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What Is Kakuro (Cross Sums) - Solving Kakuro Puzzles Solving Kakuro PuzzlesThe canonical Cross Sums puzzle is played in a grid of filled and empty cells - "black" and "white", respectively - usually 16×16 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 each horizontal entry has a number in the black half-cell to its immediate left and each vertical entry has 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. 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). Kakuro Solving TechniquesAlthough 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. 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. 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. Some solvers also use graph paper to try various digit combinations before writing them into the puzzle grid.
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