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            <title xml:lang="en">Machine-Made Puzzles and Hand-Made Puzzles</title>
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                <forename type="first">Hiroshi</forename>
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            <idno type="halRefHtml">&lt;i&gt;Second IFIP TC 14 Entertainment Computing Symposium (ECS) / Held as Part of World Computer Congress (WCC)&lt;/i&gt;, Sep 2010, Brisbane, Australia. pp.214-222, &lt;a target="_blank" href="https://dx.doi.org/10.1007/978-3-642-15214-6_22"&gt;&amp;#x27E8;10.1007/978-3-642-15214-6_22&amp;#x27E9;&lt;/a&gt;</idno>
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                <title xml:lang="en">Machine-Made Puzzles and Hand-Made Puzzles</title>
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                    <forename type="first">Hiroshi</forename>
                    <surname>Higashida</surname>
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                  <title>Second IFIP TC 14 Entertainment Computing Symposium (ECS) / Held as Part of World Computer Congress (WCC)</title>
                  <date type="start">2010-09-20</date>
                  <date type="end">2010-09-23</date>
                  <settlement>Brisbane</settlement>
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                <editor>Ryohei Nakatsu; Naoko Tosa; Fazel Naghdy; Kok Wai Wong; Philippe Codognet</editor>
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              <p>Originally puzzles were not for recreation, but serious questions you might be killed if you couldn't solve them. But in modern times, puzzles had become a sort of recreation, decreasing the seriousness and religiousness gradually. Now, the 'rule creators' of puzzles began to attract notice. I, as a rule creator, published a book, Kyoto University Student, Higashida's Puzzles. I'll show several puzzle examples from my inventions. In the puzzle world, the importance of not only making problems but also inventing rules has been insisted. But, unless the mass-producing system of the new rule puzzle is constituted, the rule will disappear at once. It is usually hard to remake puzzles into computer games or videogames. But the puzzle world, where new rules are created in succession, shouldn't be left behind the times.</p>
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