2376 | 7132 | 4692 | 2440 | 7208 | 2366 | 2954 | 3154 | 300 | 746 | 527 | 9 | 40 | 12274 | 8262 | 3626 |
A Valid/Hits | B Valid | B Hits | B Pairs | C Valid | C Hits | C Pairs | D Valid | D Hits | D Pairs | E Valid | E Hits | E Pairs | 2zone Valid | 2 Zone Hits | 2z pairs |
Now these are the numbers overall, rather than broken down by how crowded the squares are. That's why you see some hits and pairs in the "E"s. Those are the results for squares that have eight or seven knowns respectively.
(As a reminder, A=four influences, B=three influences, C=two influences, D=one influence, E=no influence. A "hit" is a deduction.)
Now the interesting thing is at the end, where I've collected the results for having two influences within the same zone affecting a square. You'll notice that it's a good bit more powerful for getting hits than the Cs are, where the influences can be coming from two different zones.
Overall, the stats look something like this:
25823 | 5462 | 21% | 20361 | 79% | 4416 | 22% | 9751 | 48% | 6172 | 30% | 15923 | 78% |
total | Invalid | percent invalid | Valid 1 | percent valid | None | none as percent of valid1 | Hits | hits as percent of valid1 | Pairs | Pairs as percent of valid1 | all (calc) | all as percent of all valid1 |
This makes it seem like hits are easier to get than pairs, but since it includes squares that solve themselves, it probably doesn't represent the way we really solve the puzzles. I'll need to work out the stats for each level of crowdsquare to really see where the drop off is for results.
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