math.HO

5 posts

arXiv:2501.01433v1 Announce Type: new Abstract: While logic puzzles have engaged individuals through problem-solving and critical thinking, the creation of new puzzle rules has largely relied on ad-hoc processes. Pencil puzzles, such as Slitherlink and Sudoku, represent a prominent subset of these games, celebrated for their intellectual challenges rooted in combinatorial logic and spatial reasoning. Despite extensive research into solving techniques and automated problem generation, a unified framework for systematic and scalable rule design has been lacking. Here, we introduce a mathematical framework for defining and systematizing pencil puzzle rules. This framework formalizes grid elements, their positional relationships, and iterative composition operations, allowing for the incremental construction of structures that form the basis of puzzle rules. Furthermore, we establish a formal method to describe constraints and domains for each structure, ensuring solvability and coherence. Applying this framework, we successfully formalized the rules of well-known Nikoli puzzles, including Slitherlink and Sudoku, demonstrating the formal representation of a significant portion (approximately one-fourth) of existing puzzles. These results validate the potential of the framework to systematize and innovate puzzle rule design, establishing a pathway to automated rule generation. By providing a mathematical foundation for puzzle rule creation, this framework opens avenues for computers, potentially enhanced by AI, to design novel puzzle rules tailored to player preferences, expanding the scope of puzzle diversity. Beyond its direct application to pencil puzzles, this work illustrates how mathematical frameworks can bridge recreational mathematics and algorithmic design, offering tools for broader exploration in logic-based systems, with potential applications in educational game design, personalized learning, and computational creativity.

Itsuki Maeda, Yasuhiro Inoue1/6/2025

arXiv:2501.00002v1 Announce Type: new Abstract: In this paper we present a QUBO formulation for the Takuzu game (or Binairo), for the most recent LinkedIn game, Tango, and for its generalizations. We optimize the number of variables needed to solve the combinatorial problem, making it suitable to be solved by quantum devices with fewer resources.

Alejandro Mata Ali, Edgar Mencia1/3/2025

arXiv:2412.17140v1 Announce Type: cross Abstract: The presented work focuses on problems from determinant theory, set theory and topology. The term graph is the binding element that connects these problems. Graphs are distinguished by their geometrical simplicity, which helps in showing the equivalence between various seemingly unrelated problems, besides providing solutions to several open questions discussed here.

\'Agnes Cseh12/24/2024

arXiv:2412.17265v1 Announce Type: new Abstract: Xiaomai is an intelligent tutoring system (ITS) designed to help Chinese college students in learning advanced mathematics and preparing for the graduate school math entrance exam. This study investigates two distinctive features within Xiaomai: the incorporation of free-response questions with automatic feedback and the metacognitive element of reflecting on self-made errors.

Ying Fang, Bo He, Zhi Liu, Sannyuya Liu, Zhonghua Yan, Jianwen Sun12/24/2024

arXiv:2412.15436v1 Announce Type: cross Abstract: This memorial article for Mark Sapir provides a brief overview of his life and career. Among his many contributions we highlight two of his most celebrated achievements: his groundbreaking solutions to Burnside-type problems for semigroups and his innovative construction of S-machines. Additionally, reflections from his colleagues and friends offer a heartfelt tribute, blending professional insights with personal memories.

Jean-Camille Birget, Gili Golan, Alexander Olshanskii, Mikhail Volkov12/23/2024