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Rating Difficulty
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Agent Allen

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PostPosted: Sun Oct 02, 2005 6:49 pm    Post subject: absolutely Reply with quote

You said:
Quote:
@#$ naked singles



Sounds great know any bars where I should go? Very Happy
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Chigger

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PostPosted: Thu Oct 06, 2005 7:53 pm    Post subject: Reply with quote

Howard wrote:
Another factor of difficulty is: from each step along in the solution, how many "valid" moves are there?
Even if the system always chooses the simplest one available, I'm sure it ought to rate the difficulty as harder if that was the *only* solution, than if there were dozens of potential moves.
That way, the very hardest puzzles would not only contain many techniques, but also have very few possible solve-routes to completion.


What about comparing how many consecutive times a particular method is used? Is there any consideration for the ending processes, the last X (10-12 or so, just a guess) number of positions to be solved? It seems the last 10 or so positions tend to have the most simplistic solving methods, and the first few (in a medium-hard or higher puzzle) require the more complex methods, unless you've got a few gimme naked singles at the beginning, etc.

Would be interested to see a chart of what kind of techniques are used from beginning to end, to see how the puzzle progresses in difficulty...

Or maybe I need to just quit drinking my lunch... Smile

- Bert
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Ruud
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PostPosted: Thu Oct 06, 2005 8:40 pm    Post subject: Re: absolutely Reply with quote

Agent Allen wrote:
Sounds great know any bars where I should go?
There are lots of bars in a Sudoku. Take care before you pick up a naked single. There might also be one hidden, who puts you in a cell behind bars.

Howard
You should also consider the visibility of a method to a Sudoku without any annotations. Of course, a naked single would stand out a mile when you use markings, but putting in the marks does require extra time. Otherwise you would have to make different ratings for manual solving and computer-assisted solving.
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Agent Allen

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PostPosted: Fri Oct 07, 2005 9:19 pm    Post subject: Difference Between Solving and Evaluating Reply with quote

Ruud - great gagging Laughing

Seriously there seems to be a lot of concenus on using 'techniques' like hidden singles, naked singles , subsets and so on in various measure resorting to brute force if you run out of tricks.

Its probably correct that because the easier techniques are computationally cheap, you should exploit all the easys then resort to a toughie, then go back for any now revealed easys, resorting to toughy after that and so on.

That seems sensible and most sudokorists I've spoken to certainly take that approach themselves.

I think both Howard and Chigger may be on to something that the number of options and when in the solving they arise (or must arise) might have a significant effect on difficulty.

I seems to me - though I haven't had time to actually produce an example (anybody?) - that even at a trivial level how many features you find might be a matter of where you look.

Suppose you solve all naked singles and are left with 2 hidden singles.
Taking one reveals a naked and that cascades to reveal the other hidden.
However the other one, say reveals nothing and you're forced to find and solve the other.
So in 'attempt' you're counting n+1 naked and 1 hidden. In another n naked and 2 hidden. Whose right?

Both approaches may be similar on the space of all puzzles but stumble on different moves first, take the bird in the hand and move on...
As mentioned that appears to be a valid human and machine approach.

However grading puzzles differently depending on how you 'can' the blocks seems wrong to me.
It should be an intrinsic property of the puzzle not an arbitrary artifact of the for loops. Humans have a quick wander, where as computers tend to start top left but might go rows, columns, houses or houses, columns, rows.

Now a clever machine or human might be able to spot the 'potent' hiddens better than another. It might not be entirely coincidence that the first solver revealed some naked singles.

It may be that to evaluate difficulty you need to look at all solve paths (or all reasonable ones) and somehow rate an average off the back of them.
It may be effective or ineffective to bestow 'intuition' (judgement) on the human player and calculate an average where the shorter "solves" are more likely.

Who knows?

I was told by a faster sudokrist than me that going for a trial and error near the edge of the game was a worse move than a trial and error in a cell with the same number of candidates but in the middel cell.
In the puzzle in hand they ended up with 1 trial and error episode and I had 2. It was rated very difficult, but perhaps no as difficult as I made it.

So on that day it worked for them...

On the face of it they might look lucky, but they're making their own luck (maybe) or bulls**tting me - I still don't really know.

This leads you to a whole variety of possible measures:

Least weighted solve pattern.
Reverse Lexicographically first solve pattern (least on hardest...to least on smallest).
Averaged solve pattern.
Weight average solve pattern.

For me to determine a 'betterness' between all these (and any you might have) methods of grading difficulty, you still need an objective definition of difficultly.

But thats getting back to my broken record:

Err guys what do you mean by more or less difficult, specifically?
Difficult for whom and in what way would that be?

All the measures discussed are [trivially] a solution to working out the number they calculate, but what use are those numbers and what do they tell us?

I want them to tell me if I can finish the puzzle in an 1 hour or not or tell me if I finish this in under 30 minutes I rock...
How about you?
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Chigger

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PostPosted: Fri Oct 07, 2005 9:33 pm    Post subject: Re: Difference Between Solving and Evaluating Reply with quote

Agent Allen wrote:
I seems to me - though I haven't had time to actually produce an example (anybody?) - that even at a trivial level how many features you find might be a matter of where you look.


I don't have any stats to back this up, but have definitely done this in practice. I've done a puzzle, noting what order I have solved each cell and which technique was the primary one used to solve it... Then I'll sit on the puzzle for a few days, go back, and solve it again. So far, every time, the steps I follow have varied every time. Usually the beginning, especially of a "medium" difficulty puzzle or so, is solved through a handful of simple techniques, usually naked/hidden singles, etc., where the first X number of cells (7-10) cells I solved were the same, but shuffled in order. It's after that where I start calling on different techniques, and it seems to be just where I happen to look...

As others have noted, I tend to look for solutions with a 3x3 block (house) first, before going to rows and columns, usually in that order (depending on what the puzzle gives me in the way of clues). Those just seem more natural for me...

So with that in mind, would you have to solve the puzzle multiple times, acculumlating a score based on the types of techniques used, etc., then average it? Would you have to do it until you started repeating solution methods? Seems like that could get to where you're varying in trivial or statistically insignificant ways, just for the sake of completion. But that might also be the most accurate way to measure difficulty...

Just some thoughts...

- Bert
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Agent Allen

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PostPosted: Sun Oct 09, 2005 7:08 pm    Post subject: Thanks for the input Reply with quote

Chigger,

Thanks for the anecdotal testimony. I think its useful stuff to circulate.
I know the sorts of processes I go through when trying to do a puzzle, but without a body of this sort of testimony its impossible to know if personal approaches are at all general.
Your description sounds familar to me in my experience solving puzzles.
I wonder how much resonance it has for others.
Could you publish one of the puzzles you've solved by different routes?

So to your analysis of your testimony:
You wrote:

So with that in mind, would you have to solve the puzzle multiple times, acculumlating a score based on the types of techniques used, etc., then average it?


It seems like it might be right that equally talented sodokorists will stumble on different moves and encounter different "paths" to the solution and that those paths can be significantly different in time.

An accurate "average solve time" calculation of difficulty appears to need to take this in to account. At least when grading tougher puzzles.
That is because I'm suggesting that in practice this is how people solve puzzles:
They take all the easy wins, then hunt for harder wins in a (possibly) guided but random search, then go back and look to see if that unlocked any more easy wins, and so on.

It certainly sounds like you, I and others solve puzzles on something like that model. It also looks like a good approach.

I also think some provision (possibly more provision) should be made for Howards point:

Howard wrote:

Another factor of difficulty is: from each step along in the solution, how many "valid" moves are there?


When you're wandering around looking for a win (easy or hard), how quickly you find it can have a serious affect on your solve time.

I seems to me that most of the time spent solving up to at least reasonably difficult puzzles, is really hunting time.
It takes a few seconds to apply x-wing but may take a while to spot it.

I'm now inclined towards a model that includes both these factors and then use empirical results (whatever I can get) to parameterise these factors.
That would in part feed back the practical significance of the measures.
However with limited emprical at my disposal, I'll have to limit the parameters quite harshly.
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