에 의해 게시 에 의해 게시 建明 顾
1. In addition to reducing mistakes, this can also help locate potential "short circuits": keeping in mind that all islands must be connected by one network of bridges, a bridge that would create a closed network that no further bridges could be added to can only be permitted if it immediately yields the solution to the complete puzzle.
2. In Hashiwokakero(hashi, chopsticks, bridges) you are the king of the islands, and your job is to connect the islands according to their populations – small islands need only one bridge (it says 1 in the island), and larger islands need more bridges (the number in the island).
3. The simplest example of this is two islands showing '1' aligned with each other; unless they are the only two islands in the puzzle, they cannot be connected by a bridge, as that would complete a network that cannot be added to, and would therefore force those two islands to be unreachable by any others.
4. Solving a Hashiwokakero puzzle is a matter of procedural force: having determined where a bridge must be placed, placing it there can eliminate other possible places for bridges, forcing the placement of another bridge, and so on.
5. An island showing '3' in a corner, '5' along the outside edge, or '7' anywhere must have at least one bridge radiating from it in each valid direction, for if one direction did not have a bridge, even if all other directions sported two bridges, not enough will have been placed.
6. Connect islands (the circles with numbers) with as many bridges as the number in the island.
7. This can be generalized as added bridges obstruct routes: a '3' that can only be travelled from vertically must have at least one bridge each for up and down, for example.
8. Any bridge that would completely isolate a group of islands from another group would not be permitted, as one would then have two groups of islands that could not connect.
9. Bridges cannot go across islands or other bridges.
10. It is common practice to cross off or fill in islands whose bridge quota has been reached.
11. The bridges will form a continuous link between all the islands.
또는 아래 가이드를 따라 PC에서 사용하십시오. :
PC 버전 선택:
소프트웨어 설치 요구 사항:
직접 다운로드 가능합니다. 아래 다운로드 :
설치 한 에뮬레이터 애플리케이션을 열고 검색 창을 찾으십시오. 일단 찾았 으면 Hashi:Linkdoku Bridges Puzzle 검색 막대에서 검색을 누릅니다. 클릭 Hashi:Linkdoku Bridges Puzzle응용 프로그램 아이콘. 의 창 Hashi:Linkdoku Bridges Puzzle Play 스토어 또는 앱 스토어의 스토어가 열리면 에뮬레이터 애플리케이션에 스토어가 표시됩니다. Install 버튼을 누르면 iPhone 또는 Android 기기 에서처럼 애플리케이션이 다운로드되기 시작합니다. 이제 우리는 모두 끝났습니다.
"모든 앱 "아이콘이 표시됩니다.
클릭하면 설치된 모든 응용 프로그램이 포함 된 페이지로 이동합니다.
당신은 아이콘을 클릭하십시오. 그것을 클릭하고 응용 프로그램 사용을 시작하십시오.
다운로드 Hashi Mac OS의 경우 (Apple)
다운로드 | 개발자 | 리뷰 | 평점 |
---|---|---|---|
Free Mac OS의 경우 | 建明 顾 | 13 | 4.69 |
In Hashiwokakero(hashi, chopsticks, bridges) you are the king of the islands, and your job is to connect the islands according to their populations – small islands need only one bridge (it says 1 in the island), and larger islands need more bridges (the number in the island). Then remember that this is all one kingdom, yours, so you must make it possible for all the citizens to travel between all the islands. Also known as Bridges/Chopsticks RULES: 1. Connect islands (the circles with numbers) with as many bridges as the number in the island. 2. There can be no more than two bridges between two islands. 3. Bridges cannot go across islands or other bridges. 4. The bridges will form a continuous link between all the islands. Features: * 720 free Classic hashi puzzles * Extra 480 bonus puzzles published free each month * Multiple sizes, from 6x9 to 14x21 * Connectable Island hint * Highlights connected islands * Undo / Redo * Automatically saved * Snapshots for complex puzzles * Backup & restore puzzle progress to Cloud * Multiple beautiful themes * Multiple languages support * Timer Solution methods: Solving a Hashiwokakero puzzle is a matter of procedural force: having determined where a bridge must be placed, placing it there can eliminate other possible places for bridges, forcing the placement of another bridge, and so on. An island showing '3' in a corner, '5' along the outside edge, or '7' anywhere must have at least one bridge radiating from it in each valid direction, for if one direction did not have a bridge, even if all other directions sported two bridges, not enough will have been placed. A '4' in a corner, '6' along the border, or '8' anywhere must have two bridges in each direction. This can be generalized as added bridges obstruct routes: a '3' that can only be travelled from vertically must have at least one bridge each for up and down, for example. It is common practice to cross off or fill in islands whose bridge quota has been reached. In addition to reducing mistakes, this can also help locate potential "short circuits": keeping in mind that all islands must be connected by one network of bridges, a bridge that would create a closed network that no further bridges could be added to can only be permitted if it immediately yields the solution to the complete puzzle. The simplest example of this is two islands showing '1' aligned with each other; unless they are the only two islands in the puzzle, they cannot be connected by a bridge, as that would complete a network that cannot be added to, and would therefore force those two islands to be unreachable by any others. Any bridge that would completely isolate a group of islands from another group would not be permitted, as one would then have two groups of islands that could not connect. This deduction, however, is not very commonly seen in Hashiwokakero puzzles. Determining whether a Hashiwokakero puzzle has a solution is NP-complete, by a reduction from finding Hamiltonian cycles in integer-coordinate unit distance graphs. There is a solution using integer linear programming in the MathProg examples included in GLPK. A library of puzzles counting up to 400 islands as well as integer linear programming results are also reported.