Nurikabe (puzzle)

This article is about the puzzle. For the Japanese spirit, see Nurikabe (folklore).
Example of a moderately difficult 10x9 Nurikabe puzzle

Nurikabe (hiragana: ぬりかべ) is a binary determination puzzle named for Nurikabe, an invisible wall in Japanese folklore that blocks roads and delays foot travel. Nurikabe was apparently invented and named by Nikoli; other names (and attempts at localization) for the puzzle include Cell Structure and Islands in the Stream.

Rules

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 cells form "islands", while connected black cells form the "sea".

The challenge is to paint each cell black or white, subject to the following rules:

  1. Each numbered cell is an island cell, the number in it is the number of cells in that island.
  2. Each island must contain exactly one numbered cell.
  3. There must be only one sea, which is not allowed to contain "pools", i.e. 2x2 areas of black cells.

Human solvers typically dot the non-numbered cells they've determined to be certain to belong to an island.

Like most other pure-logic puzzles, a unique solution is expected, and a grid containing random numbers is highly unlikely to provide a uniquely solvable Nurikabe puzzle.

History

Nurikabe was first developed by "renin (れーにん)," whose pen name is the Japanese pronunciation of "Lenin" and whose autonym can be read as such, in the 33rd issue of (Puzzle Communication) Nikoli at March 1991. It soon created a sensation, and has appeared in all issues of that publication from the 38th to the present.

As of 2005, seven books consisting entirely of Nurikabe puzzles have been published by Nikoli.

(This paragraph mainly depends on "Nikoli complete works of interesting-puzzles(ニコリ オモロパズル大全集)." http://www.nikoli.co.jp/storage/addition/omopadaizen/)

Solution methods

Solution to the example puzzle given above

No blind guessing should be required to solve a Nurikabe 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.

The greatest mistake made by beginning solvers is to concentrate solely on determining black or white and not the other; most Nurikabe 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 Go can think of undetermined cells next to various regions as "liberties" and apply "atari" logic to determine how they must grow.)

Basic strategy

A Nurikabe puzzle being solved by a human. Dots represent the cells that are known to be white.

Advanced strategy

An example of the third advanced strategy The cell diagonally between the two islands has to be black.

Computational Complexity

It is NP-complete to solve Nurikabe, even when the involved numbers are 1 and 2 only.

Further, consider these two rules of Nurikabe:

  1. Black cells form a connected area
  2. Black cells cannot form 2 × 2 squares,

Either one can be ignored, giving a total of three variants. As it turns out, they are all NP-complete. [1]

Related Puzzles

Example of a 7x8 Mochikoro puzzle.
Solution to the previous puzzle.

The binary determination puzzles LITS and Mochikoro, also published by Nikoli, are similar to Nurikabe and employ similar solution methods. The binary determination puzzle Atsumari is similar to Nurikabe but based upon a hexagonal tiling rather than a square tiling.

Mochikoro is a variant of the Nurikabe puzzle:

  1. 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.
  2. All white areas must be diagonally connected.
  3. The black cell must not cover an area of 2x2 cells or larger.

See also

References

  1. Holzer, Markus; Klein, Andreas; Kutrib, Martin (2004). "On The NP-Completeness of The NURIKABE Pencil Puzzle and Variants Thereof" (PDF). Proceedings of the 3rd International Conference on Fun with Algorithms. External link in |journal= (help)

External links

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