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{{Short description|Type of logic puzzle}}
[[Image:Crosssum.gif|thumb|250px|Easy ''Cross Sums'' puzzle]]
{{distinguish|Kokoro}}
The '''Cross Sums''' is a very common type of [[logic puzzle]] that is often referred to as a [[mathematics|mathematical]] [[transliteration]] of the [[crossword]]. In principle, ''Cross Sums'' puzzles are [[linear programming|integer programming]] problems, and can be solved using [[Matrix (mathematics)|matrix]] techniques, although they are typically solved by hand. ''Cross Sums'' are regular features in most, if not all, math-and-logic puzzle publications in the United States; [[Dell Magazines]] uses the ''Cross Sums'' name, which was formerly unique to them but is now in common use among various publishers (although some other names, such as ''Cross Addition'', are still used). In Japan, where the puzzle is called '''Kakro''', its popularity is immense, second only to ''[[Sudoku]]'' among [[Nikoli]]'s famed logic-puzzle offerings; in an international tapdance, [[Kappa Publishing Group|Kappa]] reprints Nikoli ''Kakro'' in the United States, in ''[[GAMES Magazine]]'' under the name ''Cross Sums'', and ''[[The Guardian]]'' in Britain prints it under the name '''Kakuro'''.
[[Image:Kakuro black box.svg|thumb|250px|An easy Kakuro puzzle]]
[[Image:Kakuro black box solution.svg|thumb|250px|Solution for the above puzzle]]
'''Kakuro''' or '''Kakkuro or Kakoro''' ({{langx|ja|カックロ}}) is a kind of [[logic puzzle]] that is often referred to as a [[mathematics|mathematical]] [[transliteration]] of the [[crossword]]. Kakuro puzzles are regular features in many math-and-logic puzzle publications across the world. In 1966,<ref>{{cite book |last=Timmerman |first=Charles |title=The Everything Kakuro Challenge Book |url=https://books.google.com/books?id=A7d5XQaQAJoC |access-date=November 18, 2018 |year=2006 |publisher=Adams Media |isbn=9781598690576 |page=ix}}</ref> [[Canadians|Canadian]] Jacob E. Funk, an employee of [[Dell Magazines]], came up with the original English name ''Cross Sums'' <ref name="KakuroHistory">{{cite web |url=https://www.conceptispuzzles.com/index.aspx?uri=puzzle/kakuro/history |title=Kakuro history |access-date=November 18, 2018}}</ref> and other names such as ''Cross Addition'' have also been used, but the Japanese name ''Kakuro,'' abbreviation of Japanese ''kasan kurosu'' (加算クロス, "addition cross"), seems to have gained general acceptance and the puzzles appear to be titled this way now in most publications. The popularity of Kakuro in Japan is immense, second only to [[Sudoku]] among [[Nikoli (publisher)|Nikoli]]'s famed logic-puzzle offerings.<ref name="KakuroHistory" />


The canonical Kakuro puzzle is played in a grid of filled and barred cells, "black" and "white" respectively. Puzzles are usually 16×16 in size, although these dimensions can vary widely. Apart from the top row and leftmost column which are entirely black, the grid is divided into "entries"—lines of white cells—by the black cells. The black cells contain a diagonal slash from upper-left to lower-right and a number in one or both halves, such that each horizontal entry has a number in the half-cell to its immediate left and each vertical entry has a number in the half-cell immediately above it. These numbers, borrowing crossword terminology, are commonly called "clues".
==Standard play and terminology==
The [[canonical]] ''Cross Sums'' puzzle is played in a grid of filled and empty cells - "black" and "white", respectively - usually 16&times;16 in size but can vary widely. Apart from the top row and leftmost column - which are entirely black - the grid, just like a crossword, is divided into "entries" - orthogonal lines of white cells - by the black cells. The black cells themselves - possibly barring those in a cluster - are not entirely solid but rather contain a diagonal slash from upper-left to lower-right and a number in one or both halves, such that all horizontal entries have a number in the black half-cell to their immediate left and all vertical entries have a number in the black half-cell immediately above it. These numbers, continuing the borrowed crossword terminology, are commonly called "clues".


The object of the puzzle is to insert a digit from 1 to 9 inclusive into each white cell such that the sum of the numbers in each entry matches the clue associated with it and that no digit is duplicated in any entry. It is that lack of duplication that makes creating ''Cross Sums'' with unique solutions possible.
The objective of the puzzle is to insert a digit from 1 to 9 inclusive into each white cell so that the sum of the numbers in each entry matches the clue associated with it and that no digit is duplicated in any entry. It is that lack of duplication that makes creating Kakuro puzzles with unique solutions possible. Like Sudoku, solving a Kakuro puzzle involves investigating [[combination]]s and [[permutation]]s. There is an unwritten rule for making Kakuro puzzles that each clue must have at least two numbers that add up to it, since including only one number is mathematically trivial when solving Kakuro puzzles.


At least one publisher<ref>{{cite web |url=https://www.denksport.nl/sudoku-info |title=Sudoku From Denksport |publisher=Keesing Group B.V |access-date=November 18, 2018}}</ref> includes the constraint that a given combination of numbers can only be used once in each grid, but still markets the puzzles as plain Kakuro.
Some publishers prefer to print their ''Cross Sums'' grids exactly like crossword grids, with no labelling in the black cells and instead numbering the entries, providing a separate list of the clues akin to a list of crossword clues. (This eliminates the row and column that are entirely black.) This is purely an issue of image and does not affect solving (at least, not beyond the degree of needing to look outside the grid to solve).


Some publishers prefer to print their Kakuro grids exactly like crossword grids, with no labeling in the black cells and instead numbering the entries, providing a separate list of the clues akin to a list of crossword clues. (This eliminates the row and column that are entirely black.) This is purely an issue of image and does not affect either the solution nor the logic required for solving.
In discussing ''Cross Sums'' puzzles and tactics, the typical shorthand for referring to an entry is "(clue, in numerals)-in-(number of cells in entry, spelled out)", such as "16-in-two" and "25-in-five". The exception is what would otherwise be called the "45-in-nine" - simply "45" is used, since the "-in-nine" is mathematically implied (nine cells is the longest possible entry, and since it cannot duplicate a digit it must consist of all the digits from 1 to 9 once). Curiously, "3-in-two", "4-in-two", and "5-in-two" are still called as such, despite the "-in-two" being equally implied.

In discussing Kakuro puzzles and tactics, the typical shorthand for referring to an entry is "(clue, in numerals)-in-(number of cells in entry, spelled out)", such as "16-in-two" and "25-in-five". The exception is what would otherwise be called the "45-in-nine"—simply "45" is used, since the "-in-nine" is mathematically implied (nine cells is the longest possible entry, and since it cannot duplicate a digit it must consist of all the digits from 1 to 9 once). Curiously, both "43-in-eight" and "44-in-eight" are still frequently called as such, despite the "-in-eight" suffix being equally implied.


==Solving techniques==
==Solving techniques==
Although brute-force guessing is of course employable, a better weapon is the understanding of the various combinatorial forms that entries can take for various pairings of clues and entry lengths. Those entries with sufficiently large or small clues for their length will have fewer possible combinations to consider, and by comparing them with entries that cross them, the proper permutation - or part of it - can be derived. The simplest example is where a 3-in-two crosses a 4-in-two: the 3-in-two must consist of '1' and '2' in some order; the 4-in-two (since '2' cannot be duplicated) must consist of '1' and '3' in some order. Therefore, their intersection must be '1', the only digit they have in common.


===Combinatoric techniques===
A "box technique" can also be applied on occasion, when the geometry of the unfilled white cells at any given stage of solving lends itself to it: by summing the clues for a series of horizontal entries (subtracting out the values of any digits already added to those entries) and subtracting the clues for a mostly-overlapping series of vertical entries, the difference can reveal the value of a partial entry, often a single cell.


Although brute-force guessing is possible, a more efficient approach is the understanding of the various combinatorial forms that entries can take for various pairings of clues and entry lengths. The solution space can be reduced by resolving allowable intersections of horizontal and vertical sums, or by considering necessary or missing values.
It is common practice to mark potential values for cells in the cell corners until all but one have been proven impossible; for particularly challenging puzzles, sometimes entire ranges of values for cells are noted by solvers in the hope of eventually finding sufficient constraints to those ranges from crossing entries to be able to narrow the ranges to single values.


Those entries with sufficiently large or small clues for their length will have fewer possible combinations to consider, and by comparing them with entries that cross them, the proper permutation—or part of it—can be derived. The simplest example is where a 3-in-two crosses a 4-in-two: the 3-in-two must consist of "1" and "2" in some order; the 4-in-two (since "2" cannot be duplicated) must consist of "1" and "3" in some order. Therefore, their intersection must be "1", the only digit they have in common.
==Possible sums==
Here is a list of some of the clue/length pairings with only one legal combination in a ''Cross Sums'' puzzle; note that the order of the digits must still be determined:


When solving longer sums there are additional ways to find clues to locating the correct digits. One such method would be to note where a few squares together share possible values thereby eliminating the possibility that other squares in that sum could have those values. For instance, if two 4-in-two clues cross with a longer sum, then the 1 and 3 in the solution must be in those two squares and those digits cannot be used elsewhere in that sum.<ref>{{cite web |url=https://www.daily-sudoku.com/kakurorules/ |title=Kakuro rules |access-date=November 18, 2018}}</ref>
3-in-two: 1, 2<br>
4-in-two: 1, 3<br>
16-in-two: 7, 9<br>
17-in-two: 8, 9<br>
6-in-three: 1, 2, 3<br>
7-in-three: 1, 2, 4<br>
23-in-three: 6, 8, 9<br>
24-in-three: 7, 8, 9<br>


When solving sums that have a limited number of solution sets then that can lead to useful clues. For instance, a 30-in-seven sum only has two solution sets: {1,2,3,4,5,6,9} and {1,2,3,4,5,7,8}. If one of the squares in that sum can only take on the values of {8,9} (if the crossing clue is a 17-in-two sum, for example) then that not only becomes an indicator of which solution set fits this sum, it eliminates the possibility of any other digit in the sum being either of those two values, even before determining which of the two values fits in that square.
This list is easily expanded. Any eight- or nine-cell entry has only one combination: nine-cell entries always have all digits from '1' to '9' and therefore are always clued as "45"; eight-cell entries are necessarily clued as 45 minus the value of the missing digit.


Another useful approach in more complex puzzles is to identify which square a digit goes in by eliminating other locations within the sum. If all of the crossing clues of a sum have many possible values, but it can be determined that there is only one square that could have a particular value which the sum in question must have, then whatever other possible values the crossing sum would allow, that intersection must be the isolated value. For example, a 36-in-eight sum must contain all digits except 9. If only one of the squares could take on the value of 2 then that must be the answer for that square.
==Mathematics of Cross Sums==
''Cross Sums'' are [[NP-complete]].


===Box technique===
There are two kinds of mathematical symmetry readily identifiable in ''Cross Sums''. Minimum and maximum constraints are duals, as are missing and required values.


A "box technique" can also be applied on occasion, when the geometry of the unfilled white cells at any given stage of solving lends itself to it: by summing the clues for a series of horizontal entries (subtracting out the values of any digits already added to those entries) and subtracting the clues for a mostly overlapping series of vertical entries, the difference can reveal the value of a partial entry, often a single cell. This technique works because addition is both [[associative]] and [[commutative]].
All sum combinations can be represented using a bitmapped representation. This representation is useful for determining missing and required values using bitwise logic operations.


It is common practice to mark potential values for cells in the cell corners until all but one have been proven impossible; for particularly challenging puzzles, sometimes entire ranges of values for cells are noted by solvers in the hope of eventually finding sufficient constraints to those ranges from crossing entries to be able to narrow the ranges to single values. Because of space constraints, instead of digits, some solvers use a positional notation, where a potential numerical value is represented by a mark in a particular part of the cell, which makes it easy to place several potential values into a single cell. This also makes it easier to distinguish potential values from solution values.
==Variants==
A relatively common variant of ''Cross Sums'' is its logical successor, ''Cross Products'' (or ''Cross Multiplication''), where the clues are the product of the digits in the entries rather than the sum. Another variant is ''Arrow Numbers'', where the combinations for each clue value cannot be repeated within the grid.


Some solvers also use [[graph paper]] to try various digit combinations before writing them into the puzzle grids.
The final puzzle of the 2004 United States qualifier for the [[World Puzzle Championship]] is titled ''Cross Number Sums Place'': it is a ''Cross Sums'' where every row and column of the grid (except the top row and leftmost column as usual) contains exactly nine white cells, none of which - even across multiple entries - are allowed to contain multiple digits, like a ''Number Place'' (''[[Sudoku]]''); in addition, small circles are printed on the borders between some white cells; arithmetically adjacent digits must be placed astride those circles, and may not appear orthogonally adjacent when not astride a circle.

As in the Sudoku case, only relatively easy Kakuro puzzles can be solved with the above-mentioned techniques. Harder ones require the use of various types of chain patterns, the same kinds as appear in Sudoku (see ''Pattern-Based Constraint Satisfaction and Logic Puzzles''<ref name="Pattern-Based Constraint Satisfaction and Logic Puzzles">{{cite arXiv |first=Denis |last=Berthier |title=Pattern-Based Constraint Satisfaction and Logic Puzzles |eprint=1304.1628 |date=April 5, 2013|class=cs.AI }}</ref>).

==Mathematics of Kakuro==

Mathematically, Kakuro puzzles can be represented as [[integer programming]] problems, and are [[NP-complete]].<ref>{{cite web |url=http://www-imai.is.s.u-tokyo.ac.jp/~seta/paper/senior_thesis/seniorthesis.pdf |last=Takahiro |first=Seta |date=February 5, 2002 |title=The complexities of puzzles, cross sum and their another solution problems (ASP) |access-date=November 18, 2018}}</ref> See also Yato and Seta, 2004.<ref>{{cite journal|title=Complexity and Completeness of Finding Another Solution and Its Application to Puzzles|first1=Takayuki|last1=Yato|first2=Takahiro|last2=Seta|journal=IEICE Transactions on Fundamentals of Electronics, Communications and Computer Sciences|volume=E86-A|issue=5|year=2003|pages=1052–1060|url=https://search.ieice.org/bin/summary.php?id=e86-a_5_1052}}</ref>

There are two kinds of mathematical symmetry readily identifiable in Kakuro puzzles: minimum and maximum constraints are duals, as are missing and required values.

All sum combinations can be represented using a bitmapped representation. This representation is useful for determining missing and required values using [[bitwise operation|bitwise logic operations]].

==Popularity==
Kakuro puzzles appear in nearly 100 Japanese magazines and newspapers. Kakuro remained the most popular logic puzzle in Japanese printed press until 1992, when Sudoku took the top spot.<ref>{{cite web |url=https://www.kakurolive.com/about-kakuro.php |title=What is Kakuro |access-date=November 18, 2018}}</ref> In the UK, they first appeared in ''[[The Guardian]]'', with ''[[The Daily Telegraph|The Telegraph]]'' and the ''[[Daily Mail]]'' following.<ref>{{cite web |url=http://www.saidwhat.co.uk/games/kakuro/aboutkakuro.php |title=Kakuro History |access-date=November 18, 2018}}</ref>

==See also==
* [[Killer Sudoku]], a variant of Sudoku which is solved using similar techniques.

==References==
{{reflist}}


==External links==
==External links==
{{Commons category|Kakuro}}
*[http://www.nikoli.co.jp/puzzles/2/index-e.htm Tutorial at Nikoli] (Macromedia Flash required)
* [https://www.theguardian.com/g2/story/0,,1569223,00.html The New Grid on the Block]: ''[[The Guardian]]'' newspaper's introduction to Kakuro
*[http://www.puzzle.jp/letsplay/kakrorule-e.html Rules and walkthrough at Puzzle Japan]
* [http://www.iaeng.org/IJCS/issues_v37/issue_2/IJCS_37_2_01.pdf IAENG report on Kakuro]
*[http://syndicate.yoogi.com/cross-sums/ Cross Sums]
* [https://www.kakurogame.com/ Solve Kakuro puzzles online]
*[http://strivinglife.net/articles/crosssumsnumbers.shtml Cross Sums Number Combination Guide]: Guide detailing the various number combinations that are possible for a certain number of blanks and a certain number of spaces. Site also has a free number finder for cross sums.

*[http://www.kakuro.net/ Kakuro Walkthroughs]
{{Authority control}}
*[http://www.kakuropuzzle.com/ Kakuro Cross Sums daily puzzles] Site providing 2 Kakuro cross sums every day and examples of huge puzzles.


[[Category:Mathematical recreations and puzzles]]
[[Category:Logic puzzles]]
[[Category:Logic puzzles]]
[[Category:NP-complete problems]]
[[ja:&#12459;&#12483;&#12463;&#12525;]]
[[Category:1966 introductions]]
[[nl:Kruissompuzzel]]
[[Category:Japanese board games]]

Latest revision as of 20:12, 27 October 2024

An easy Kakuro puzzle
Solution for the above puzzle

Kakuro or Kakkuro or Kakoro (Japanese: カックロ) is a kind of logic puzzle that is often referred to as a mathematical transliteration of the crossword. Kakuro puzzles are regular features in many math-and-logic puzzle publications across the world. In 1966,[1] Canadian Jacob E. Funk, an employee of Dell Magazines, came up with the original English name Cross Sums [2] and other names such as Cross Addition have also been used, but the Japanese name Kakuro, abbreviation of Japanese kasan kurosu (加算クロス, "addition cross"), seems to have gained general acceptance and the puzzles appear to be titled this way now in most publications. The popularity of Kakuro in Japan is immense, second only to Sudoku among Nikoli's famed logic-puzzle offerings.[2]

The canonical Kakuro puzzle is played in a grid of filled and barred cells, "black" and "white" respectively. Puzzles are usually 16×16 in size, although these dimensions can vary widely. Apart from the top row and leftmost column which are entirely black, the grid is divided into "entries"—lines of white cells—by the black cells. The black cells contain a diagonal slash from upper-left to lower-right and a number in one or both halves, such that each horizontal entry has a number in the half-cell to its immediate left and each vertical entry has a number in the half-cell immediately above it. These numbers, borrowing crossword terminology, are commonly called "clues".

The objective of the puzzle is to insert a digit from 1 to 9 inclusive into each white cell so that the sum of the numbers in each entry matches the clue associated with it and that no digit is duplicated in any entry. It is that lack of duplication that makes creating Kakuro puzzles with unique solutions possible. Like Sudoku, solving a Kakuro puzzle involves investigating combinations and permutations. There is an unwritten rule for making Kakuro puzzles that each clue must have at least two numbers that add up to it, since including only one number is mathematically trivial when solving Kakuro puzzles.

At least one publisher[3] includes the constraint that a given combination of numbers can only be used once in each grid, but still markets the puzzles as plain Kakuro.

Some publishers prefer to print their Kakuro grids exactly like crossword grids, with no labeling in the black cells and instead numbering the entries, providing a separate list of the clues akin to a list of crossword clues. (This eliminates the row and column that are entirely black.) This is purely an issue of image and does not affect either the solution nor the logic required for solving.

In discussing Kakuro puzzles and tactics, the typical shorthand for referring to an entry is "(clue, in numerals)-in-(number of cells in entry, spelled out)", such as "16-in-two" and "25-in-five". The exception is what would otherwise be called the "45-in-nine"—simply "45" is used, since the "-in-nine" is mathematically implied (nine cells is the longest possible entry, and since it cannot duplicate a digit it must consist of all the digits from 1 to 9 once). Curiously, both "43-in-eight" and "44-in-eight" are still frequently called as such, despite the "-in-eight" suffix being equally implied.

Solving techniques

[edit]

Combinatoric techniques

[edit]

Although brute-force guessing is possible, a more efficient approach is the understanding of the various combinatorial forms that entries can take for various pairings of clues and entry lengths. The solution space can be reduced by resolving allowable intersections of horizontal and vertical sums, or by considering necessary or missing values.

Those entries with sufficiently large or small clues for their length will have fewer possible combinations to consider, and by comparing them with entries that cross them, the proper permutation—or part of it—can be derived. The simplest example is where a 3-in-two crosses a 4-in-two: the 3-in-two must consist of "1" and "2" in some order; the 4-in-two (since "2" cannot be duplicated) must consist of "1" and "3" in some order. Therefore, their intersection must be "1", the only digit they have in common.

When solving longer sums there are additional ways to find clues to locating the correct digits. One such method would be to note where a few squares together share possible values thereby eliminating the possibility that other squares in that sum could have those values. For instance, if two 4-in-two clues cross with a longer sum, then the 1 and 3 in the solution must be in those two squares and those digits cannot be used elsewhere in that sum.[4]

When solving sums that have a limited number of solution sets then that can lead to useful clues. For instance, a 30-in-seven sum only has two solution sets: {1,2,3,4,5,6,9} and {1,2,3,4,5,7,8}. If one of the squares in that sum can only take on the values of {8,9} (if the crossing clue is a 17-in-two sum, for example) then that not only becomes an indicator of which solution set fits this sum, it eliminates the possibility of any other digit in the sum being either of those two values, even before determining which of the two values fits in that square.

Another useful approach in more complex puzzles is to identify which square a digit goes in by eliminating other locations within the sum. If all of the crossing clues of a sum have many possible values, but it can be determined that there is only one square that could have a particular value which the sum in question must have, then whatever other possible values the crossing sum would allow, that intersection must be the isolated value. For example, a 36-in-eight sum must contain all digits except 9. If only one of the squares could take on the value of 2 then that must be the answer for that square.

Box technique

[edit]

A "box technique" can also be applied on occasion, when the geometry of the unfilled white cells at any given stage of solving lends itself to it: by summing the clues for a series of horizontal entries (subtracting out the values of any digits already added to those entries) and subtracting the clues for a mostly overlapping series of vertical entries, the difference can reveal the value of a partial entry, often a single cell. This technique works because addition is both associative and commutative.

It is common practice to mark potential values for cells in the cell corners until all but one have been proven impossible; for particularly challenging puzzles, sometimes entire ranges of values for cells are noted by solvers in the hope of eventually finding sufficient constraints to those ranges from crossing entries to be able to narrow the ranges to single values. Because of space constraints, instead of digits, some solvers use a positional notation, where a potential numerical value is represented by a mark in a particular part of the cell, which makes it easy to place several potential values into a single cell. This also makes it easier to distinguish potential values from solution values.

Some solvers also use graph paper to try various digit combinations before writing them into the puzzle grids.

As in the Sudoku case, only relatively easy Kakuro puzzles can be solved with the above-mentioned techniques. Harder ones require the use of various types of chain patterns, the same kinds as appear in Sudoku (see Pattern-Based Constraint Satisfaction and Logic Puzzles[5]).

Mathematics of Kakuro

[edit]

Mathematically, Kakuro puzzles can be represented as integer programming problems, and are NP-complete.[6] See also Yato and Seta, 2004.[7]

There are two kinds of mathematical symmetry readily identifiable in Kakuro puzzles: minimum and maximum constraints are duals, as are missing and required values.

All sum combinations can be represented using a bitmapped representation. This representation is useful for determining missing and required values using bitwise logic operations.

Popularity

[edit]

Kakuro puzzles appear in nearly 100 Japanese magazines and newspapers. Kakuro remained the most popular logic puzzle in Japanese printed press until 1992, when Sudoku took the top spot.[8] In the UK, they first appeared in The Guardian, with The Telegraph and the Daily Mail following.[9]

See also

[edit]
  • Killer Sudoku, a variant of Sudoku which is solved using similar techniques.

References

[edit]
  1. ^ Timmerman, Charles (2006). The Everything Kakuro Challenge Book. Adams Media. p. ix. ISBN 9781598690576. Retrieved November 18, 2018.
  2. ^ a b "Kakuro history". Retrieved November 18, 2018.
  3. ^ "Sudoku From Denksport". Keesing Group B.V. Retrieved November 18, 2018.
  4. ^ "Kakuro rules". Retrieved November 18, 2018.
  5. ^ Berthier, Denis (April 5, 2013). "Pattern-Based Constraint Satisfaction and Logic Puzzles". arXiv:1304.1628 [cs.AI].
  6. ^ Takahiro, Seta (February 5, 2002). "The complexities of puzzles, cross sum and their another solution problems (ASP)" (PDF). Retrieved November 18, 2018.
  7. ^ Yato, Takayuki; Seta, Takahiro (2003). "Complexity and Completeness of Finding Another Solution and Its Application to Puzzles". IEICE Transactions on Fundamentals of Electronics, Communications and Computer Sciences. E86-A (5): 1052–1060.
  8. ^ "What is Kakuro". Retrieved November 18, 2018.
  9. ^ "Kakuro History". Retrieved November 18, 2018.
[edit]