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Glossary

The words the wiki leans on, defined once: community jargon, the loaded computer-science terms that mean something specific here, and the notation the boards are written in, each with a link to the page that goes deep.

A

all-different (Régin's filter)
The global constraint that each of the 256 pieces is used exactly once, filtered completely in polynomial time by a bipartite-matching check that deletes any piece no longer placeable. See
ALNS
Adaptive Large Neighbourhood Search: destroy part of a board, rebuild it better, and learn which demolitions pay. The most reliable board polisher measured here. See
annealing (simulated annealing)
Local search that treats mismatches as energy and temperature as tolerance for getting worse, cooling slowly toward a good board. Holds the longest-standing record in its family. See
arc consistency (AC-3)
Propagation that makes every cell's candidate list defend itself against its neighbours to a fixed point, going beyond one-move-ahead forward checking. Prunes hard on small boards, fades about two cells out on the full one. See

B

backtracking
Depth-first search that places pieces one at a time in a fixed or computed order, undoing a placement when it leads to a dead end. Every record engine lives in this family. See
border (frame)
The outer ring of the board: the four corner and 56 edge pieces, which show a grey (unscored) edge outward. The rest are interior pieces. See
branching factor
How many candidate placements a cell offers on average during search. On Eternity II it stays high deep into the board, which is why the search tree never collapses. See
break index
The number of mismatched (broken) edges on a board. A full solution has zero; the community record leaves ten. The cheap score every solver optimises, and a poor guide to how close a board really is. See
Bucas notation
The community's shared text format for a board, from Jef Bucas's viewer: rows A–P, columns 1–16, each cell a piece id and rotation. The lingua franca every solver reads and writes. See

C

candidate list
The set of piece-and-rotation options still legal for a cell after propagation. Shrinking it is the whole point of constraint propagation. See
cell
One of the 256 squares of the 16×16 board. See
clue puzzle
One of four optional companion puzzles (two 6×6 and two 12×6) that each revealed one piece placement on the main board when solved. See
constraint propagation
Automatically deleting candidates that can no longer lead to a legal board, cascading the effect until nothing more can be removed (a fixed point). See

D

dead end
A partial board that provably cannot extend to any complete board. Recognising them early is what pruning is for. See
deficit (border balance)
An imbalance on the seam between the border ring and the interior. A completable board needs it to be zero, giving a cheap necessary condition. See
domain (of a variable)
The set of values a variable may still take. Here, the piece-and-rotation options left for a cell. See

E

edge (seam)
A shared boundary between two adjacent cells. The 16×16 board has 480 interior edges, all of which must match in a full solution. See
edge slipping
Deliberately placing a mismatched piece on a depth-gated schedule so the search can pass a barrier it otherwise stalls at. The lever behind Verhaard's 467. See
encoding
Rewriting the puzzle in another solver's input language, e.g. as SAT clauses or CSP constraints, to borrow a decade of that solver's engineering. See
entropy (area law)
How rich the matching grammar is per cell. The raw 2D entropy is modest, and the all-distinct rule collapses it exponentially, which is why near-solutions are so scarce. See
exact cover
The problem of choosing options so every item is covered exactly once. Eternity II states cleanly as exact cover with colours (XCC), Knuth's Algorithm X being the classic machine for it. See

F

fill order
The sequence in which a backtracker visits the 256 cells. Its one free choice, and it moves the search-tree size by orders of magnitude at no runtime cost. See
forbidden pattern
A small local configuration that can never match, so no solution contains it. On Eternity II almost every 2×2 arrangement of pieces is forbidden. See
forward checking
The lightest propagation: when a piece is placed, remove it and any now-incompatible pieces from neighbouring cells' candidate lists. See

G

grey edge
A border-facing edge, coloured grey and never scored. Interior pieces have none; border and corner pieces show one or two. See

H

heavy tail
A runtime distribution where a few unlucky runs take orders of magnitude longer than the median. It is what makes restarts pay. See
heuristic
A rule that guides search without any correctness guarantee, e.g. visit the most-constrained cell first, or break ties by piece rarity. See
hint
A cell whose piece and rotation are given in advance, whether the mandatory centre clue or one revealed by a clue puzzle. Where the hints sit matters more than how many there are. See

I

interior piece
One of the 196 pieces with no grey edge, which may sit only away from the border. See
invariant
A property true of every complete solution (parity, border balance, colour counts). Break one and you have a quick impossibility proof. See

L

local optimum
A board with no single improving move. Record boards are frozen in one: the step to a perfect board is not a local improvement. See

M

matched edge
An edge showing the same colour on both sides. The score is the count of matched edges, out of 480; a mismatch is the opposite. See
meet in the middle
Enumerate two halves of the board and join them on a shared interface, trading memory for half the exponent. Real on bands, measured to stop paying at full size. See
motif
The printed glyph standing for each edge colour on the physical tiles. This site can render boards in the real motifs. See

N

no-good learning
Recording that a particular partial state cannot extend, so the search never re-enters it. Pays on small boards; the number of distinct no-goods outruns memory at 16×16. See
node
One state in the search tree. Node cost, the time to evaluate one, is what solver engineering drives down. See

P

parity argument
Counting something on the board twice, once from each side; the totals must agree, which yields one-pass impossibility proofs. See
phase transition
The difficulty peak where solutions are scarce but do exist. Eternity II's 22 colours place it right at that peak by design. See
piece
One of the 256 square tiles, each with four coloured edges. Also called a tile. See
piece theft
Spending a scarce piece in the wrong place early, so a later cell that needed it has nothing to fill it. Where many searches quietly die. See
placement
An assignment of a particular piece at a particular rotation to a particular cell. See
propagation
See constraint propagation: removing candidates forced dead by a placement, cascading to a fixed point. See
pruning
Discarding a whole branch of the search without exploring it, using a constraint, a bound, or an impossibility proof. See

R

relaxation (LP/ILP)
Dropping the whole-piece requirement so a linear solver can place fractions of pieces and reach zero error, then paying for it when integrality is restored. See
restart portfolio
Running the same solver many times with different random seeds, cutting each off early. Every record solver since 2007 is one. See
rigidity wall
The proven fact that record boards are locally frozen: freeing and re-optimising the halo around the mismatches finds no improvement. The central barrier of the puzzle. See

S

SAT
Boolean satisfiability: is there an assignment satisfying every clause? Complete SAT solvers stall on the full board but still prove sub-boards impossible. See
score
The number of matched edges on a board, out of 480. A perfect solution scores 480; the community record scores 470. See
search tree
The exponential tree of all placement sequences a backtracker could explore. On Eternity II it is astronomically large and barely shrinkable. See
solver engineering
The craft below the algorithm: lookup tables, cache-sized structs, generated code. It decides whether a node costs 26 cycles or 2,600, and it is why the record engines run at all. See
solver speed (nodes per second)
Throughput: how many placements a solver evaluates per second. It changes which boards you reach, not the ceiling you hit. See
strict-5 (strict-canonical)
A board that honours all five official clues: the mandatory centre piece plus the four placements the clue puzzles reveal. Most records honour only the centre. See

T

tempering (parallel tempering)
Run several annealing chains at different temperatures and periodically swap their states, so the search crosses barriers a single chain cannot. See
transposition table
A hash table of already-evaluated states, so identical subtrees are not re-explored. Its hit rate is low on Eternity II. See

U

URDL
Up–right–down–left: the order in which a piece's four edge colours are written, and the sense of a clockwise rotation. See

V

void
A corner colour-pair that no interior piece can present, so a cell demanding it is a dead end before any piece is placed. See

W

wall
A barrier that stops a solver at a score: the rigidity wall (no local improvement), the σ-cycle wall (no basin hop), the depth wall (breadth search stalls). Different methods die on different walls. See

X

XCC (exact cover with colours)
Knuth's extension of exact cover with coloured secondary items, which models edge matching faithfully. The clean statement of Eternity II as exact cover. See

Σ

σ-cycle (sigma cycle)
An interlocking loop of piece moves connecting two board configurations. Because every partial application scores worse, you cannot walk between basins gradually. See