Sudoku 4

Author: Ma Dianjia
Publisher:
Publish Date: 2006-10-01
Features: "Sudoku" comes from Japanese, but the concept originates from Latin squares, invented by the 18th-century Swiss mathematician Euler. Wayne Good, a New Zealander who once served as a judge in the Hong Kong High Court, discovered this game in Tokyo, Japan, and began recommending it to the British newspaper The Times in 2004. Since its first appearance in The Times in November 2004, it sparked a "Sudoku" fever, spreading across Europe and even the world within just a few months. "Sudoku" is a book primarily focused on brain-teasing games. Many scholars have also discussed the effects of this game on intellectual development, as evidenced by the recommendation from Chen Tianqiao, CEO of: "In this seemingly simple 9x9 grid, using all your imagination, logical reasoning, and innovative thinking, you can experience the thrill of success and failure on the brink. Sudoku provides us with a rare opportunity for such an experience!" This book is suitable for readers of all ages and is an irresistible number game for those aged 9 to 99. Through solving puzzles, readers can effectively enhance their brain's reaction speed and logical reasoning skills. The charm of Sudoku lies in its exceptional accessibility; it doesn't matter your gender, age, or educational background, nor does it require a vast vocabulary or outstanding language skills—just the ability to recognize the nine Arabic numerals is enough to enjoy this wonderful numerical feast. Although it doesn't involve calculations and never results in unsolvable or multiple solutions, beneath its seemingly simple appearance lies a hidden battlefield. Sometimes, it leaves you circling in confusion, as if there's no way forward, yet at other times, it presents sudden breakthroughs and moments of clarity.

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