by **Plattso.ver2.0** » Sun Jan 27, 2013 1:09 pm

Say there's one player. He's talking to Mr. Computer who has a known completely resolved sudoku grid.

Player has a blank grid. He guesses some quasi random cell is a particular digit.

He's right or wrong. And makes more moves/guesses. He reviews his list of moves or takes notes or something or has a superb memory.

Eventually, he gets enough cells resolved that he can figure the rest of it out logically without error.

A sort of tipping point.

This might not be such a fun game, but it is a theoretically possible one.

But then aren't there some grids that are not logically solvable right on up to the last couple resolved cells? Beats me.

But there is a universe of possible grids. An extremely large but finite group.

As player resolves more cells, the group of which player's working grid is a member gets smaller.

Say there's two players. Mr Computer's job is simply to confirm each player's move is allowable according to the 0-9 digits and the rows, columns, boxes, blah blah.

They start with a blank grid. Alternating moves by placing digits as they see fit anywhere on the grid.

Let's say Mr Computer is a simple solver. At each move, he attempts to solve the puzzle by iterative simple singles.

When he can, he rings a bell. I don't know why, but it seems gratifying that he should ring a bell.

The player who made that last move, will be either happy or sad depending on the interpretation of the bell ringing.

Well, they've created a sudoku grid. Might not be a quality one. But then, the solver could be more sophisticated, too.

In this "Sudothello" we are designing, should the starting grid be one with a unique solution? Maybe not.

Maybe it should have a plethora of those Uniqueness Rectangle thingies, and Mr Computer's "correct" grid is simply One Of the many possible solutions.

This might keep Red and Green players sweating it out for a while guessing and maneuvering.

Of course, even if both players have scribbled out the solution, there's still the order in which they play the moves that determine the affiliation of tiles.

"Contiguous" toggling is more Reversi-like. But let's say when Red player resolves a cell to Red tile, the process goes like:

Look outward along every Ray until either another Red tile is seen, or you hit the end of the board.

If another Red tile is seen, any Green or Neutral tiles between those two, regardless of unresolved cells appearing as well, toggle to Red.