Anti-Knight Sudoku
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Kesilapan
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Skor
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Masa
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Kemajuan0%
Mudah · Sudoku Anti-Ksatria
Tukar kesukaran di atas ↑
Cara bermain Anti-Knight Sudoku
Peraturan Sudoku standard terpakai. Peraturan tambahan: tiada dua sel yang boleh dicapai dengan langkah ksatria catur (2+1 petak dalam bentuk L) boleh mengandungi digit yang sama. Kekangan itu tidak kelihatan — tiada penanda pada papan — jadi ingatlah semasa menyelesaikan.
Panduan penuh →
Tiada dua sel yang jarak pergerakan kuda boleh mengandungi digit yang sama
Anti-Knight Sudoku Mudah
Anti-Knight Sudoku Sederhana
Anti-Knight Sudoku Sukar
Anti-Knight Sudoku Pakar
Apakah Anti-Knight Sudoku?
Anti-Knight Sudoku melanjutkan Sudoku dengan peraturan catur: mana-mana dua sel yang boleh dicapai antara satu sama lain oleh gerakan kuda catur (2+1 petak dalam bentuk L) tidak boleh berkongsi digit yang sama. Setiap sel mempunyai sehingga 8 jiran gerakan kuda yang berpotensi. Ini mewujudkan rangkaian kekangan yang kaya yang terpisah dari dan melampaui peraturan baris/lajur/kotak standard.
Sekilas Pandang
| Jenis kekangan | Kekangan Anti |
| Biasa diberi | 20–26 |
| Penilaian kesukaran | ★★★☆☆ 3/5 |
| Purata masa selesaikan — Mudah | 5 min |
| Purata masa selesaikan — Sederhana | 12 min |
| Purata masa selesaikan — Sukar | 24 min |
| Purata masa selesaikan — Pakar | 45 min |
Cara Menyelesaikan Anti-Knight Sudoku
| Teknik | Apa yang dilakukannya | Tahap |
|---|---|---|
| Knight-Zone Mapping | For each cell, mark all potential knight-move destinations (up to 8 cells). None may share the same digit as the source cell. | Lanjutan |
| Corner and Edge Advantage | Corner cells have only 2 knight-move neighbours; edge cells have at most 4. These restricted zones are easiest to resolve first. | Lanjutan |
| Knight Chains | Placing a digit can eliminate it from a chain of knight-move positions that span diagonally across the grid. | Lanjutan |
| Graph Coloring | Model the knight-move network as a graph and two-color it to find cells that cannot share a digit. | Lanjutan |
Purata Masa Selesaikan
Mudah
5 min
Sederhana
12 min
Sukar
24 min
Pakar
45 min
Soalan Lazim
Apakah Anti-Knight Sudoku?
Anti-Knight Sudoku is a variant where no two cells that are a chess knight's move apart may contain the same digit. A knight moves in an L-shape: two cells in one direction and one cell perpendicular. This adds a non-adjacent constraint that reaches across boxes and rows in ways standard Sudoku cannot.
How far does the anti-knight constraint reach?
A knight's move covers up to eight possible cells: two squares in any cardinal direction plus one square perpendicular. These eight cells can span across different rows, columns, and boxes — so the anti-knight constraint connects parts of the grid that standard Sudoku treats as independent.
Is Anti-Knight Sudoku harder than regular Sudoku?
Yes. The knight-move relationships are less intuitive than row/column/box constraints and require deliberate mapping. Easy puzzles are accessible once you visualise the knight's reach. Hard and expert puzzles use the constraint to create deductions that would be impossible without it.
What is the hardest part of Anti-Knight Sudoku?
Remembering that the constraint spans across boxes. It is easy to forget that placing a 5 in the top-left corner eliminates 5 from cells that are in a completely different box. Systematically checking all eight knight-reach cells after every placement is essential.
Can standard Sudoku techniques still be used?
Yes — all standard techniques apply, with the knight-move relationships treated as additional elimination links. Naked pairs and hidden singles can be found by treating any two knight-move-related cells as a pair subject to uniqueness.
How long does Anti-Knight Sudoku take to solve?
Easy puzzles take 8–18 minutes. Medium puzzles run 18–35 minutes. Hard puzzles average 35–65 minutes and expert puzzles often exceed 90 minutes. The key to faster solving is visualising the full knight-reach pattern automatically after each placement.