Abstract: Sudoku is a logic-based combinatorial puzzle game
which people in different ages enjoy playing it. The challenging and
addictive nature of this game has made it a ubiquitous game. Most
magazines, newspapers, puzzle books, etc. publish lots of Sudoku
puzzles every day. These puzzles often come in different levels of
difficulty so that all people, from beginner to expert, can play the
game and enjoy it. Generating puzzles with different levels of
difficulty is a major concern of Sudoku designers. There are several
works in the literature which propose ways of generating puzzles
having a desirable level of difficulty. In this paper, we propose a
method based on constraint satisfaction problems to evaluate the
difficulty of the Sudoku puzzles. Then we propose a hill climbing
method to generate puzzles with different levels of difficulty.
Whereas other methods are usually capable of generating puzzles
with only few number of difficulty levels, our method can be used to
generate puzzles with arbitrary number of different difficulty levels.
We test our method by generating puzzles with different levels of
difficulty and having a group of 15 people solve all the puzzles and
recording the time they spend for each puzzle.
Abstract: Patients under health treatments that involve long
stays at a hospital or health center (e.g. cancer, organ transplants and
severe burns), tend to get bored or depressed because of the lack of
social interaction with family and friends. Such a situation also
affects the evolution and effectiveness of their treatments. In many
cases, the solution to this problem involves extra challenges, since
many patients need to rest quietly (or remain in bed) to their being
contagious. Considering the weak health condition in which usually
are these kinds, keeping them motivated and quiet represents an
important challenge for nurses and caregivers. This article presents a
mobile ubiquitous game called MagicRace, which allows hospitalized
kinds to interact socially with one another without putting to risk
their sensitive health conditions. The game does not require a
communication infrastructure at the hospital, but instead, it uses a
mobile ad hoc network composed of the handheld devices used by
the kids to play. The usability and performance of this application
was tested in two different sessions. The preliminary results show
that users experienced positive feelings from this experience.