MadOverlord wrote:The question I am asking, more specifically, is, do all valid puzzles that have 1 poly-value square and the rest bivalue contain BUGs, thus enabling simple progress,
or
Do you also have to do the each possibility appearing twice in each row-column-block test in order to determine BUGdom?
Good question. Here's my best guess: if a puzzle is in the state
you describe, and no simple reductions (e.g., via singles or subsets)
are possible, then the grid does indeed contain a BUG (and there
is no need to run the "full test" to see if it is a BUG).
It would be much better if we could prove that, though.
* Can you do the BUG reduction if the poly-valued square has 4 or more possibilities?
If the puzzle contains a BUG, and there is only one poly-valued
cell, the logic of the BUG principle holds no matter how many
candidates are in that poly-valued cell. (That is, one
of the non-BUG candidates must be "true".)
But.... just off the top of my head, I don't think I've seen a puzzle with
a BUG in which the single poly-valued cell had more than 3 candidates.
I could definitely be wrong about that.
[edit: I am wrong about that. But my statement in the previous paragraph is OK.]
MadOverlord, I also have a question for you.
What is your algorithm for identifying a BUG?
Could a player use it, or is it better left to a computer?
I ask because, often a puzzle looks like it contains
a BUG (due to several bivalue cells), but it also
contains several poly-value cells, making it difficult
to identify the BUG. I've spent a lot of time moving
candidates to 1 side of the + sign, later moving
them back, etc., and I wonder if there is a systematic way?