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Jeremy Siek 4 年之前
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共有 1 个文件被更改,包括 13 次插入12 次删除
  1. 13 12
      book.tex

+ 13 - 12
book.tex

@@ -3344,25 +3344,26 @@ If you can color the remaining vertices in the graph with the nine
 colors, then you have also solved the corresponding game of Sudoku.
 colors, then you have also solved the corresponding game of Sudoku.
 Figure~\ref{fig:sudoku-graph} shows an initial Sudoku game board and
 Figure~\ref{fig:sudoku-graph} shows an initial Sudoku game board and
 the corresponding graph with colored vertices.  We map the Sudoku
 the corresponding graph with colored vertices.  We map the Sudoku
-number 1 to blue, 2 to yellow, and 3 to red.  We only show edges for a
+number 1 to black, 2 to white, and 3 to gray.  We only show edges for a
 sampling of the vertices (the colored ones) because showing edges for
 sampling of the vertices (the colored ones) because showing edges for
 all of the vertices would make the graph unreadable.
 all of the vertices would make the graph unreadable.
 
 
 \begin{figure}[tbp]
 \begin{figure}[tbp]
 \includegraphics[width=0.45\textwidth]{figs/sudoku}
 \includegraphics[width=0.45\textwidth]{figs/sudoku}
-\includegraphics[width=0.5\textwidth]{figs/sudoku-graph}
+\includegraphics[width=0.5\textwidth]{figs/sudoku-graph-bw}
 \caption{A Sudoku game board and the corresponding colored graph.}
 \caption{A Sudoku game board and the corresponding colored graph.}
 \label{fig:sudoku-graph}
 \label{fig:sudoku-graph}
 \end{figure}
 \end{figure}
 
 
-It turns out that some techniques for playing Sudoku correspond to
-heuristics used in graph coloring algorithms.  For example, one of the
-basic techniques for Sudoku is called Pencil Marks. The idea is to use
-a process of elimination to determine what numbers are no longer
-available for a square and write down those numbers in the square
-(writing very small). For example, if the number $1$ is assigned to a
-square, then write the pencil mark $1$ in all the squares in the same
-row, column, and region.
+Some techniques for playing Sudoku correspond to heuristics used in
+graph coloring algorithms.  For example, one of the basic techniques
+for Sudoku is called Pencil Marks. The idea is to use a process of
+elimination to determine what numbers are no longer available for a
+square and write down those numbers in the square (writing very
+small). For example, if the number $1$ is assigned to a square, then
+write the pencil mark $1$ in all the squares in the same row, column,
+and region to indicate that $1$ is no longer an option for those other
+squares.
 %
 %
 The Pencil Marks technique corresponds to the notion of
 The Pencil Marks technique corresponds to the notion of
 \emph{saturation}\index{subject}{saturation} due to \cite{Brelaz:1979eu}.  The
 \emph{saturation}\index{subject}{saturation} due to \cite{Brelaz:1979eu}.  The
@@ -3380,10 +3381,10 @@ Using the Pencil Marks technique leads to a simple strategy for
 filling in numbers: if there is a square with only one possible number
 filling in numbers: if there is a square with only one possible number
 left, then choose that number! But what if there are no squares with
 left, then choose that number! But what if there are no squares with
 only one possibility left? One brute-force approach is to try them
 only one possibility left? One brute-force approach is to try them
-all: choose the first one and if it ultimately leads to a solution,
+all: choose the first one and if that ultimately leads to a solution,
 great.  If not, backtrack and choose the next possibility.  One good
 great.  If not, backtrack and choose the next possibility.  One good
 thing about Pencil Marks is that it reduces the degree of branching in
 thing about Pencil Marks is that it reduces the degree of branching in
-the search tree. Nevertheless, backtracking can be horribly time
+the search tree. Nevertheless, backtracking can be terribly time
 consuming. One way to reduce the amount of backtracking is to use the
 consuming. One way to reduce the amount of backtracking is to use the
 most-constrained-first heuristic. That is, when choosing a square,
 most-constrained-first heuristic. That is, when choosing a square,
 always choose one with the fewest possibilities left (the vertex with
 always choose one with the fewest possibilities left (the vertex with