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Kakuro or Kakkuro or Kakoro ( Japanese: カックロ) is a kind of logic puzzle that is often referred to as a mathematical transliteration of the crossword. Kakuro puzzles are regular features in many math-and-logic puzzle publications across the world. In 1966, [ 1] Canadian Jacob E. Funk, an employee of Dell Magazines, came up with the ...
Word ladder (also known as Doublets, [1] word-links, change-the-word puzzles, paragrams, laddergrams, [2] or word golf) is a word game invented by Lewis Carroll. A word ladder puzzle begins with two words, and to solve the puzzle one must find a chain of other words to link the two, in which two adjacent words (that is, words in successive ...
A metapuzzle is a puzzle that unites several puzzles that feed into it. For example, five puzzles that had the answers BLACK, HAMMER, FROST, KNIFE, and UNION would lead to the metapuzzle answer JACK, which combines with all of those words to make new words and phrases. A "meta-meta" can exist in larger sets of puzzles, uniting several ...
The Hardest Logic Puzzle Ever is a logic puzzle so called by American philosopher and logician George Boolos and published in The Harvard Review of Philosophy in 1996. [ 1][ 2] Boolos' article includes multiple ways of solving the problem. A translation in Italian was published earlier in the newspaper La Repubblica, under the title L ...
An American-style crossword grid layout. A crossword (or crossword puzzle) is a word game consisting of a grid of black and white squares, into which solvers enter words or phrases ("entries") crossing each other horizontally ("across") and vertically ("down") according to a set of clues. Each white square is typically filled with one letter ...
A 15x15 lattice-style grid is common for cryptic crosswords. A cryptic crossword is a crossword puzzle in which each clue is a word puzzle. Cryptic crosswords are particularly popular in the United Kingdom, where they originated, [1] as well as Ireland, the Netherlands, and in several Commonwealth nations, including Australia, Canada, India, Kenya, Malta, New Zealand, and South Africa.
Kirkman's schoolgirl problem is a problem in combinatorics proposed by Thomas Penyngton Kirkman in 1850 as Query VI in The Lady's and Gentleman's Diary (pg.48). The problem states: Fifteen young ladies in a school walk out three abreast for seven days in succession: it is required to arrange them daily so that no two shall walk twice abreast. [1]
Prizes are often awarded for the solution to a long-standing problem, and some lists of unsolved problems, such as the Millennium Prize Problems, receive considerable attention. This list is a composite of notable unsolved problems mentioned in previously published lists, including but not limited to lists considered authoritative.