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The hard region you cannot design away

Fill a board in any fixed order and the top three quarters go in freely while the difficulty piles into whichever band you finish last. Across forty generated boards the entire leftover sits in the bottom half every single time; shuffle the fill order and it scatters, so the hard region is made by the sweep, not hidden in the board.

findingSupportingtheorymeasuredWhy it resistsReduce the searchUpdated 2026-07-22
Reproduceseeded — reproduces with the given seedreruns the search
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seeded — reproduces with the given seed

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Reproduces the localization claim only: on forty generated framed planted-solvable 16x16 boards (22 colours, no hints), a restarting exact-match depth-first search is run row-major and again in a seeded random slot order, and the frontier row and bottom-half leftover fraction are read from the deepest partial of each arm. The generator and the shuffle are seeded, so a rerun at the same flags is byte-stable. It does not reproduce the exact-window or the global-coupling halves of the conjecture, which are stated here as conjecture.

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