Knowledge (XXG)

Nurikabe (puzzle)

Source πŸ“

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If a square must be white and only two islands can connect to it and have no unidentified cells left after connecting, then if the islands connect at a 90-degree angle (ex: One island can connect to the top side and the other to the right side) the cell inside the angle (The one touching the top-left
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Some puzzles will require the location of "unreachables"—cells that cannot be connected to any number, being either too far away from all of them or blocked by other numbers. Such cells must be black. Often, these cells will have only one route of connection to other black cells or will form
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If there is a square consisting of two black cells and two unknown cells, at least one of the two unknown cells must remain white according to the rules. Thus, if one of those two unknown cells (call it 'A') can only be connected to a numbered square by way of the other one (call it 'B'), then B
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The puzzle is played on a typically rectangular grid of cells, some of which contain numbers. Cells are initially of unknown color, but can only be black or white. Two same-color cells are considered "connected" if they are adjacent vertically or horizontally, but not diagonally. Connected white
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Undetermined cells adjacent to a straight row (or a straight column) of black cells can be tested for being black, because if they are black it will form two elbows, and there will be two adjacent white cells which need to be reachable from the islands. If they can not be fulfilled within the
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Once an island is "complete"—that is, it has all the white cells its number requires—all cells that share a side with it must be black. Obviously, any cells marked with '1' at the outset are complete islands unto themselves, and can be isolated with black at the
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Corollary: there cannot be a continuous path, using either vertical, horizontal or diagonal steps, of white cells from one cell lying on the edge of the board to a different cell like that, that encloses some black cells inside, because otherwise, the black cells won't be
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If an island of size N already has N-1 white cells identified, and there are only two remaining cells to choose from, and those two cells touch at their corners, then the cell between those two that is on the far side of the island must be
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All white cells must eventually be part of exactly one island. If there is a white region that does not contain a number, and there is only one possible way for it to connect to a numbered white region, the sole connecting pathway must be
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Whenever three black cells form an "elbow"—an L-shape—the cell in the bend (diagonally in from the corner of the L) must be white. (The alternative is a "pool", for lack of a better term.)
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Since two islands may only touch at corners, cells between two partial islands (numbers and adjacent white cells that don't total their numbers yet) must be black. This is often a way to start a
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All black cells must eventually be connected. If there is a black region with only one possible way to connect to the rest of the board, the sole connecting pathway must be black.
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was first developed by "renin (γ‚ŒγƒΌγ«γ‚“)," whose pen name is the Japanese pronunciation of "Lenin" and whose autonym can be read as such, in the 33rd issue of (Puzzle Communication)
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puzzles require going back and forth. Marking white cells may force other cells to be black lest a section of black be isolated, and vice versa. (Those familiar with
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puzzle. Rather, a series of simple procedures and rules can be developed and followed, assuming the solver is sufficiently observant to find where to apply them.
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Each numbered cell belongs to a white area, the number indicates how many cells belong to the white area. Some white areas may not include a numbered cell.
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The greatest mistake made by beginning solvers is to concentrate solely on determining black or white and not the other; most
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at March 1991. It soon created a sensation, and has appeared in all issues of that publication from the 38th to the present.
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an elbow whose required white cell (see previous bullet) can only reach one number, allowing further progress.
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Human solvers typically dot the non-numbered cells they've determined to be certain to belong to an island.
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Either one can be ignored, giving a total of three variants. As it turns out, they are all NP-complete.
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An example of the third advanced strategy. The cell diagonally between the two islands has to be black.
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that blocks roads and delays foot travel. Nurikabe was apparently invented and named by the publisher
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corner of the white square in the previous example) must be black to avoid connecting the 2 islands.
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There must be only one sea, which is not allowed to contain "pools", i.e. 2Γ—2 areas of black cells.
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https://web.archive.org/web/20060707011243/http://www.nikoli.co.jp/storage/addition/omopadaizen/
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This paragraph mainly depends on "Nikoli complete works of interesting-puzzles(ニコγƒͺ γ‚ͺヒロパズル倧全集)."
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A Nurikabe puzzle being solved by a human. Dots represent the cells that are known to be white.
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and employ similar solution methods. The binary determination puzzle Atsumari is similar to
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Each numbered cell is an island cell, the number in it is the number of cells in that island.
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NW Conference of the CSCC, 2004. Also presented at Reed Mathematics Colloquium, 2004.
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The challenge is to paint each cell black or white, subject to the following rules:
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can think of undetermined cells next to various regions as "liberties" and apply "
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constraints, it means the cell that was probed for blackness must be white.
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On The NP-Completeness of The NURIKABE Pencil Puzzle and Variants Thereof
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Proceedings of the 3rd International Conference on Fun with Algorithms
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to solve Nurikabe, even when the involved numbers are 1 and 2 only.
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puzzle, by marking cells adjacent to two or more numbers as black.
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cells form "islands", while connected black cells form the "sea".
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but based upon a hexagonal tiling rather than a square tiling.
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This article is about the puzzle. For the Japanese spirit, see
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The black cell must not cover an area of 2x2 cells or larger.
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must necessarily be white (and A may or may not be white).
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Holzer, Markus; Klein, Andreas; Kutrib, Martin (2004).
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Each island must contain exactly one numbered cell.
417:Markus Holzer, Andreas Klein and Martin Kutrib. 144:No blind guessing should be required to solve a 423:International Conference on Fun with Algorithms 313:Mochikoro is a variant of the Nurikabe puzzle: 255:Further, consider these two rules of Nurikabe: 124:As of 2005, seven books consisting entirely of 320:All white areas must be diagonally connected. 8: 163:" logic to determine how they must grow.) 140:Solution to the example puzzle given above 170: 135: 355: 128:puzzles have been published by Nikoli. 30:Example of a moderately difficult 10x9 262:Black cells cannot form 2 Γ— 2 squares, 7: 14: 290:The binary determination puzzles 259:Black cells form a connected area 286:Solution to the previous puzzle. 278:An example 8x8 Mochikoro puzzle. 410:Brandon McPhail, James D. Fix. 1: 344:List of Nikoli puzzle types 51:Nurikabe, an invisible wall 465: 18: 421:. Proceedings of the 3rd 244:Computational complexity 412:Nurikabe is NP-Complete 287: 279: 222: 176: 141: 35: 285: 277: 220: 174: 139: 98:Like most other pure- 67:Islands in the Stream 29: 449:Japanese board games 444:NP-complete problems 298:, also published by 47:determination puzzle 45:: γ¬γ‚Šγ‹γΉ) is a binary 21:Nurikabe (folklore) 288: 280: 223: 177: 142: 36: 302:, are similar to 213:Advanced strategy 55:Japanese folklore 456: 403: 402: 400: 394:. Archived from 381: 372: 366: 360: 132:Solution methods 464: 463: 459: 458: 457: 455: 454: 453: 429: 428: 407: 406: 398: 379: 374: 373: 369: 361: 357: 352: 330: 272: 270:Related puzzles 246: 215: 169: 134: 112: 75: 24: 17: 12: 11: 5: 462: 460: 452: 451: 446: 441: 431: 430: 427: 426: 415: 405: 404: 401:on 2020-02-11. 367: 354: 353: 351: 348: 347: 346: 341: 336: 329: 326: 325: 324: 321: 318: 271: 268: 264: 263: 260: 245: 242: 241: 240: 236: 232: 228: 214: 211: 210: 209: 205: 201: 200: 199: 192: 189: 185: 168: 167:Basic strategy 165: 133: 130: 111: 108: 93: 92: 89: 86: 74: 71: 63:Cell Structure 15: 13: 10: 9: 6: 4: 3: 2: 461: 450: 447: 445: 442: 440: 439:Logic puzzles 437: 436: 434: 424: 420: 416: 413: 409: 408: 397: 393: 389: 385: 378: 371: 368: 365: 359: 356: 349: 345: 342: 340: 339:Hashiwokakero 337: 335: 332: 331: 327: 322: 319: 316: 315: 314: 311: 309: 305: 301: 297: 293: 284: 276: 269: 267: 261: 258: 257: 256: 253: 251: 243: 237: 233: 229: 225: 224: 219: 212: 206: 202: 196: 195: 193: 190: 186: 183: 179: 178: 173: 166: 164: 162: 158: 154: 149: 147: 138: 131: 129: 127: 122: 120: 116: 109: 107: 105: 101: 100:logic puzzles 96: 90: 87: 84: 83: 82: 79: 72: 70: 68: 64: 60: 56: 52: 48: 44: 40: 33: 28: 22: 396:the original 383: 370: 358: 312: 307: 303: 289: 265: 254: 247: 181: 152: 150: 145: 143: 125: 123: 114: 113: 103: 97: 94: 80: 76: 66: 62: 38: 37: 31: 16:Logic puzzle 334:Minesweeper 250:NP-complete 433:Categories 350:References 198:connected. 188:beginning. 49:named for 296:Mochikoro 392:16082806 328:See also 308:Nurikabe 304:Nurikabe 182:Nurikabe 153:Nurikabe 146:Nurikabe 126:Nurikabe 115:Nurikabe 106:puzzle. 104:Nurikabe 43:hiragana 39:Nurikabe 32:Nurikabe 425:, 2004. 110:History 390:  300:Nikoli 248:It is 231:black. 204:white. 119:Nikoli 59:Nikoli 34:puzzle 399:(PDF) 388:S2CID 380:(PDF) 161:atari 73:Rules 294:and 292:LITS 65:and 53:in 435:: 386:. 382:. 157:Go 69:. 41:( 23:.

Index

Nurikabe (folklore)

hiragana
determination puzzle
Nurikabe, an invisible wall
Japanese folklore
Nikoli
logic puzzles
Nikoli

Go
atari


NP-complete


LITS
Mochikoro
Nikoli
Minesweeper
Hashiwokakero
List of Nikoli puzzle types
https://web.archive.org/web/20060707011243/http://www.nikoli.co.jp/storage/addition/omopadaizen/
"On The NP-Completeness of The NURIKABE Pencil Puzzle and Variants Thereof"
S2CID
16082806
the original
Nurikabe is NP-Complete
On The NP-Completeness of The NURIKABE Pencil Puzzle and Variants Thereof

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