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Searchlights

Place light beams in white cells so that every numbered black post sees its exact clue count.

Alternative Names: Akari: Light Beams Lighthouse Puzzles Beam Search

Basic Game Premise & Rules

Searchlights is an untimed, deterministic pencil-and-paper logic puzzle played on a grid. Every valid puzzle has exactly one unique solution that can be discovered through rigorous deductive reasoning alone, without trial and error or guessing.

History & Origins

Searchlights was developed in Japan as an inverted variation of the classic illumination puzzle. Rather than having light bulbs illuminate white cells (as in Light Up), the black cells themselves act as monitoring stations, counting how many active lights are situated in their direct horizontal and vertical lines of sight.

This inversion changes the mathematical texture: instead of satisfying an art-gallery coverage problem, solvers balance orthogonal sightline intersections, identifying cells where multiple searchlight cones overlap.

Mathematical Concepts & Computational Complexity

Beyond its entertainment value, Searchlights formalizes core principles of discrete mathematics, theoretical computer science, and combinatorics:

Set Cover & Hitting Sets on Ray Systems

Searchlights can be formulated as an exact Hitting Set problem on intersecting horizontal and vertical rays. Each clue defines a linear equation over binary variables representing lights in visible white cells: ∑_{c ∈ Ray_H(v)} x_c + ∑_{c ∈ Ray_V(v)} x_c = clue(v).

Intersection Multiplicity & Beam Crossings

When two black stations share an intersecting white cell (r, c), placing a light at (r, c) contributes simultaneously to both stations' counts. Solvers use inclusion-exclusion bounds to deduce whether an intersection is required or forbidden.

NP-Completeness

Because it generalizes 0-1 Integer Linear Programming on orthogonal incidence matrices, deciding the solvability of arbitrary Searchlight grids is NP-complete by reduction from 3-SAT.

References & Further Reading

  1. Demaine, E. D., & Hearn, R. A. (2009). Games, Puzzles, and Computation. CRC Press.
  2. Seta, T. (2002). 'The Complexity of Japanese Pencil Puzzles'. ISAAC 2002.
  3. Garey, M. R., & Johnson, D. S. (1979). Computers and Intractability: A Guide to the Theory of NP-Completeness.

Free Printable PDF Booklet

50 Levels Included · Solutions in Back

Download our beautifully formatted, high-resolution A4 puzzle booklet. Generated directly from the handcrafted levels on AZTest, it contains 50 puzzles ordered from gentle introductory boards up to master-level challenges, followed by complete solutions at the back.

Difficulty Stage Grid Size Description Puzzles
Intro 5×5 Single-beam monitors and obvious non-overlapping white lines. 3
Easy 5×5 to 6×6 Double-monitor intersections and corner zero exclusions. 12
Medium 7×7 to 8×8 Dense sightlines where beams cross multiple stations. 12
Hard 8×8 to 10×10 Sparse clues forcing global multi-station intersection analysis. 10
Expert 10×10 Master grids requiring comprehensive 0-1 linear inequality solving. 5
📥 Download Searchlights Booklet (PDF) 398 KB

Formatted for standard A4 printing. 4 puzzles per page provides ample workspace for pencil solving. Free to distribute for personal or educational use.

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