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Using Playing Field Numbers to Deduce Seed Locations and Explore the Field Every number on the Vinesweeper playing field is a piece of information for you about the location of seeds in its vicinity: it tells you how many of the eight spaces surrounding that space have seeds in them. I introduced this concept when I talked about digging, and mentioned that these numbers are like puzzle pieces. Just like putting together a jigsaw puzzle, one piece is useless by itself, but when you have many of them, they can be used together to solve the puzzle. I will now do my best to illustrate to you, step by step, how to use those funky numbers to figure out where seeds areand arentin the playing field. This isnt easy to do in words, but Ill try my best, and hopefully the result will help at least a little bit. J Ill also use plenty of examples, which may make things easier too. Note that this discussion will set the stage for our look at field patterns later in the section. Lets start with an example showing how only a few numbers dont tell you much. Suppose I dig a hole in a fresh part of the field and find a 1. This gives me one piece of information: there are eight undug holes around that number, of which one has a seed and seven do not. Okay, great, but how do I know which of the eight has the seed? Simply put, I dont. Now, say I decide to dig the hole immediately south of the first one, and reveal a 2. Now I have eliminated one of the possible places that the seed could have been near the original hole: there are now one with a seed and six without. Furthermore, I also know something about the hole where the 2 is: it has a 1 to the north of it and seven undug neighbors, of which two have seeds and five do not. As you can see, theres a synergy in digging multiple holes that are near each other. Each new number you reveal tells you something about the spaces you dug previously, while the older revealed numbers help you interpret the new ones you reveal as well. Now, lets say that I decide to dig the hole just to the west of the original one. This time, I hit an empty space, and the game opens up a small area to the west of my first two squares; it also reveals a 1 just north of my first hole and another 1 to the south of the 2. This setup is shown in Figure 301
Now Ive been given a lot of information! Instead of my original 1 having six spaces around it with no seed and one without, it only has two spaces without a seed and one withoutfour of the spaces have been eliminated as possibilities because they are either empty spaces (zeroes) or have a 1. The 2 we revealed in the second dig has likewise had some of its possibilities removed. It now has a 1 both north and south of it and empty spaces to the west. There are only three holes leftto the northeast, east and southeastof which two must have seeds. The 1 south of the 2 has five undug holes next to it. But two of those touch an empty space, and as weve previously discussed, an empty space is a zero and no hole next to a zero can have a seed. Thus, it is in the same situation as our original 1: three places to the northeast, east and southeast contain one seed and two non-seeds. Ive illustrated this information in Figure 302
In the example above, we know a fair bit about three spots on the field. Three holes remain next to the 2, of which two have seeds and one does not. Theres a 1 both north and south of the 2, and each of those has three holes that has one seed and two non-seed spots. Yet we dont know which of the holes has a seed and which doesntor do we? It turns out that, in fact, we do, as long as we combine what we know about all three numbers. Lets start with the 2, and consider the holes northeast and east of it. The first thing we know is that there cannot be seeds in both of these holes. Why? Well, these two holes are also adjacent to the 1 just north of the 2, and if they both had seeds, that 1 would be a 2! So one of these must not be a seed. Since there is only one hole left near the 2the one southeast of itthat must be a seed. Now, remember that theres also a 1 south of the 2, and weve just said that the hole southeast of the 2 has a seed. This hole is east of that 1, which means the holes northeast and southeast of the 1 must be safe to dig. Of course, the hole northeast of that 1 is immediately east of the 2, so now we have figured out two of the three spots near the 2. This leaves only one hole left unsolved near the 2: the one northeast of it, which is just east of the initial 1 we started out with. This hole must also have a seed, because weve already found that theres one seed in two of the other three holes near the 2. You can see how this works graphically in Figure 302. Look at the three holes next to the 2 (the ones with green spots). You can see that the upper two also have purple spots and the lower two also have blue spots. There cannot be seeds in two places with purple or two with blue, so it must be the middle one that is empty. Voila: we have figured out where the two seeds are. In fact, this sort of 1-2-1 pattern always solves with the seeds next to the 1s and a non-seed next to the 2s, as well see. As we just saw, using numbers to find seeds is largely about eliminating possibilities. Once we are sure of which holes must have seeds, we can use the numbers to tell us which cannot have them, or vice-versa. Another way to help this process along is to make use of the edges of the playing field: any hole dug along an edge starts out with just five neighbors instead of the usual eight, which makes things go along faster. Consider Figure 303. I came to this area with the field completely undug and just dug up a hole in the space where Im standing; it was an empty, and caused all of the numbers you see to be revealed. Just to my east is a 1, and it only has two undug holes next to it; there cannot be any seeds to its northwest, north or northeast because thats outside the playing field. This makes it easy to figure out where a seed is nearby. (Theres also another obvious seed near the three 1s, but Im ignoring that for the moment.)
The only holes near that 1 are east and southeast of it, but both of these are also adjacent to the northernmost 2. They cannot both have seeds, so the third hole adjacent to the 2 must have a seed. Thus, I can flag that immediately, without needing to dig anything else at all. The same reasoning we used to figure out the 1-2-1 pattern earlier can be applied to more complicated situations. For example, consider the setup in Figure 304; as you can see, theres a 3 to my southwest that has five holes next to itthree seeds and two empties. Most players find these bigger numbers harder to figure out, yet theres already enough information on the board for me to figure out which of the five have the three seeds.
First, look at the 2 to my south. You can see that it only has two holes adjacent to it. Obviously, then, they both must have seeds, so I can mentally mark those as two of the five neighbors of the 3 that contain seeds. Next, look at the 1 to my northwest. It is surrounded by five blank spaces, a 1 and a 2, leaving just one hole. That also must have a seed, and it is a neighbor of the 3 as well. So thats the third seed near the 3; the holes west and southwest of the 3 cannot contain seeds. And thats pretty much all there is to it. As you practice, you will get better and better at this, and pretty soon it will come to you naturally. And note that this is done without using the Inspect option at allits simply not necessary most of the time. In many situations, you may find that you cannot identify all of the seed locations in a particular area, but you can figure out some of them. In Minesweeper this would be a problem, but in Vinesweeper, its perfectly fineremember, youre not trying to solve the entire board! Again, you do this simply by analyzing the position of numbers and holes on the board, and eliminating whatever possibilities you can. You can see a good example of how to do this in Figure 305, which has an intimidating-looking 4 in its center. Bigger numbers can be hard to figure out, but in this case it actually helps us. There are only five holes near the 4, so all but one must have a seed. But, look just south of the 4: theres a 1 there, and it shares two of the five holes near the 4. Even though we dont know which of these has the seed, we do know that since one out of those two has a seed, all three of the remaining holes adjacent to the 4 have them also. They can all be flagged without any additional work.
Well also see some more examples of this when we look at less obvious field patterns. Whether this is worth doing or not is a matter of personal style. But if you do want to play this way, heres how to do it. Ill use a continuation of the same example shown in Figure 304. In that example, youll recall that I figured out where the seeds were surrounding a floating 3, leaving two holes that could not be seeds. In the left frame of Figure 306 I have dug up these two holes, revealing another 3 (Im standing on it) and a 1. Well, just as we can use numbers and empty spaces to identify where seeds must be in the playing field, we can also use our knowledge of where the seeds are to help us figure out where its safe to continue digging. Digging more then turns up more numbers, which lets us find more seeds, and so on. This repeated sequence of digging allows you to potentially locate all the seeds in a particular region. This 1 may not seem that big a deal, but it is actually a surprisingly useful little fella. At the time that I dug it up, it had a 3 north of it and a 3 northeast of it, and seven undug holes around it. However, remember that we already know that the hole east of that 1 has a seed in it! This means none of the other five holes surrounding that 1 have seeds, and we can dig them all to learn more about this part of the map. The right frame of Figure 306 shows the results of digging up those five holes.
As you can see, being able to dig all around that 1 let me open up a lot of the board. The extra numbers and spaces revealed allow me to figure out more seed locations: for example, there are two seeds adjacent to the 2 thats southwest of the 1. Then that lets me dig more spaces, and so on. I could have kept going, except some other player showed up and ruined all of my work (a common problem when you try to dig out large areas, unfortunately). A similar example of a large, fairly complex, fully-explored area can be seen in Figure 307.
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