Knowledge (XXG)

Heyawake

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A 2×2 room in the corner of the grid containing a '2' must have one painted cell in the grid corner and the second painted square diagonally outward from the corner. As painted squares may not share a side (Rule 1), the only alternative would disconnect the forced white cell in the corner, violating
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Some of the cells in the puzzle are to be painted black; the object of the puzzle is to determine for each cell if it must be painted or must be left blank (remaining white). In practice, it is often easier to mark known "blank" cells in some way—for example, by placing a dot in the center of
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is played on a rectangular grid of cells with no standard size; the grid is divided into variously sized rectangular "rooms" by bold lines following the edges of the cells. Some rooms may contain a single number, typically printed in their upper-left cell; as originally designed, every room was
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A section of (orthogonally) contiguous white cells cannot be cut off from the rest of the grid (from Rule 2). Black cells may not form a diagonal split across the grid nor a closed loop; any cell that would complete such a "short circuit" must be white
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A 2×3 room with the 3-cell side along a grid border containing a '3' must have a painted cell in the center of the 3-cell side along the border and the other two in the opposite corners of the room, for similar reasons to the
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Rule 5: Where a straight (orthogonal) line of connected white cells is formed, it must not contain cells from more than two rooms—in other words, any such line of white cells which connects three or more rooms is
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More complex puzzles require combining Rule 1 and Rule 2 to make progress without guessing; the key is recognizing where the cells must assume one of two checkered patterns and one leads to a short circuit.
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is played like Heyawake, but rooms are not necessarily rectangular. Orthogonal lines of white cells may not exit and re-enter a room; i.e. such lines may not straddle more than one region boundary.
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Rule 5 is the defining rule of the puzzle; black cells must be placed to prevent any (orthogonal) lines of white cells that cross two room borders ("spanners").
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Numbered rooms typically provide solvers a starting place, among other deductions. The following are the simplest examples of rooms defined at the onset:
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If it is discovered that a cell is painted black, it is immediately known that all of the four (orthogonally) adjacent cells must be white (from Rule 1).
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A 1×3 room containing a '2' must have the two end cells painted, as a painted centre cell would force a breach of rule 1. More generally, a 1×(2
180:) is played like Heyawake, but clues indicate whether the pattern of black cells in a room is rotationally symmetric around its centre or not. 271: 17: 190: 290: 198: 319: 314: 193:
of Heyawake has been analyzed: deciding for a given instance of Heyawake whether there exists a solution to the puzzle is
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Rule 1: Painted cells may never be orthogonally connected (they may not share a side, although they can touch diagonally).
213: 197:. An interpretation of this theoretical result in layman's terms is that this puzzle is as hard to solve as the 151:
A 3×3 room containing a '5' must have a checkered pattern, with painted cells in all corners and the center.
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Rule 3: A number indicates exactly how many painted cells there must be in that particular room.
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Rule 4: A room which has no number may contain any number of painted cells, or none.
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numbered, but this is rarely necessary for solving and is no longer followed.
245:"The Troubles of Interior Design–A Complexity Analysis of the Game Heyawake" 74: 16: 102:
puzzles, and thus these puzzles share some of their solving methods:
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Proceedings, 4th International Conference on Fun with Algorithms,
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Rule 2: All white cells must be interconnected (form a single
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puzzles have been published by Nikoli. It first appeared in
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Note that the first two rules also apply to (for example)
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The following rules determine which cells are which:
31:: へやわけ, "divided rooms") is a binary-determination 258:. Springer, Berlin/Heidelberg. pp. 198–212. 39:. As of 2013, five books consisting entirely of 201:, which is a well studied difficult problem in 148:must have every other cell within it painted. 8: 223: 243:Holzer, Markus; Ruepp, Oliver (2007). 7: 118:The remaining rules differentiate 14: 199:Boolean satisfiability problem 122:from other "dynasty" puzzles: 1: 264:10.1007/978-3-540-72914-3_18 214:List of Nikoli puzzle types 45:Puzzle Communication Nikoli 336: 230:M. Holzer, O. Ruepp (2007) 288:Nikoli's page on Heyawake 191:computational complexity 185:Computational complexity 144:−1) room containing an 47:#39 (September 1992). 21: 19: 320:Japanese board games 315:NP-complete problems 293:2013-11-09 at the 22: 273:978-3-540-72913-6 170:Symmetry Heyawake 20:A Heyawake puzzle 327: 277: 249: 231: 228: 203:computer science 92:Solution methods 335: 334: 330: 329: 328: 326: 325: 324: 300: 299: 295:Wayback Machine 284: 274: 247: 242: 239: 234: 229: 225: 221: 211: 187: 172:(also known as 160: 94: 53: 12: 11: 5: 333: 331: 323: 322: 317: 312: 302: 301: 298: 297: 283: 282:External links 280: 279: 278: 272: 238: 235: 233: 232: 222: 220: 217: 210: 207: 186: 183: 182: 181: 167: 159: 156: 155: 154: 153: 152: 149: 138: 134: 127: 112: 111: 107: 93: 90: 89: 88: 84: 81: 78: 71: 52: 49: 13: 10: 9: 6: 4: 3: 2: 332: 321: 318: 316: 313: 311: 310:Logic puzzles 308: 307: 305: 296: 292: 289: 286: 285: 281: 275: 269: 265: 261: 257: 255: 246: 241: 240: 236: 227: 224: 218: 216: 215: 208: 206: 204: 200: 196: 192: 184: 179: 175: 171: 168: 165: 162: 161: 157: 150: 147: 143: 139: 135: 131: 130: 128: 125: 124: 123: 121: 116: 108: 105: 104: 103: 101: 100: 91: 85: 82: 79: 76: 72: 69: 68: 67: 64: 60: 57: 50: 48: 46: 42: 38: 35:published by 34: 30: 26: 18: 251: 226: 212: 188: 177: 173: 169: 163: 145: 141: 119: 117: 113: 97: 95: 65: 61: 55: 54: 44: 40: 33:logic puzzle 24: 23: 195:NP-complete 304:Categories 237:References 87:forbidden. 63:the cell. 164:Heyawacky 75:polyomino 291:Archived 209:See also 174:ekawayeH 158:Variants 120:Heyawake 110:instead. 56:Heyawake 41:Heyawake 29:Japanese 25:Heyawake 178:Ayaheya 133:Rule 2. 270:  137:above. 99:Hitori 37:Nikoli 248:(PDF) 219:Notes 51:Rules 268:ISBN 256:4475 254:LNCS 189:The 176:and 260:doi 306:: 266:. 250:. 205:. 77:). 276:. 262:: 146:n 142:n 27:(

Index


Japanese
logic puzzle
Nikoli
polyomino
Hitori
computational complexity
NP-complete
Boolean satisfiability problem
computer science
List of Nikoli puzzle types
"The Troubles of Interior Design–A Complexity Analysis of the Game Heyawake"
LNCS
doi
10.1007/978-3-540-72914-3_18
ISBN
978-3-540-72913-6
Nikoli's page on Heyawake
Archived
Wayback Machine
Categories
Logic puzzles
NP-complete problems
Japanese board games

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