Hashiwokakero
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Hashiwokakero
''Hashiwokakero'' (橋をかけろ ''Hashi o kakero''; lit. "build bridges!") is a type of logic puzzle published by Nikoli. It has also been published in English under the name ''Bridges'' or ''Chopsticks'' (based on a mistranslation: the ''hashi'' of the title, 橋, means ''bridge''; ''hashi'' written with another character, 箸, means ''chopsticks''). It has also appeared in ''The Times'' under the name ''Hashi''. In France, Denmark, the Netherlands, and Belgium it is published under the name Ai-Ki-Ai. Rules ''Hashiwokakero'' is played on a rectangular grid with no standard size, although the grid itself is not usually drawn. Some cells start out with (usually encircled) numbers from 1 to 8 inclusive; these are the "islands". The rest of the cells are empty. The goal is to connect all of the islands by drawing a series of bridges between the islands. The bridges must follow certain criteria:. * They must begin and end at distinct islands, travelling a straight line ...
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Nikoli (publisher)
is a Japanese publisher that specializes in games and, especially, logic puzzles. ''Nikoli'' is also the nickname of a quarterly magazine (whose full name is ''Puzzle Communication Nikoli'') issued by the company in Tokyo. ''Nikoli'' was established in 1980 and became prominent worldwide with the popularity of '' Sudoku''. The name "Nikoli" comes from the racehorse who won the Irish 2,000 Guineas in 1980; the founder of Nikoli, Maki Kaji, was fond of horseracing and betting. Nikoli's claim to fame is its vast library of "culture independent" puzzles. An example of a language/culture-dependent genre of puzzle would be the crossword, which relies on a specific language and alphabet. For this reason Nikoli's puzzles are often purely logical, and often numerical. Nikoli's Sudoku, the most popular logic problem in Japan, was popularized in the English English usually refers to: * English language * English people English may also refer to: Peoples, cu ...
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List Of Nikoli Puzzle Types
is a Japanese publisher that specializes in games and, especially, logic puzzles. ''Nikoli'' is also the nickname of a quarterly magazine (whose full name is ''Puzzle Communication Nikoli'') issued by the company in Tokyo. ''Nikoli'' was established in 1980 and became prominent worldwide with the popularity of ''Sudoku''. The name "Nikoli" comes from the racehorse who won the Irish 2,000 Guineas in 1980; the founder of Nikoli, Maki Kaji, was fond of horseracing and betting. Nikoli's claim to fame is its vast library of "culture independent" puzzles. An example of a language/culture-dependent genre of puzzle would be the crossword, which relies on a specific language and alphabet. For this reason Nikoli's puzzles are often purely logical, and often numerical. Nikoli's Sudoku, the most popular logic problem in Japan, was popularized in the English-speaking world in 2005, though that game has a history stretching back hundreds of years and across the globe. The magazine has invent ...
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Puzzle Communication Nikoli
A puzzle is a game, problem, or toy that tests a person's ingenuity or knowledge. In a puzzle, the solver is expected to put pieces together ( or take them apart) in a logical way, in order to arrive at the correct or fun solution of the puzzle. There are different genres of puzzles, such as crossword puzzles, word-search puzzles, number puzzles, relational puzzles, and logic puzzles. The academic study of puzzles is called enigmatology. Puzzles are often created to be a form of entertainment but they can also arise from serious mathematical or logical problems. In such cases, their solution may be a significant contribution to mathematical research. Etymology The ''Oxford English Dictionary'' dates the word ''puzzle'' (as a verb) to the end of the 16th century. Its earliest use documented in the ''OED'' was in a book titled ''The Voyage of Robert Dudley...to the West Indies, 1594–95, narrated by Capt. Wyatt, by himself, and by Abram Kendall, master'' (published circa 1595 ...
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:Category:Japanese Words And Phrases
{{Commons Words and phrases by language Words Words Words A word is a basic element of language that carries an objective or practical meaning, can be used on its own, and is uninterruptible. Despite the fact that language speakers often have an intuitive grasp of what a word is, there is no conse ...
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Hamiltonian Cycle
In the mathematical field of graph theory, a Hamiltonian path (or traceable path) is a path in an undirected or directed graph that visits each vertex exactly once. A Hamiltonian cycle (or Hamiltonian circuit) is a cycle that visits each vertex exactly once. A Hamiltonian path that starts and ends at adjacent vertices can be completed by adding one more edge to form a Hamiltonian cycle, and removing any edge from a Hamiltonian cycle produces a Hamiltonian path. Determining whether such paths and cycles exist in graphs (the Hamiltonian path problem and Hamiltonian cycle problem) are NP-complete. Hamiltonian paths and cycles are named after William Rowan Hamilton who invented the icosian game, now also known as ''Hamilton's puzzle'', which involves finding a Hamiltonian cycle in the edge graph of the dodecahedron. Hamilton solved this problem using the icosian calculus, an algebraic structure based on roots of unity with many similarities to the quaternions (also invented by H ...
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Logic Puzzles
A logic puzzle is a puzzle deriving from the mathematical field of deduction. History The logic puzzle was first produced by Charles Lutwidge Dodgson, who is better known under his pen name Lewis Carroll, the author of ''Alice's Adventures in Wonderland''. In his book '' The Game of Logic'' he introduced a game to solve problems such as confirming the conclusion "Some greyhounds are not fat" from the statements "No fat creatures run well" and "Some greyhounds run well". Puzzles like this, where we are given a list of premises and asked what can be deduced from them, are known as syllogisms. Dodgson goes on to construct much more complex puzzles consisting of up to 8 premises. In the second half of the 20th century mathematician Raymond M. Smullyan continued and expanded the branch of logic puzzles with books such as '' The Lady or the Tiger?'', ''To Mock a Mockingbird'' and ''Alice in Puzzle-Land''. He popularized the " knights and knaves" puzzles, which involve knights, who al ...
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GitHub
GitHub, Inc. () is an Internet hosting service for software development and version control using Git. It provides the distributed version control of Git plus access control, bug tracking, software feature requests, task management, continuous integration, and wikis for every project. Headquartered in California, it has been a subsidiary of Microsoft since 2018. It is commonly used to host open source software development projects. As of June 2022, GitHub reported having over 83 million developers and more than 200 million repositories, including at least 28 million public repositories. It is the largest source code host . History GitHub.com Development of the GitHub.com platform began on October 19, 2007. The site was launched in April 2008 by Tom Preston-Werner, Chris Wanstrath, P. J. Hyett and Scott Chacon after it had been made available for a few months prior as a beta release. GitHub has an annual keynote called GitHub Universe. Organizat ...
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GLPK
The GNU Linear Programming Kit (GLPK) is a software package intended for solving large-scale linear programming (LP), mixed integer programming (MIP), and other related problems. It is a set of routines written in ANSI C and organized in the form of a callable library. The package is part of the GNU Project and is released under the GNU General Public License. Problems can be modeled in the language GNU MathProg (previously known as GMPL) which shares many parts of the syntax with AMPL and solved with standalone solver GLPSOL. GLPK can also be used as a C library. GLPK uses the revised simplex method and the primal-dual interior point method for non-integer problems and the branch-and-bound algorithm together with Gomory's mixed integer cuts for (mixed) integer problems. GLPK is supported in the free edition of the OptimJ modeling system An independent project provides a Java-based interface to GLPK (via JNI). This allows Java applications to call out to GLPK in a relativ ...
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Integer Linear Programming
An integer programming problem is a mathematical optimization or feasibility program in which some or all of the variables are restricted to be integers. In many settings the term refers to integer linear programming (ILP), in which the objective function and the constraints (other than the integer constraints) are linear. Integer programming is NP-complete. In particular, the special case of 0-1 integer linear programming, in which unknowns are binary, and only the restrictions must be satisfied, is one of Karp's 21 NP-complete problems. If some decision variables are not discrete, the problem is known as a mixed-integer programming problem. Canonical and standard form for ILPs In integer linear programming, the ''canonical form'' is distinct from the ''standard form''. An integer linear program in canonical form is expressed thus (note that it is the \mathbf vector which is to be decided): : \begin & \text && \mathbf^\mathrm \mathbf\\ & \text && A \mathbf \le \mathbf, \\ & ...
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Unit Distance Graph
In mathematics, particularly geometric graph theory, a unit distance graph is a graph formed from a collection of points in the Euclidean plane by connecting two points whenever the distance between them is exactly one. To distinguish these graphs from a broader definition that allows some non-adjacent pairs of vertices to be at distance one, they may also be called strict unit distance graphs or faithful unit distance graphs. As a hereditary family of graphs, they can be characterized by forbidden induced subgraphs. The unit distance graphs include the cactus graphs, the matchstick graphs and penny graphs, and the hypercube graphs. The generalized Petersen graphs are non-strict unit distance graphs. An unsolved problem of Paul Erdős asks how many edges a unit distance graph on n vertices can have. The best known lower bound is slightly above linear in n—far from the upper bound, proportional to n^. The number of colors required to color unit distance graphs is also unknow ...
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Reduction (complexity)
In computability theory and computational complexity theory, a reduction is an algorithm for transforming one problem into another problem. A sufficiently efficient reduction from one problem to another may be used to show that the second problem is at least as difficult as the first. Intuitively, problem ''A'' is reducible to problem ''B'', if an algorithm for solving problem ''B'' efficiently (if it existed) could also be used as a subroutine to solve problem ''A'' efficiently. When this is true, solving ''A'' cannot be harder than solving ''B''. "Harder" means having a higher estimate of the required computational resources in a given context (e.g., higher time complexity, greater memory requirement, expensive need for extra hardware processor cores for a parallel solution compared to a single-threaded solution, etc.). The existence of a reduction from ''A'' to ''B'', can be written in the shorthand notation ''A'' ≤m ''B'', usually with a subscript on the ≤ to indicate the t ...
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Logic Puzzle
A logic puzzle is a puzzle deriving from the mathematical field of deduction. History The logic puzzle was first produced by Charles Lutwidge Dodgson, who is better known under his pen name Lewis Carroll, the author of ''Alice's Adventures in Wonderland''. In his book '' The Game of Logic'' he introduced a game to solve problems such as confirming the conclusion "Some greyhounds are not fat" from the statements "No fat creatures run well" and "Some greyhounds run well". Puzzles like this, where we are given a list of premises and asked what can be deduced from them, are known as syllogisms. Dodgson goes on to construct much more complex puzzles consisting of up to 8 premises. In the second half of the 20th century mathematician Raymond M. Smullyan continued and expanded the branch of logic puzzles with books such as '' The Lady or the Tiger?'', ''To Mock a Mockingbird'' and ''Alice in Puzzle-Land''. He popularized the " knights and knaves" puzzles, which involve knights, who al ...
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