Kakuro Research Paper

Kakuro Research Paper-5
Even more so, since I can't use a pencil and eraser on my PC.The books are good value, 128 puzzles at about 20c each ().

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That'd certainly be an interesting step to add them. Do you first generate a grid of back cells and then try to find sums fitting them?

I think you could have a database of already generated puzzles (like atk),with a classification corresponding to the result of generation (and not to a max allowed during the generation process - a max that, most of the time, cannot be effectively reached by the result, for statistical reasons).

one with a unique solution) are infinitesmal for any decent grid size.

For example, just with a small grid of 10x10, I ran the naive-model random generator for several hours without even coming close to unqueness! However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...

My current benchmark standard is Conceptis's "Absolutely Nasty Kakuro - Level 4". Unlike Sudoku., I wanted to try the commercial website you mention, but only a few "easy" or "very easy" puzzles are available unless you register.

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.This example is puzzle #103: 24 rows 14 cols 0[[

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.

This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...

then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.

I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.

Including the fact their hards and my hards aren't very hard for a seasoned solver.

||

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver.I liked the idea of every solve iteration having at least one solution, so it wouldn't waste its time with totally unsolvable puzzles.The solver is coded so that if a puzzle has multiple solutions it will fail to find any of them.It'd also be nice to have the puzzles named some way, so that we can refer to them without having to post them. to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver. I am also trying to develop Kakuro generating software, and am also familiar with Conceptis puzzles. PS: You must have also noticed, as I have, how very little information about puzzle-generation there is available in the public domain.Although maybe that's just me being bad at kakuros. I'd also love to hear a good algorithm for detecting naked triples!As most of your puzzles have obvious surface sums, it's strange that you don't use them.

]] 0[[

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.

This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...

then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.

I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.

Including the fact their hards and my hards aren't very hard for a seasoned solver.

||

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver.I liked the idea of every solve iteration having at least one solution, so it wouldn't waste its time with totally unsolvable puzzles.The solver is coded so that if a puzzle has multiple solutions it will fail to find any of them.It'd also be nice to have the puzzles named some way, so that we can refer to them without having to post them. to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver. I am also trying to develop Kakuro generating software, and am also familiar with Conceptis puzzles. PS: You must have also noticed, as I have, how very little information about puzzle-generation there is available in the public domain.Although maybe that's just me being bad at kakuros. I'd also love to hear a good algorithm for detecting naked triples!As most of your puzzles have obvious surface sums, it's strange that you don't use them.

]] 30[[

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.

This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...

then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.

I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.

Including the fact their hards and my hards aren't very hard for a seasoned solver.

||

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver.I liked the idea of every solve iteration having at least one solution, so it wouldn't waste its time with totally unsolvable puzzles.The solver is coded so that if a puzzle has multiple solutions it will fail to find any of them.It'd also be nice to have the puzzles named some way, so that we can refer to them without having to post them. to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver. I am also trying to develop Kakuro generating software, and am also familiar with Conceptis puzzles. PS: You must have also noticed, as I have, how very little information about puzzle-generation there is available in the public domain.Although maybe that's just me being bad at kakuros. I'd also love to hear a good algorithm for detecting naked triples!As most of your puzzles have obvious surface sums, it's strange that you don't use them.

]] 45[[

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.

This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...

then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.

I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.

Including the fact their hards and my hards aren't very hard for a seasoned solver.

||

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver.I liked the idea of every solve iteration having at least one solution, so it wouldn't waste its time with totally unsolvable puzzles.The solver is coded so that if a puzzle has multiple solutions it will fail to find any of them.It'd also be nice to have the puzzles named some way, so that we can refer to them without having to post them. to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver. I am also trying to develop Kakuro generating software, and am also familiar with Conceptis puzzles. PS: You must have also noticed, as I have, how very little information about puzzle-generation there is available in the public domain.Although maybe that's just me being bad at kakuros. I'd also love to hear a good algorithm for detecting naked triples!As most of your puzzles have obvious surface sums, it's strange that you don't use them.

]] 35[[

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.

This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...

then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.

I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.

Including the fact their hards and my hards aren't very hard for a seasoned solver.

||

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver.I liked the idea of every solve iteration having at least one solution, so it wouldn't waste its time with totally unsolvable puzzles.The solver is coded so that if a puzzle has multiple solutions it will fail to find any of them.It'd also be nice to have the puzzles named some way, so that we can refer to them without having to post them. to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver. I am also trying to develop Kakuro generating software, and am also familiar with Conceptis puzzles. PS: You must have also noticed, as I have, how very little information about puzzle-generation there is available in the public domain.Although maybe that's just me being bad at kakuros. I'd also love to hear a good algorithm for detecting naked triples!As most of your puzzles have obvious surface sums, it's strange that you don't use them.

]] 37[[

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.

This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...

then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.

I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.

Including the fact their hards and my hards aren't very hard for a seasoned solver.

||

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver.I liked the idea of every solve iteration having at least one solution, so it wouldn't waste its time with totally unsolvable puzzles.The solver is coded so that if a puzzle has multiple solutions it will fail to find any of them.It'd also be nice to have the puzzles named some way, so that we can refer to them without having to post them. to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver. I am also trying to develop Kakuro generating software, and am also familiar with Conceptis puzzles. PS: You must have also noticed, as I have, how very little information about puzzle-generation there is available in the public domain.Although maybe that's just me being bad at kakuros. I'd also love to hear a good algorithm for detecting naked triples!As most of your puzzles have obvious surface sums, it's strange that you don't use them.

]] 6[[

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.

This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...

then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.

I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.

Including the fact their hards and my hards aren't very hard for a seasoned solver.

||

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver.I liked the idea of every solve iteration having at least one solution, so it wouldn't waste its time with totally unsolvable puzzles.The solver is coded so that if a puzzle has multiple solutions it will fail to find any of them.It'd also be nice to have the puzzles named some way, so that we can refer to them without having to post them. to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver. I am also trying to develop Kakuro generating software, and am also familiar with Conceptis puzzles. PS: You must have also noticed, as I have, how very little information about puzzle-generation there is available in the public domain.Although maybe that's just me being bad at kakuros. I'd also love to hear a good algorithm for detecting naked triples!As most of your puzzles have obvious surface sums, it's strange that you don't use them.

]] 21[[

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.

This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...

then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.

I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.

Including the fact their hards and my hards aren't very hard for a seasoned solver.

||

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver.I liked the idea of every solve iteration having at least one solution, so it wouldn't waste its time with totally unsolvable puzzles.The solver is coded so that if a puzzle has multiple solutions it will fail to find any of them.It'd also be nice to have the puzzles named some way, so that we can refer to them without having to post them. to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver. I am also trying to develop Kakuro generating software, and am also familiar with Conceptis puzzles. PS: You must have also noticed, as I have, how very little information about puzzle-generation there is available in the public domain.Although maybe that's just me being bad at kakuros. I'd also love to hear a good algorithm for detecting naked triples!As most of your puzzles have obvious surface sums, it's strange that you don't use them.

]] 24[[

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.

This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...

then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.

I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.

Including the fact their hards and my hards aren't very hard for a seasoned solver.

||

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver.I liked the idea of every solve iteration having at least one solution, so it wouldn't waste its time with totally unsolvable puzzles.The solver is coded so that if a puzzle has multiple solutions it will fail to find any of them.It'd also be nice to have the puzzles named some way, so that we can refer to them without having to post them. to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver. I am also trying to develop Kakuro generating software, and am also familiar with Conceptis puzzles. PS: You must have also noticed, as I have, how very little information about puzzle-generation there is available in the public domain.Although maybe that's just me being bad at kakuros. I'd also love to hear a good algorithm for detecting naked triples!As most of your puzzles have obvious surface sums, it's strange that you don't use them.

]] 0[[

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.

This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...

then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.

I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.

Including the fact their hards and my hards aren't very hard for a seasoned solver.

||

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver.I liked the idea of every solve iteration having at least one solution, so it wouldn't waste its time with totally unsolvable puzzles.The solver is coded so that if a puzzle has multiple solutions it will fail to find any of them.It'd also be nice to have the puzzles named some way, so that we can refer to them without having to post them. to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver. I am also trying to develop Kakuro generating software, and am also familiar with Conceptis puzzles. PS: You must have also noticed, as I have, how very little information about puzzle-generation there is available in the public domain.Although maybe that's just me being bad at kakuros. I'd also love to hear a good algorithm for detecting naked triples!As most of your puzzles have obvious surface sums, it's strange that you don't use them.

]] 35[[

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.

This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...

then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.

I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.

Including the fact their hards and my hards aren't very hard for a seasoned solver.

||

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver.I liked the idea of every solve iteration having at least one solution, so it wouldn't waste its time with totally unsolvable puzzles.The solver is coded so that if a puzzle has multiple solutions it will fail to find any of them.It'd also be nice to have the puzzles named some way, so that we can refer to them without having to post them. to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver. I am also trying to develop Kakuro generating software, and am also familiar with Conceptis puzzles. PS: You must have also noticed, as I have, how very little information about puzzle-generation there is available in the public domain.Although maybe that's just me being bad at kakuros. I'd also love to hear a good algorithm for detecting naked triples!As most of your puzzles have obvious surface sums, it's strange that you don't use them.

]] 17[[

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.

This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...

then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.

I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.

Including the fact their hards and my hards aren't very hard for a seasoned solver.

||

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver.I liked the idea of every solve iteration having at least one solution, so it wouldn't waste its time with totally unsolvable puzzles.The solver is coded so that if a puzzle has multiple solutions it will fail to find any of them.It'd also be nice to have the puzzles named some way, so that we can refer to them without having to post them. to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver. I am also trying to develop Kakuro generating software, and am also familiar with Conceptis puzzles. PS: You must have also noticed, as I have, how very little information about puzzle-generation there is available in the public domain.Although maybe that's just me being bad at kakuros. I'd also love to hear a good algorithm for detecting naked triples!As most of your puzzles have obvious surface sums, it's strange that you don't use them.

]] 42[[

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.

This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...

then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.

I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.

Including the fact their hards and my hards aren't very hard for a seasoned solver.

||

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver.I liked the idea of every solve iteration having at least one solution, so it wouldn't waste its time with totally unsolvable puzzles.The solver is coded so that if a puzzle has multiple solutions it will fail to find any of them.It'd also be nice to have the puzzles named some way, so that we can refer to them without having to post them. to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver. I am also trying to develop Kakuro generating software, and am also familiar with Conceptis puzzles. PS: You must have also noticed, as I have, how very little information about puzzle-generation there is available in the public domain.Although maybe that's just me being bad at kakuros. I'd also love to hear a good algorithm for detecting naked triples!As most of your puzzles have obvious surface sums, it's strange that you don't use them.

]] 28[[

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.

This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...

then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.

I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.

Including the fact their hards and my hards aren't very hard for a seasoned solver.

||

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver.I liked the idea of every solve iteration having at least one solution, so it wouldn't waste its time with totally unsolvable puzzles.The solver is coded so that if a puzzle has multiple solutions it will fail to find any of them.It'd also be nice to have the puzzles named some way, so that we can refer to them without having to post them. to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver. I am also trying to develop Kakuro generating software, and am also familiar with Conceptis puzzles. PS: You must have also noticed, as I have, how very little information about puzzle-generation there is available in the public domain.Although maybe that's just me being bad at kakuros. I'd also love to hear a good algorithm for detecting naked triples!As most of your puzzles have obvious surface sums, it's strange that you don't use them.

]] 0[[

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.

This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...

then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.

I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.

Including the fact their hards and my hards aren't very hard for a seasoned solver.

||

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver.I liked the idea of every solve iteration having at least one solution, so it wouldn't waste its time with totally unsolvable puzzles.The solver is coded so that if a puzzle has multiple solutions it will fail to find any of them.It'd also be nice to have the puzzles named some way, so that we can refer to them without having to post them. to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver. I am also trying to develop Kakuro generating software, and am also familiar with Conceptis puzzles. PS: You must have also noticed, as I have, how very little information about puzzle-generation there is available in the public domain.Although maybe that's just me being bad at kakuros. I'd also love to hear a good algorithm for detecting naked triples!As most of your puzzles have obvious surface sums, it's strange that you don't use them.

]] 16 - - - - - - - 0 - - - - 0 - - - - - - - - 4 - - - - 0 - - - - - 30 - - - - 35 - - 0 - - - - - - - 17 - - - - - 0[[

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.

This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...

then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.

I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.

Including the fact their hards and my hards aren't very hard for a seasoned solver.

||

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver.I liked the idea of every solve iteration having at least one solution, so it wouldn't waste its time with totally unsolvable puzzles.The solver is coded so that if a puzzle has multiple solutions it will fail to find any of them.It'd also be nice to have the puzzles named some way, so that we can refer to them without having to post them. to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver. I am also trying to develop Kakuro generating software, and am also familiar with Conceptis puzzles. PS: You must have also noticed, as I have, how very little information about puzzle-generation there is available in the public domain.Although maybe that's just me being bad at kakuros. I'd also love to hear a good algorithm for detecting naked triples!As most of your puzzles have obvious surface sums, it's strange that you don't use them.

]] 17[[

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.

This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...

then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.

I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.

Including the fact their hards and my hards aren't very hard for a seasoned solver.

||

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver.I liked the idea of every solve iteration having at least one solution, so it wouldn't waste its time with totally unsolvable puzzles.The solver is coded so that if a puzzle has multiple solutions it will fail to find any of them.It'd also be nice to have the puzzles named some way, so that we can refer to them without having to post them. to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver. I am also trying to develop Kakuro generating software, and am also familiar with Conceptis puzzles. PS: You must have also noticed, as I have, how very little information about puzzle-generation there is available in the public domain.Although maybe that's just me being bad at kakuros. I'd also love to hear a good algorithm for detecting naked triples!As most of your puzzles have obvious surface sums, it's strange that you don't use them.

]] 29 - - - - - - 37 - - - - 0 - - - 11 - - - - - 19 - - - 0 - - - - - - 45 - - - - - - 0[[

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.

This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...

then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.

I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.

Including the fact their hards and my hards aren't very hard for a seasoned solver.

||

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver.I liked the idea of every solve iteration having at least one solution, so it wouldn't waste its time with totally unsolvable puzzles.The solver is coded so that if a puzzle has multiple solutions it will fail to find any of them.It'd also be nice to have the puzzles named some way, so that we can refer to them without having to post them. to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver. I am also trying to develop Kakuro generating software, and am also familiar with Conceptis puzzles. PS: You must have also noticed, as I have, how very little information about puzzle-generation there is available in the public domain.Although maybe that's just me being bad at kakuros. I'd also love to hear a good algorithm for detecting naked triples!As most of your puzzles have obvious surface sums, it's strange that you don't use them.

]] 27 - - - - 16 - - - - - 4[[

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.

This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...

then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.

I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.

Including the fact their hards and my hards aren't very hard for a seasoned solver.

||

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver.I liked the idea of every solve iteration having at least one solution, so it wouldn't waste its time with totally unsolvable puzzles.The solver is coded so that if a puzzle has multiple solutions it will fail to find any of them.It'd also be nice to have the puzzles named some way, so that we can refer to them without having to post them. to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver. I am also trying to develop Kakuro generating software, and am also familiar with Conceptis puzzles. PS: You must have also noticed, as I have, how very little information about puzzle-generation there is available in the public domain.Although maybe that's just me being bad at kakuros. I'd also love to hear a good algorithm for detecting naked triples!As most of your puzzles have obvious surface sums, it's strange that you don't use them.

]] 11[[

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.

This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...

then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.

I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.

Including the fact their hards and my hards aren't very hard for a seasoned solver.

||

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver.I liked the idea of every solve iteration having at least one solution, so it wouldn't waste its time with totally unsolvable puzzles.The solver is coded so that if a puzzle has multiple solutions it will fail to find any of them.It'd also be nice to have the puzzles named some way, so that we can refer to them without having to post them. to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver. I am also trying to develop Kakuro generating software, and am also familiar with Conceptis puzzles. PS: You must have also noticed, as I have, how very little information about puzzle-generation there is available in the public domain.Although maybe that's just me being bad at kakuros. I'd also love to hear a good algorithm for detecting naked triples!As most of your puzzles have obvious surface sums, it's strange that you don't use them.

]] 0 - - - - 7 - - - - - 30 - - 0 - - 13[[

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.

This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...

then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.

I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.

Including the fact their hards and my hards aren't very hard for a seasoned solver.

||

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver.I liked the idea of every solve iteration having at least one solution, so it wouldn't waste its time with totally unsolvable puzzles.The solver is coded so that if a puzzle has multiple solutions it will fail to find any of them.It'd also be nice to have the puzzles named some way, so that we can refer to them without having to post them. to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver. I am also trying to develop Kakuro generating software, and am also familiar with Conceptis puzzles. PS: You must have also noticed, as I have, how very little information about puzzle-generation there is available in the public domain.Although maybe that's just me being bad at kakuros. I'd also love to hear a good algorithm for detecting naked triples!As most of your puzzles have obvious surface sums, it's strange that you don't use them.

]] 0 - - - 15 - - - - - 0 - - - 0 - - - - - - - 29[[

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.

This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...

then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.

I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.

Including the fact their hards and my hards aren't very hard for a seasoned solver.

||

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver.I liked the idea of every solve iteration having at least one solution, so it wouldn't waste its time with totally unsolvable puzzles.The solver is coded so that if a puzzle has multiple solutions it will fail to find any of them.It'd also be nice to have the puzzles named some way, so that we can refer to them without having to post them. to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver. I am also trying to develop Kakuro generating software, and am also familiar with Conceptis puzzles. PS: You must have also noticed, as I have, how very little information about puzzle-generation there is available in the public domain.Although maybe that's just me being bad at kakuros. I'd also love to hear a good algorithm for detecting naked triples!As most of your puzzles have obvious surface sums, it's strange that you don't use them.

]] 30[[

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.

This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...

then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.

I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.

Including the fact their hards and my hards aren't very hard for a seasoned solver.

||

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver.I liked the idea of every solve iteration having at least one solution, so it wouldn't waste its time with totally unsolvable puzzles.The solver is coded so that if a puzzle has multiple solutions it will fail to find any of them.It'd also be nice to have the puzzles named some way, so that we can refer to them without having to post them. to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver. I am also trying to develop Kakuro generating software, and am also familiar with Conceptis puzzles. PS: You must have also noticed, as I have, how very little information about puzzle-generation there is available in the public domain.Although maybe that's just me being bad at kakuros. I'd also love to hear a good algorithm for detecting naked triples!As most of your puzzles have obvious surface sums, it's strange that you don't use them.

]] 0 - - - 17[[

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.

This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...

then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.

I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.

Including the fact their hards and my hards aren't very hard for a seasoned solver.

||

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver.I liked the idea of every solve iteration having at least one solution, so it wouldn't waste its time with totally unsolvable puzzles.The solver is coded so that if a puzzle has multiple solutions it will fail to find any of them.It'd also be nice to have the puzzles named some way, so that we can refer to them without having to post them. to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver. I am also trying to develop Kakuro generating software, and am also familiar with Conceptis puzzles. PS: You must have also noticed, as I have, how very little information about puzzle-generation there is available in the public domain.Although maybe that's just me being bad at kakuros. I'd also love to hear a good algorithm for detecting naked triples!As most of your puzzles have obvious surface sums, it's strange that you don't use them.

]] 24 - - - 4[[

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.

This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...

then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.

I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.

Including the fact their hards and my hards aren't very hard for a seasoned solver.

||

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver.I liked the idea of every solve iteration having at least one solution, so it wouldn't waste its time with totally unsolvable puzzles.The solver is coded so that if a puzzle has multiple solutions it will fail to find any of them.It'd also be nice to have the puzzles named some way, so that we can refer to them without having to post them. to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver. I am also trying to develop Kakuro generating software, and am also familiar with Conceptis puzzles. PS: You must have also noticed, as I have, how very little information about puzzle-generation there is available in the public domain.Although maybe that's just me being bad at kakuros. I'd also love to hear a good algorithm for detecting naked triples!As most of your puzzles have obvious surface sums, it's strange that you don't use them.

]] 0 - - - 0[[

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.

This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...

then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.

I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.

Including the fact their hards and my hards aren't very hard for a seasoned solver.

||

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver.I liked the idea of every solve iteration having at least one solution, so it wouldn't waste its time with totally unsolvable puzzles.The solver is coded so that if a puzzle has multiple solutions it will fail to find any of them.It'd also be nice to have the puzzles named some way, so that we can refer to them without having to post them. to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver. I am also trying to develop Kakuro generating software, and am also familiar with Conceptis puzzles. PS: You must have also noticed, as I have, how very little information about puzzle-generation there is available in the public domain.Although maybe that's just me being bad at kakuros. I'd also love to hear a good algorithm for detecting naked triples!As most of your puzzles have obvious surface sums, it's strange that you don't use them.

]] 3[[

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.

This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...

then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.

I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.

Including the fact their hards and my hards aren't very hard for a seasoned solver.

||

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver.I liked the idea of every solve iteration having at least one solution, so it wouldn't waste its time with totally unsolvable puzzles.The solver is coded so that if a puzzle has multiple solutions it will fail to find any of them.It'd also be nice to have the puzzles named some way, so that we can refer to them without having to post them. to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver. I am also trying to develop Kakuro generating software, and am also familiar with Conceptis puzzles. PS: You must have also noticed, as I have, how very little information about puzzle-generation there is available in the public domain.Although maybe that's just me being bad at kakuros. I'd also love to hear a good algorithm for detecting naked triples!As most of your puzzles have obvious surface sums, it's strange that you don't use them.

]] 11 - - - - - - - 0 - - - 0 - - - - - 21 - - - 11[[

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.

This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...

then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.

I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.

Including the fact their hards and my hards aren't very hard for a seasoned solver.

||

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver.I liked the idea of every solve iteration having at least one solution, so it wouldn't waste its time with totally unsolvable puzzles.The solver is coded so that if a puzzle has multiple solutions it will fail to find any of them.It'd also be nice to have the puzzles named some way, so that we can refer to them without having to post them. to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver. I am also trying to develop Kakuro generating software, and am also familiar with Conceptis puzzles. PS: You must have also noticed, as I have, how very little information about puzzle-generation there is available in the public domain.Although maybe that's just me being bad at kakuros. I'd also love to hear a good algorithm for detecting naked triples!As most of your puzzles have obvious surface sums, it's strange that you don't use them.

]] 45 - - 0 - - 35 - - - - - 44 - - - - 0[[

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.

This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...

then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.

I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.

Including the fact their hards and my hards aren't very hard for a seasoned solver.

||

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver.I liked the idea of every solve iteration having at least one solution, so it wouldn't waste its time with totally unsolvable puzzles.The solver is coded so that if a puzzle has multiple solutions it will fail to find any of them.It'd also be nice to have the puzzles named some way, so that we can refer to them without having to post them. to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver. I am also trying to develop Kakuro generating software, and am also familiar with Conceptis puzzles. PS: You must have also noticed, as I have, how very little information about puzzle-generation there is available in the public domain.Although maybe that's just me being bad at kakuros. I'd also love to hear a good algorithm for detecting naked triples!As most of your puzzles have obvious surface sums, it's strange that you don't use them.

]] 29[[

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.

This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...

then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.

I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.

Including the fact their hards and my hards aren't very hard for a seasoned solver.

||

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver.I liked the idea of every solve iteration having at least one solution, so it wouldn't waste its time with totally unsolvable puzzles.The solver is coded so that if a puzzle has multiple solutions it will fail to find any of them.It'd also be nice to have the puzzles named some way, so that we can refer to them without having to post them. to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver. I am also trying to develop Kakuro generating software, and am also familiar with Conceptis puzzles. PS: You must have also noticed, as I have, how very little information about puzzle-generation there is available in the public domain.Although maybe that's just me being bad at kakuros. I'd also love to hear a good algorithm for detecting naked triples!As most of your puzzles have obvious surface sums, it's strange that you don't use them.

]] 41 - - - - - 10 - - - - 6[[

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.

This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...

then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.

I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.

Including the fact their hards and my hards aren't very hard for a seasoned solver.

||

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver.I liked the idea of every solve iteration having at least one solution, so it wouldn't waste its time with totally unsolvable puzzles.The solver is coded so that if a puzzle has multiple solutions it will fail to find any of them.It'd also be nice to have the puzzles named some way, so that we can refer to them without having to post them. to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver. I am also trying to develop Kakuro generating software, and am also familiar with Conceptis puzzles. PS: You must have also noticed, as I have, how very little information about puzzle-generation there is available in the public domain.Although maybe that's just me being bad at kakuros. I'd also love to hear a good algorithm for detecting naked triples!As most of your puzzles have obvious surface sums, it's strange that you don't use them.

]] 0 - - - - - - 39 - - - - - - 0 - - - 32 - - - - - 35 - - - 0 - - - - 15 - - - - - - 22[[

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.

This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...

then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.

I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.

Including the fact their hards and my hards aren't very hard for a seasoned solver.

||

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver.I liked the idea of every solve iteration having at least one solution, so it wouldn't waste its time with totally unsolvable puzzles.The solver is coded so that if a puzzle has multiple solutions it will fail to find any of them.It'd also be nice to have the puzzles named some way, so that we can refer to them without having to post them. to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver. I am also trying to develop Kakuro generating software, and am also familiar with Conceptis puzzles. PS: You must have also noticed, as I have, how very little information about puzzle-generation there is available in the public domain.Although maybe that's just me being bad at kakuros. I'd also love to hear a good algorithm for detecting naked triples!As most of your puzzles have obvious surface sums, it's strange that you don't use them.

]] 10[[

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.

This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...

then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.

I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.

Including the fact their hards and my hards aren't very hard for a seasoned solver.

||

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver.I liked the idea of every solve iteration having at least one solution, so it wouldn't waste its time with totally unsolvable puzzles.The solver is coded so that if a puzzle has multiple solutions it will fail to find any of them.It'd also be nice to have the puzzles named some way, so that we can refer to them without having to post them. to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver. I am also trying to develop Kakuro generating software, and am also familiar with Conceptis puzzles. PS: You must have also noticed, as I have, how very little information about puzzle-generation there is available in the public domain.Although maybe that's just me being bad at kakuros. I'd also love to hear a good algorithm for detecting naked triples!As most of your puzzles have obvious surface sums, it's strange that you don't use them.

]] 0 - - - - - 22 - - - - - - - 0 - - 17 - - - - 15 - - - - - 0 - - - - 0 - - - - - - - - 0 - - - - 0 - - - - - - - 0[[

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.

This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...

then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.

I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.

Including the fact their hards and my hards aren't very hard for a seasoned solver.

||

Could you post one of those you consider as typical of "Absolutely Nasty Kakuro - Level 4"? However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells (often making it nice looking in some sense and/or with some symmetries), then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved.This example is puzzle #103: 24 rows 14 cols 0\0 0\0 30\0 45\0 35\0 37\0 6\0 21\0 24\0 0\0 35\0 17\0 42\0 28\0 0\0 16\42 - - - - - - - 0\29 - - - - 0\36 - - - - - - - - 4\19 - - - - 0\35 - - - - - 30\20 - - - - 35\15 - - 0\28 - - - - - - - 17\26 - - - - - 0\0 17\0 29\39 - - - - - - 37\21 - - - - 0\19 - - - 11\22 - - - - - 19\9 - - - 0\32 - - - - - - 45\33 - - - - - - 0\0 27\23 - - - - 16\16 - - - - - 4\0 11\0 0\29 - - - - 7\29 - - - - - 30\3 - - 0\14 - - 13\0 0\7 - - - 15\30 - - - - - 0\20 - - - 0\33 - - - - - - - 29\0 30\0 0\8 - - - 17\0 24\7 - - - 4\0 0\21 - - - 0\0 3\0 11\42 - - - - - - - 0\23 - - - 0\18 - - - - - 21\7 - - - 11\0 45\13 - - 0\4 - - 35\16 - - - - - 44\27 - - - - 0\0 29\0 41\27 - - - - - 10\23 - - - - 6\0 0\39 - - - - - - 39\21 - - - - - - 0\11 - - - 32\24 - - - - - 35\10 - - - 0\30 - - - - 15\33 - - - - - - 22\0 10\0 0\34 - - - - - 22\28 - - - - - - - 0\3 - - 17\22 - - - - 15\33 - - - - - 0\28 - - - - 0\36 - - - - - - - - 0\22 - - - - 0\31 - - - - - - - 0\0 However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver.I liked the idea of every solve iteration having at least one solution, so it wouldn't waste its time with totally unsolvable puzzles.The solver is coded so that if a puzzle has multiple solutions it will fail to find any of them.It'd also be nice to have the puzzles named some way, so that we can refer to them without having to post them. to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver. I am also trying to develop Kakuro generating software, and am also familiar with Conceptis puzzles. PS: You must have also noticed, as I have, how very little information about puzzle-generation there is available in the public domain.Although maybe that's just me being bad at kakuros. I'd also love to hear a good algorithm for detecting naked triples!As most of your puzzles have obvious surface sums, it's strange that you don't use them.

]] However, based on the way top-down Sudoku generators work, I imagine all the generators start by choosing grid size, then pattern of black/white cells ...then (more or less randomly) fill the white grid, then compute the sums in the black cells, and then delete sums one by one as long as unicity is preserved. I use just that method for generating Skyscraper puzzles, which was my first venture into puzzle-creating software.I think this process is somewhat akin to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver.I liked the idea of every solve iteration having at least one solution, so it wouldn't waste its time with totally unsolvable puzzles.The solver is coded so that if a puzzle has multiple solutions it will fail to find any of them.It'd also be nice to have the puzzles named some way, so that we can refer to them without having to post them. to what Conceptis uses for their kakuro books, at least, their puzzles and mine have lots of similar attributes.Including the fact their hards and my hards aren't very hard for a seasoned solver. I am also trying to develop Kakuro generating software, and am also familiar with Conceptis puzzles. PS: You must have also noticed, as I have, how very little information about puzzle-generation there is available in the public domain.Although maybe that's just me being bad at kakuros. I'd also love to hear a good algorithm for detecting naked triples!As most of your puzzles have obvious surface sums, it's strange that you don't use them.

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