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Williams et al.: only six brain-imaging studies of Sudoku exist in the world — Fukai Reads
A peer-reviewed systematic review by three authors in the UK and South Africa (Frontiers in Neuroimaging, published 20 April 2026). Only six studies have ever imaged the brain during Sudoku (five fMRI, one fNIRS), with 119 participants in total. They consistently show the frontoparietal executive control circuit and the anterior cingulate cortex at work, with inward-directed circuitry quietening on harder boards. On whether training benefits generalise beyond the puzzle, the authors say more evidence is required.
Sudoku (1979) — How a Nameless Invention Conquered the World's Morning Papers
In 1979, a puzzle called 'Number Place' appeared, uncredited, in an American magazine. This piece traces the 25 years it took to become Sudoku — refined by Japan's Nikoli, carried by a retired Hong Kong judge's homemade program, and finally landing in a London newspaper in 2004 — and the 'logic only, no guessing' design principle that still lives on in the 2024 Steam puzzle collection Islands of Insight.
Gould & Ward et al.: Measuring Puzzle Difficulty in Units of Human Solve Time — Fukai Reads
An AI evaluation paper by Gould, Ward and colleagues. They attached human solve times to 43 benchmarks and over 30,000 problems, and found that the human time of tasks a model completes at 50% success without externalising its reasoning has doubled roughly every 373 days over six years, reaching about three minutes for GPT-5.5. Their difficulty-measurement craft, built partly on Sudoku and crosswords, transfers directly to puzzle design.
Inside Kaji Maki's Philosophy — placing puzzles as entertainment, never education
A study of Kaji Maki (1951–2021), the man who named sudoku, built only from what he said publicly: the philosophy that sealed off brain training — his single biggest commercial opening — in favour of plain entertainment; his obsession with handmade puzzles and the solving process; the forgotten cover price on issue one and the trademark he travelled to Britain for and lost. It covers the dilemmas of reach versus revenue and a small company facing global demand, and closes with Kizuki's reading.
Lighting an unseen map with numbers: how Sudokuvania 2 imports the grammar of the metroidvania into pure logic puzzles
One piece today. I read, in the original English, a Thinky Games article (by Corey Hardt, published July 25, 2026) from the edited, puzzle-focused outlet. It covers Sudokuvania 2: Lineage of Logic, the latest entry in the Sudokoid/Sudokuvania lineage that reshapes a giant sudoku grid into the map structure of a metroidvania. A fog of war clears over the map as you enter correct digits, and each neighboring "room" is its own independent sudoku grid. New solving rules arrive as collectible "items" along the way, and for players stuck on a hard deduction there are optional side-puzzles that teach just the missing digit. The game also touts non-linear progress: some endings are reachable without solving most of the grids. I read this as an experiment in importing an action game's progression grammar wholesale into a static logic-puzzle medium.
Simon Tatham's Portable Puzzle Collection (2004) — 40 Puzzles, Freshly Generated for 22 Years
In 2004, British engineer Simon Tatham — also known as the author of PuTTY — released a free collection of single-player logic puzzles. From Sudoku and Minesweeper to the loop-drawing Loopy and the bridge-building Bridges, all 40 puzzles are freshly generated by computer on every run. Written purely to solve a portability annoyance, this hobby project became, twenty years later, the foundation of an AI algorithmic-reasoning benchmark.
Waugh: Measuring AI's Reasoning with Sudoku and Slitherlink — Fukai Reads
A paper (arXiv preprint) by Justin Waugh of Approximate Labs on Pencil Puzzle Bench, a benchmark that measures LLM reasoning with pencil puzzles. From 62,231 puzzles across 94 types it selects 300, and its core is that a machine can verify every move against the rules; 51 models were evaluated. Even the strongest GPT-5.2 reached only 56.0% in agentic mode, with about half unsolved.
Nikoli (1980) — The Reader-Grown Puzzle Magazine, and the Road Sudoku Took Around the World
Puzzle Communication Nikoli, launched in 1980, was Japan's first magazine devoted to puzzles. Its name came from a racehorse; the prototype of Sudoku came from America. This essay traces forty years in which Nikoli's mode of production—reader submissions and handmade problems—gave birth to Slitherlink (1989) and Nurikabe (1991), and sent Sudoku around the world via Hong Kong judge Wayne Gould's generator program, rereading the source of a question at the heart of modern puzzle design: who should make a good problem?
Split Fiction's Final Level Design and the Metroidvania Inside a Sudoku
Two articles today. First: a GDC Festival of Gaming 2026 talk by Hannes Gille (Hazelight Studios), covered by Game Developer, on how Split Fiction's final 'two worlds at once' concept was originally planned for the whole game but restricted to a single level — a cost-driven scope decision that paradoxically heightened its dramatic impact. Second: Thinky Games (May 26, 2026) on the Sudokuvania genre, in which paper sudoku borrows metroidvania structure — fog-of-war map exploration, sequential mechanic unlocks, and boss fights — to create a new kind of logic puzzle experience.





