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authorSimon Tatham <anakin@pobox.com>2005-05-07 12:30:29 +0000
committerSimon Tatham <anakin@pobox.com>2005-05-07 12:30:29 +0000
commit944997d2f936150d8efbaba6dcb3e237b5658761 (patch)
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parentb35bedd60c87e362f2dd59760aa8bf340fa3b428 (diff)
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Aha, here's a nice easy way to generate really hard puzzles. Added
the missing fifth difficulty level to Solo: `Unreasonable', in which even set-based reasoning is insufficient and there's no alternative but to guess a number and backtrack if it didn't work. (Solutions are still guaranteed unique, however.) In fact it now seems to take less time to generate a puzzle of this grade than `Advanced'! [originally from svn r5756]
Diffstat (limited to 'puzzles.but')
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1 files changed, 6 insertions, 3 deletions
diff --git a/puzzles.but b/puzzles.but
index 1e6c0fa..7d90f43 100644
--- a/puzzles.but
+++ b/puzzles.but
@@ -691,9 +691,10 @@ particular, on difficulty levels \q{Trivial} and \q{Basic} there
will be a square you can fill in with a single number at all times,
whereas at \q{Intermediate} level and beyond you will have to make
partial deductions about the \e{set} of squares a number could be in
-(or the set of numbers that could be in a square). None of the
-difficulty levels generated by this program ever requires making a
-guess and backtracking if it turns out to be wrong.
+(or the set of numbers that could be in a square). At
+\q{Unreasonable} level, even this is not enough, and you will
+eventually have to make a guess, and then backtrack if it turns out
+to be wrong.
Generating difficult puzzles is itself difficult: if you select
\q{Intermediate} or \q{Advanced} difficulty, Solo may have to make
@@ -738,6 +739,8 @@ parameters:
\b \cq{da} for Advanced difficulty level
+\b \cq{du} for Unreasonable difficulty level
+
So, for example, you can make Solo generate asymmetric 3x4 grids by
running \cq{solo 3x4a}, or 4-way rotationally symmetric 2x3 grids by
running \cq{solo 2x3r4}, or \q{Advanced}-level 2x3 grids by running