente si propongono di strutturare, organizzare e diffondere la conoscenza in materia. Questo libro si rivolge al primo gruppo di persone, ai dilettanti che vogliono continuare a giocare con carta e penna e che eventualmente vogliono diventare un po’ più esperti, e si propone di dare risposta a due quesiti principali: 1) come riuscire a risolvere in modo divertente qualsiasi schema, per quanto difficile, proposto dalle riviste specializzate, a partire da un numero limitato ma sufficiente di tecniche di base e avanzate; 2) come orientarsi nel variegato mondo degli esperti, dei forum, dei siti dedicati, dei prodotti software, senza perdere tempo inutile e potendo rapidamente trovare risposta a qualsiasi eventuale dubbio.

Programming Sudoku
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ISBN: 1280700750 9786610700752 143020138X 1590596625 Year: 2006 Publisher: Berkeley, CA : Apress : Imprint: Apress,

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Sudoku is a wildly popular puzzle game. Sudoku puzzles are 9x9 grids, and each square in the grid consists of a 3x3 subgrid called a region. Your goal is to fill in the squares so that each column, row, and region contains the numbers 1 through 9 exactly once. And some squares already contain numbers or symbols, which lend clues toward the solution. Programming Sudoku provides you with great approaches to building and solving Sudoku and other similar puzzles. Using ingenious artificial intelligence and game theory techniques, you'll learn how to get a computer to solve these puzzles for you. This is a fun, intriguing read, whether you're a novice or advanced programmer. It acknowledges the .NET platform as a base, but you'll find this book interesting whatever your programming background. The core techniques in the book enable you to solve Sudoku on any programming platform.


Book
Sudoku Programming with C
Author:
ISBN: 9781484209950 1484209966 9781484209967 1484209958 Year: 2015 Publisher: Berkeley, CA : Apress : Imprint: Apress,

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Sudoku Programming with C teaches you how to write computer programs to solve and generate Sudoku puzzles. This is a practical book that will provide you with everything you need to write your own books of Sudoku Classic and Samurai puzzles. But be warned: after reading it, you'll discover that the puzzles in your local paper are not so challenging after all! We like Sudokus because they test our capacity to recognize and interpret patterns. But how are the clues generated? Where do those quasi-symmetrical configurations come from? When the author explored the Web to find out, he discovered that there were many sites that explained how to solve Sudokus, but none that told him how create them. He also saw many sites and apps to play Sudoku, but, perhaps not surprising, no indication of how they worked. So, he had to develop his own applications in order to find out. And, from the very start, he decided that he would publish the code for anyone else to use and perhaps tinker with, but the author wrote it in such a way that also lets readers with limited knowledge of programming techniques understand it. In fact, you could decide to start generating thousands of puzzles almost immediately, and go through the explanations of algorithms and techniques later, a bit at a time. The author chose to write the application in ‘plain old C’ because he wanted to make the code accessible to as many people as possible. In this book, you will find an explanation of all solving strategies, and the code to implement them. Writing the Solver application was more difficult than writing the Generator, because it required designing and implementing each strategy separately. However, the author wanted to include a solving program capable of listing the strategies necessary to solve any particular puzzle. He also wanted to check whether a puzzle was solvable analytically, without any guessing. This book includes the full listings of both the Generator and the Solver, and explanations of all C modules, with walk-throughs and examples.

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