Hi Paquita
Paquita wrote:Indeed Denis, this procedure does not change the solution.
Maybe I did not understand your challenge. What kind of procedure do you have in mind that might generate high BxB from T&E(3) puzzles?
Actually, that's the whole point of the challenge: finding such a procedure - or perhaps just describing in detail the procedure you are using - because you do succeed in generating such puzzles and the starting point was the T&E(3) puzzles. By "you", I mean you, Hendrik and coloin.
Paquita wrote:What did you mean by "procedure (that needs to take one out of the given solution grid)" ?
Indeed, it's just a reminder that the T&E(3) and BxB≥7 sets of solution grids are almost disjoint; so it's better to concentrate on a procedure that produces different solution grids.
Paquita wrote:In the procedure that I described I assume that some kind of vicinity search must be used, other than this one. But preferably while preserving the tridagon. (Instead of generating a lot more puzzles of which only some just happen to have kept the tridagon)
Yes, this is indeed the heart of the question. I've been thinking about it but I don't see how to do it while still using gsf's program for minimisation. (That's why I asked if you used this program.)
If you add any clue from the solution grid, you get into the problem in the previous paragraph.
If you add a clue (say a non-tridagon one) not from the solution grid, you get an inconsistent puzzle and minimisation via gsf doesn't work. As a result, before applying minimisation, you also need to delete at least one other clue in order to get back to a consistent puzzle. Is there a smart way of doing it? I guess this is what you call "some kind of vicinity search" and this is probably the most interesting part of the procedure.
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