bionic (6) sgt-keen.6.gz

Provided by: sgt-puzzles_20170606.272beef-1ubuntu1_amd64 bug

NAME

       sgt-keen - Arithmetic Latin square puzzle

SYNOPSIS

       sgt-keen  [--generate  n]  [--print wxh [--with-solutions] [--scale n] [--colour]] [game-parameters|game-
       ID|random-seed]

       sgt-keen --version

DESCRIPTION

       You have a square grid; each square may contain a digit from 1 to the size  of  the  grid.  The  grid  is
       divided  into  blocks  of  varying  shape and size, with arithmetic clues written in them. Your aim is to
       fully populate the grid with digits such that:

             Each row contains only one occurrence of each digit

             Each column contains only one occurrence of each digit

             The digits in each block can be combined to  form  the  number  stated  in  the  clue,  using  the
              arithmetic operation given in the clue. That is:

                    An  addition  clue  means that the sum of the digits in the block must be the given number.
                     For example, ‘15+’ means the contents of the block adds up to fifteen.

                    A multiplication clue (e.g. ‘60×’), similarly, means that the product of the digits in  the
                     block must be the given number.

                    A  subtraction clue will always be written in a block of size two, and it means that one of
                     the digits in the block is greater than the other by the given amount.  For  example,  ‘2−’
                     means  that  one  of the digits in the block is 2 more than the other, or equivalently that
                     one digit minus the other one is 2. The two digits could be either way round, though.

                    A division clue (e.g. ‘3÷’), similarly, is always in a block of size two and means that one
                     digit divided by the other is equal to the given amount.

              Note  that  a block may contain the same digit more than once (provided the identical ones are not
              in the same row and column). This rule is precisely the opposite of the rule  in  Solo's  ‘Killer’
              mode (see sgt-solo(6)).

       This puzzle appears in the Times under the name ‘KenKen’.

Keen controls

       Keen shares much of its control system with Solo (and Unequal).

       To  play  Keen,  simply click the mouse in any empty square and then type a digit on the keyboard to fill
       that square. If you make a mistake, click the mouse in the incorrect square and press Space to  clear  it
       again (or use the Undo feature).

       If  you  right-click  in  a square and then type a number, that number will be entered in the square as a
       ‘pencil mark’. You can have pencil marks for multiple numbers in  the  same  square.  Squares  containing
       filled-in numbers cannot also contain pencil marks.

       The  game  pays  no attention to pencil marks, so exactly what you use them for is up to you: you can use
       them as reminders that a particular square needs to be re-examined once you know more about a  particular
       number, or you can use them as lists of the possible numbers in a given square, or anything else you feel
       like.

       To erase a single pencil mark, right-click in the square and type the same number again.

       All pencil marks in a square are erased when you left-click and type a number, or when you left-click and
       press space. Right-clicking and pressing space will also erase pencil marks.

       As  for  Solo,  the  cursor  keys can be used in conjunction with the digit keys to set numbers or pencil
       marks. Use the cursor keys to move a highlight around the grid, and type a  digit  to  enter  it  in  the
       highlighted  square.  Pressing  return toggles the highlight into a mode in which you can enter or remove
       pencil marks.

       Pressing M will fill in a full set of pencil marks in every square that does not have a main digit in it.

       (All the actions described below are also available.)

Keen parameters

       These parameters are available from the ‘Custom...’ option on the ‘Type’ menu.

       Grid size
              Specifies the size of the grid. Lower limit is 3; upper limit is 9  (because  the  user  interface
              would become more difficult with ‘digits’ bigger than 9!).

       Difficulty
              Controls  the difficulty of the generated puzzle. At Unreasonable level, some backtracking will be
              required, but the solution should still be  unique.  The  remaining  levels  require  increasingly
              complex reasoning to avoid having to backtrack.

       Multiplication only
              If this is enabled, all boxes will be multiplication boxes. With this rule, the puzzle is known as
              ‘Inshi No Heya’.

Common actions

       These actions are all available from the ‘Game’ menu and via keyboard shortcuts, in addition to any game-
       specific actions.

       (On  Mac  OS  X, to conform with local user interface standards, these actions are situated on the ‘File’
       and ‘Edit’ menus instead.)

       New game (‘N’, Ctrl+‘N’)
              Starts a new game, with a random initial state.

       Restart game
              Resets the current game to its initial state. (This can be undone.)

       Load   Loads a saved game from a file on disk.

       Save   Saves the current state of your game to a file on disk.

              The Load and Save operations preserve your entire game history (so you can save, reload, and still
              Undo and Redo things you had done before saving).

       Print  Where supported (currently only on Windows), brings up a dialog allowing you to print an arbitrary
              number of puzzles randomly generated from the current parameters, optionally including the current
              puzzle.  (Only for puzzles which make sense to print, of course – it's hard to think of a sensible
              printable representation of Fifteen!)

       Undo (‘U’, Ctrl+‘Z’, Ctrl+‘_’)
              Undoes a single move. (You can undo moves back to the start of the session.)

       Redo (‘R’, Ctrl+‘R’)
              Redoes a previously undone move.

       Copy   Copies the current state of your game to the clipboard in text format, so that you  can  paste  it
              into  (say)  an  e-mail  client  or a web message board if you're discussing the game with someone
              else. (Not all games support this feature.)

       Solve  Transforms the puzzle instantly into its solved state. For some games (Cube) this feature  is  not
              supported at all because it is of no particular use. For other games (such as Pattern), the solved
              state can be used to give you information, if you can't see how a solution can exist at all or you
              want to know where you made a mistake. For still other games (such as Sixteen), automatic solution
              tells you nothing about how to get to the solution, but it does provide a useful way to get  there
              quickly so that you can experiment with set-piece moves and transformations.

              Some games (such as Solo) are capable of solving a game ID you have typed in from elsewhere. Other
              games (such as Rectangles) cannot solve a game ID they didn't invent themself, but when  they  did
              invent  the  game ID they know what the solution is already. Still other games (Pattern) can solve
              some external game IDs, but only if they aren't too difficult.

              The ‘Solve’ command adds the solved state to the end of the undo chain for the  puzzle.  In  other
              words,  if  you want to go back to solving it yourself after seeing the answer, you can just press
              Undo.

       Quit (‘Q’, Ctrl+‘Q’)
              Closes the application entirely.

Specifying games with the game ID

       There are two ways to save a game specification out of a puzzle and recreate it later, or recreate it  in
       somebody else's copy of the same puzzle.

       The ‘Specific’ and ‘Random Seed’ options from the ‘Game’ menu (or the ‘File’ menu, on Mac OS X) each show
       a piece of text (a ‘game ID’) which is sufficient to reconstruct precisely the same game at a later date.

       You can enter either of these pieces of text back into the program (via the same  ‘Specific’  or  ‘Random
       Seed’  menu options) at a later point, and it will recreate the same game. You can also use either one as
       a command line argument (on Windows or Unix); see below for more detail.

       The difference between the two forms is that a descriptive game  ID  is  a  literal  description  of  the
       initial  state of the game, whereas a random seed is just a piece of arbitrary text which was provided as
       input to the random number generator used to create the puzzle. This means that:

             Descriptive game IDs tend to be longer in many puzzles (although some, such as Cube (sgt-cube(6)),
              only  need  very  short  descriptions).  So  a random seed is often a quicker way to note down the
              puzzle you're currently playing, or to tell it to somebody else so they can play the same  one  as
              you.

             Any  text  at  all  is  a  valid  random  seed. The automatically generated ones are fifteen-digit
              numbers, but anything will do; you can type in your full name, or a word you just made up,  and  a
              valid  puzzle  will  be  generated  from it. This provides a way for two or more people to race to
              complete the same puzzle: you think of a random seed, then everybody types it in at the same time,
              and nobody has an advantage due to having seen the generated puzzle before anybody else.

             It  is  often possible to convert puzzles from other sources (such as ‘nonograms’ or ‘sudoku’ from
              newspapers) into descriptive game IDs suitable for use with these programs.

             Random seeds are not guaranteed to produce the same result  if  you  use  them  with  a  different
              version  of  the puzzle program. This is because the generation algorithm might have been improved
              or modified in later versions of the code, and will therefore  produce  a  different  result  when
              given  the  same  sequence of random numbers. Use a descriptive game ID if you aren't sure that it
              will be used on the same version of the program as yours.

              (Use the ‘About’ menu option to find out the version number of the program. Programs with the same
              version number running on different platforms should still be random-seed compatible.)

       A  descriptive game ID starts with a piece of text which encodes the parameters of the current game (such
       as grid size). Then there is a colon, and after that is the description of the game's  initial  state.  A
       random  seed  starts  with  a  similar string of parameters, but then it contains a hash sign followed by
       arbitrary data.

       If you enter a descriptive game ID, the program will not be able  to  show  you  the  random  seed  which
       generated  it,  since  it  wasn't  generated from a random seed. If you enter a random seed, however, the
       program will be able to show you the descriptive game ID derived from that random seed.

       Note that the game parameter strings are not always identical between the  two  forms.  For  some  games,
       there  will be parameter data provided with the random seed which is not included in the descriptive game
       ID. This is because that parameter information is only relevant when generating puzzle grids, and is  not
       important  when  playing  them.  Thus,  for  example,  the  difficulty level in Solo (sgt-solo(6)) is not
       mentioned in the descriptive game ID.

       These additional parameters are also not set permanently if you type in a game ID. For  example,  suppose
       you  have  Solo  set  to  ‘Advanced’ difficulty level, and then a friend wants your help with a ‘Trivial’
       puzzle; so the friend reads out a random seed specifying ‘Trivial’ difficulty, and you type  it  in.  The
       program will generate you the same ‘Trivial’ grid which your friend was having trouble with, but once you
       have finished playing it, when you ask for a new game it will automatically go  back  to  the  ‘Advanced’
       difficulty which it was previously set on.

       The  ‘Type’  menu,  if  present,  may contain a list of preset game settings. Selecting one of these will
       start a new random game with the parameters specified.

       The ‘Type’ menu may also contain a ‘Custom’ option which allows you to  fine-tune  game  parameters.  The
       parameters available are specific to each game and are described in the following sections.

Specifying game parameters on the command line

       (This section does not apply to the Mac OS X version.)

       The  games  in  this collection deliberately do not ever save information on to the computer they run on:
       they have no high score tables and no saved preferences. (This is because I expect at least  some  people
       to play them at work, and those people will probably appreciate leaving as little evidence as possible!)

       However,  if  you do want to arrange for one of these games to default to a particular set of parameters,
       you can specify them on the command line.

       The easiest way to do this is to set up the parameters you want using the ‘Type’ menu  (see  above),  and
       then  to  select  ‘Random Seed’ from the ‘Game’ or ‘File’ menu (see above). The text in the ‘Game ID’ box
       will be composed of two parts, separated by a  hash.  The  first  of  these  parts  represents  the  game
       parameters (the size of the playing area, for example, and anything else you set using the ‘Type’ menu).

       If you run the game with just that parameter text on the command line, it will start up with the settings
       you specified.

       For example: if you run Cube (see sgt-cube(6)), select ‘Octahedron’ from the ‘Type’ menu, and then go  to
       the  game  ID  selection,  you  will  see a string of the form ‘o2x2#338686542711620’. Take only the part
       before the hash (‘o2x2’), and start Cube with that text on the command line: ‘sgt-cube o2x2’.

       If you copy the entire game ID on to the command line, the game will start up in the specific  game  that
       was  described.  This is occasionally a more convenient way to start a particular game ID than by pasting
       it into the game ID selection box.

       (You could also retrieve the encoded game parameters using the ‘Specific’ menu option instead of  ‘Random
       Seed’,  but if you do then some options, such as the difficulty level in Solo, will be missing. See above
       for more details on this.)

Unix command-line options

       (This section only applies to the Unix port.)

       In addition to being able to specify game parameters on the command line (see above), there  are  various
       other options:

       --game

       --load These  options  respectively  determine whether the command-line argument is treated as specifying
              game parameters or a save file to load. Only one should be specified. If neither of these  options
              is specified, a guess is made based on the format of the argument.

       --generate n
              If this option is specified, instead of a puzzle being displayed, a number of descriptive game IDs
              will be invented and printed on standard output. This is useful for gaining  access  to  the  game
              generation algorithms without necessarily using the frontend.

              If  game parameters are specified on the command-line, they will be used to generate the game IDs;
              otherwise a default set of parameters will be used.

              The most common use of this option is in conjunction with --print, in which case its behaviour  is
              slightly different; see below.

       --print wxh
              If  this option is specified, instead of a puzzle being displayed, a printed representation of one
              or more unsolved puzzles is sent to standard output, in PostScript format.

              On each page of puzzles, there will be w across and h down. If there are more  puzzles  than  w×h,
              more than one page will be printed.

              If  --generate has also been specified, the invented game IDs will be used to generate the printed
              output. Otherwise, a list of game IDs is expected on standard input (which can be  descriptive  or
              random seeds; see above), in the same format produced by --generate.

              For example:

              sgt-net --generate 12 --print 2x3 7x7w | lpr

              will  generate two pages of printed Net puzzles (each of which will have a 7×7 wrapping grid), and
              pipe the output to the lpr command, which on many systems will send them to an actual printer.

              There are various other options which affect printing; see below.

       --save file-prefix [ --save-suffix file-suffix ]
              If this option is specified, instead of a puzzle being displayed, saved-game files for one or more
              unsolved puzzles are written to files constructed from the supplied prefix and/or suffix.

              If  --generate has also been specified, the invented game IDs will be used to generate the printed
              output. Otherwise, a list of game IDs is expected on standard input (which can be  descriptive  or
              random seeds; see above), in the same format produced by --generate.

              For example:

              sgt-net --generate 12 --save game --save-suffix .sav

              will generate twelve Net saved-game files with the names game0.sav to game11.sav.

       --version
              Prints version information about the game, and then quits.

       The following options are only meaningful if --print is also specified:

       --with-solutions
              The set of pages filled with unsolved puzzles will be followed by the solutions to those puzzles.

       --scale n
              Adjusts  how  big  each puzzle is when printed. Larger numbers make puzzles bigger; the default is
              1.0.

       --colour
              Puzzles will be printed in colour, rather than in black and white (if supported by the puzzle).

SEE ALSO

       Full documentation in /usr/share/doc/sgt-puzzles/puzzles.txt.gz.