- Code: Select all
100900020040060008005001000020030009500700000006004800050090010000002007003000600
By default configuration, Hodoku uses brute force two times.
SE Rate:9.3 \ Hodoku Rate:46078 \ YZF_SUDOKU Rate:13894
100900020040060008005001000020030009500700000006004800050090010000002007003000600
yzfwsf wrote:
- Code: Select all
100900020040060008005001000020030009500700000006004800050090010000002007003000600
By default configuration, Hodoku uses brute force two times.
SE Rate:9.3 \ Hodoku Rate:46078 \ YZF_SUDOKU Rate:13894
denis_berthier wrote:A puzzle with SER 9.3 is very unlikely to come out of a mere top-down generator.
My first question to you is therefore: how did you produce it? Did you search specifically for this level of difficulty?
denis_berthier wrote:I'm very interested if you have more puzzles at this level, which I called years ago the "grey zone".
My second question to you is thus: does your solver produce a solution without brute force? And if yes, can you copy it in this thread?
yzfwsf wrote: I produced more than 20, 000 of these grey puzzles.
yzfwsf wrote:My solver uses 20 dynamic force chains to solve this puzzle, which should be similar to what you said about T & E (1)
yzfwsf wrote:BTW:AFAIK , you can use wine to run my solver and xsudo
yzfwsf wrote:In fact, my solver uses the top-down method to generate puzzles, which can easily generate puzzles from SE9.0 to SE9.2. Those over SE9.3 are rare, but occasionally there are puzzles over SE10. The highest record is SE10.5. I produced more than 20, 000 of these grey puzzles.
tarek wrote:yzfwsf wrote:In fact, my solver uses the top-down method to generate puzzles, which can easily generate puzzles from SE9.0 to SE9.2. Those over SE9.3 are rare, but occasionally there are puzzles over SE10. The highest record is SE10.5. I produced more than 20, 000 of these grey puzzles.
I find that hard to believe. My feeling is that your generator is not a (pseudo) random generator if it can achieve that. I’m telling you this from experience in attempting generating difficult puzzles in the past. Computers have gone much more powerful over the past 12 years though, so 1 in a trillion may not sound too out of reach nowadays.Tarek
denis_berthier wrote:Could you post a few of them in the SER 9.1 - 9.3 range ?
denis_berthier wrote:I see; but it seems your solver doesn't output the details of each of these chains, in particular their lengths. Or is there an option for this?
tarek wrote:I find that hard to believe. My feeling is that your generator is not a (pseudo) random generator if it can achieve that. I’m telling you this from experience in attempting generating difficult puzzles in the past. Computers have gone much more powerful over the past 12 years though, so 1 in a trillion may not sound too out of reach nowadays.
Tarek
yzfwsf wrote:tarek wrote:I find that hard to believe. My feeling is that your generator is not a (pseudo) random generator if it can achieve that. I’m telling you this from experience in attempting generating difficult puzzles in the past. Computers have gone much more powerful over the past 12 years though, so 1 in a trillion may not sound too out of reach nowadays.
Tarek
My puzzle generator is not based on pattern or neighborhood search, it is based on top-down method, but I first set the rule to dig holes, which is to make the maximum number of clues for each house up to 3
yzfwsf wrote:denis_berthier wrote:Could you post a few of them in the SER 9.1 - 9.3 range ?
yzfwsf wrote:[denis_berthier wrote:I see; but it seems your solver doesn't output the details of each of these chains, in particular their lengths. Or is there an option for this?
My solver gives a detailed explanation of DFC in the text box at the bottom when you click on the DFC step in the solution path list
yzfwsf wrote:tarek wrote:I find that hard to believe. My feeling is that your generator is not a (pseudo) random generator if it can achieve that. I’m telling you this from experience in attempting generating difficult puzzles in the past. Computers have gone much more powerful over the past 12 years though, so 1 in a trillion may not sound too out of reach nowadays.
Tarek
My puzzle generator is not based on pattern or neighborhood search, it is based on top-down method, but I first set the rule to dig holes, which is to make the maximum number of clues for each house up to 3
tarek wrote:What does you generator do when it finds a valid puzzle which doesn't satisfy your difficulty criteria (in this case SE>9.2)? Does it start from the beginning?
denis_berthier wrote:AFAIK, there's been no study on any correlation between maximum number of clues per house and difficulty.
yzfwsf wrote:tarek wrote:What does you generator do when it finds a valid puzzle which doesn't satisfy your difficulty criteria (in this case SE>9.2)? Does it start from the beginning?
For each valid solution grid, the puzzle generator will randomly dig holes to generate an valid puzzle and call skfr to rate it. If the required level is met, the puzzle will be output. When the requirement is not met and the generation amount reaches 1000, the random valid solution grid will be generated again, and the above steps will be repeated.The method of digging holes is as mentioned in the previous post.
denis_berthier wrote:I have a pure pattern-based resolution path. I will give it later, after more people give this puzzle a try. It is worth it.
tarek wrote:Thanks, what is not clear is what happens if you have an invalid puzzle before your generation amount reaches 1000! Do you cover 1 hole and dig another or do you cover all holes and start digging from the start?
yzfwsf wrote:denis_berthier wrote:Could you post a few of them in the SER 9.1 - 9.3 range ?