SC Sudoku Analysis

The Mechanics and Graph-Theoretic Underpinnings of Simple Coloring in Sudoku Constraint Satisfaction Problems

1. Introduction: Sudoku as a Constraint Environment

The game of Sudoku, while popularly conceived as a casual logic puzzle, represents a specific instance of the exact cover problem, a classical challenge in combinatorics and computer science. Formally, a standard \(9 \times 9\) Sudoku grid imposes a set of strict constraints upon a graph of 81 vertices, requiring a proper 9-coloring such that no two vertices sharing an edge (defined by row, column, or \(3 \times 3\) box adjacency) possess the same value. As solvers progress beyond elementary scanning techniques—such as Hidden Singles or Naked Subsets, which operate within the immediate locality of a single unit—they encounter the need for global inference strategies. These strategies, collectively known as "chaining," rely on the propagation of logical implications across the grid, transcending local box boundaries to link disparate sectors of the puzzle into a cohesive web of causality.

At the foundation of this hierarchy of chaining strategies lies Simple Coloring, also frequently referred to in literature as Single's Chains. This technique serves as the bridge between local pattern recognition and complex graph traversal algorithms like Alternating Inference Chains (AICs) or Forcing Nets. Simple Coloring is distinguished by its focus on a single digit's topology, reducing the complex multi-value state of the grid into a binary system of "ON" and "OFF" possibilities. By isolating a single candidate number and mapping its "bi-local" occurrences—where a candidate appears exactly twice in a unit—the solver effectively constructs a subgraph of the larger puzzle. The analysis of this subgraph using parity arguments allows for powerful eliminations that are often invisible to local inspection.

This report provides an exhaustive analysis of the Simple Coloring strategy. It explores the graph-theoretic foundations of the technique, specifically its reliance on bipartite matching and odd-cycle contradictions. It details the operational mechanics of constructing chains, defines the rigorous logic behind its elimination rules (Color Trap and Color Wrap), and situates the strategy within the broader taxonomy of Sudoku solving techniques, comparing it against X-Cycles, 3D Medusa, and Multi-Coloring. Through this detailed examination, Simple Coloring is revealed not merely as a visual heuristic, but as a formal proof system for verifying the bipartite consistency of candidate distributions.[1, 2, 3]

2. Theoretical Foundations: The Algebra of Connectivity

To fully comprehend the mechanics of Simple Coloring, one must first deconstruct the underlying logical structures that permit "action at a distance" on the Sudoku grid. The efficacy of the strategy rests entirely on the properties of the links connecting candidate cells. In the domain of chaining, not all adjacencies are created equal; the rigorous distinction between Strong Links and Weak Links is the axiomatic bedrock upon which Simple Coloring is built.

2.1 The Conjugate Pair (The Strong Link)

The primary operational unit in Simple Coloring is the Conjugate Pair. In the terminology of Sudoku solving, a conjugate pair exists for a specific digit \(k\) in a specific house \(H\) (where a house is a row, column, or block) if and only if there are exactly two cells in \(H\) that contain \(k\) as a valid candidate.[1, 4]

Mathematically, let \(\mathcal{C}_H(k)\) denote the set of cells in house \(H\) containing candidate \(k\).
\( \begin{equation*} |\mathcal{C}_H(k)| = 2 \implies \text{Conjugate Pair} \end{equation*} \)

Let the two cells be \(u\) and \(v\). The relationship between \(u\) and \(v\) regarding digit \(k\) is biconditional and mutually exclusive.

  1. Forward Implication: If \(u\) is the true location of \(k\), then \(v\) cannot be \(k\). (\(u \implies \neg v\))
  2. Reverse Implication (The Strong Inference): If \(u\) is not the location of \(k\), then \(v\) must be \(k\), because the digit \(k\) must exist somewhere in house \(H\) and \(v\) is the only remaining option. (\(\neg u \implies v\))

This second property is what defines a Strong Link. It allows a solver to propagate a "False" state from one cell to a "True" state in another. Simple Coloring relies exclusively on chains constructed from these Strong Links. If a house contains three or more candidates for digit \(k\), no pair of them forms a strong link (unless reduced by other means), and the Simple Coloring chain cannot traverse that house directly.[1, 4]

2.2 The Weak Link

In contrast, a Weak Link connects two candidates that share a house but are not the sole possibilities for that digit. Let \(x\) and \(y\) be two cells in a house \(H\) where \(|\mathcal{C}_H(k)| > 2\).

  • If \(x\) is True (is \(k\)), then \(y\) must be False (is not \(k\)). (\(x \implies \neg y\))
  • However, if \(x\) is False, we cannot infer that \(y\) is True, as the digit \(k\) could reside in a third cell \(z\).

While Simple Coloring chains are built using Strong Links to ensure bidirectional validity, the eliminations derived from the strategy often rely on the properties of Weak Links interacting with the chain. Specifically, if an uncolored cell has a Weak Link to a "True" colored cell, it is eliminated.[5, 6]

2.3 The Graph Topology of a Single Digit

When a solver initiates a Simple Coloring analysis for digit \(k\), they are effectively extracting a specific subgraph \(G_k = (V, E)\) from the puzzle's total constraint graph.

  • Vertices (\(V\)): The set of all cells in the grid that currently hold \(k\) as a valid candidate.
  • Edges (\(E\)): The connections representing Conjugate Pairs (Strong Links) between these cells.

The objective of the strategy is to analyze the connectivity of \(G_k\). This graph is rarely a single connected component; it is often a forest of disjoint trees or small clusters. Simple Coloring focuses on one connected component (cluster) at a time. The solver's goal is to determine if this component represents a consistent logical structure or if it contains inherent contradictions. The process of "coloring" is topologically equivalent to testing whether this component is a Bipartite Graph—a graph whose vertices can be divided into two disjoint and independent sets, \(\mathcal{A}\) and \(\mathcal{B}\), such that every edge connects a vertex in \(\mathcal{A}\) to one in \(\mathcal{B}\).[3, 7]

In the context of the puzzle, Set \(\mathcal{A}\) represents one state of reality (e.g., "The digit \(k\) is in these locations"), and Set \(\mathcal{B}\) represents the complementary state (e.g., "The digit \(k\) is NOT in these locations"). Because the links are strong, these states are exhaustive: one set must be the solution, and the other must be false.

3. The Algorithmic Execution of Simple Coloring

The practical application of Simple Coloring transforms the abstract graph theory into a visual heuristic. This process is often described as "flooding" the grid with alternating colors. While software solvers perform this using depth-first search algorithms, manual solvers use colored pencils or distinct markings (e.g., Circles vs. Triangles).

3.1 Step 1: Identification and Seeding

The analysis begins with the selection of a "focus digit." The optimal candidate for Simple Coloring is a digit that appears to be "clumped" in pairs throughout the grid. If a digit has 5 or 6 candidates in almost every row and column, the Strong Link graph will be sparse (mostly isolated vertices), and no chain will form. Once a suitable digit is chosen, the solver identifies a Conjugate Pair to serve as the starting point.

  • The Seed: One cell of the pair is arbitrarily assigned Color A (conventionally Blue or Black).
  • This assignment is a hypothesis. It does not assert that the cell is the digit, nor that it is not. It merely tags the cell as belonging to Parity State A.[1, 8]

3.2 Step 2: Recursive Propagation

From the Seed cell, the solver follows the web of Strong Links.

  1. First Generation: Any cell sharing a house with the Seed (Blue) that forms a Conjugate Pair with it is assigned Color B (conventionally Green or White).
    Logic: If Seed is True, neighbor is False. If Seed is False, neighbor is True. They effectively have opposite parity.
  2. Second Generation: From each newly colored Green cell, the solver identifies further Conjugate Pairs. Any uncolored cell strongly linked to a Green cell is assigned Blue.
  3. Recursion: This process continues, alternating colors at every step (Blue \(\to\) Green \(\to\) Blue), until the chain terminates. A chain terminates when the colored cells have no further Strong Links to uncolored candidates.[9, 10]

3.3 Branching and Clustering

It is critical to note that chains are not necessarily linear lines. A single cell may have multiple strong links—for example, one link in its row and another in its block.

  • Scenario: Cell \(R2C2\) (Blue) is the only '5' in Row 2 (paired with \(R2C8\)) and the only '5' in Box 1 (paired with \(R3C3\)).
  • Branching: Both neighbors (\(R2C8\) and \(R3C3\)) are colored Green.
  • The chain bifurcates. The coloring algorithm effectively performs a traversal (BFS or DFS) of the connected component.

The result of this process is a "Cluster" or "Chain" where every cell is essentially labeled with a parity bit (\(0\) or \(1\)). All Blue cells are logically equivalent to each other: they are either all True or all False. Similarly, all Green cells are logically equivalent. The two sets are mutually exclusive.[9, 11]

3.4 Disconnected Components

Often, the grid will contain multiple disjoint chains for the same digit. For instance, there may be a chain of 10 cells in the top-left of the grid and a separate chain of 6 cells in the bottom-right, with no strong links bridging the gap.

  • In Simple Coloring, the solver analyzes these chains independently. Color assignments in Chain 1 (Blue/Green) have no immediate logical relation to colors in Chain 2 (Yellow/Magenta).
  • Bridging these independent chains requires Multi-Coloring logic, which is an extension of the basic strategy.[11, 12] For the purposes of Simple Coloring, the analysis remains strictly intra-cluster.

3.5 Logical States

Upon completion of the coloring phase, the chain implies that the universe of the Sudoku puzzle must collapse into one of two specific states regarding digit \(k\) and the cells in the chain:

  • State \(\alpha\): All Blue cells contain digit \(k\); all Green cells do not.
  • State \(\beta\): All Green cells contain digit \(k\); all Blue cells do not.

The power of the strategy lies in identifying whether one of these states creates a contradiction (Rule 2) or if specific candidates outside the chain are incompatible with both states (Rule 4).

4. Elimination Rules: Logic and Proofs

The utility of Simple Coloring is realized through Elimination Rules. These are standard logical patterns that allow the solver to discard candidates. While the terminology varies slightly across sources (e.g., SudokuWiki uses "Rule 2" and "Rule 4," while Hodoku uses "Color Wrap" and "Color Trap"), the underlying logic is invariant.

4.1 Rule 2: The Color Wrap (Intra-Chain Contradiction)

This rule, also known as Type 2 or Twice in a Unit, identifies a fatal flaw in the chain's topology.[1, 9]

Pattern Definition: A Color Wrap occurs when two cells of the SAME color (e.g., two Blue cells) share a single house (row, column, or box).

Proof by Contradiction:
Let \(u\) and \(v\) be two cells in the same row, both colored Blue in a chain for digit \(k\).

  1. Hypothesis: Assume the Blue color represents the True state (i.e., Blue cells contain the digit \(k\)).
  2. Implication: If Blue is True, then \(Cell(u) = k\) AND \(Cell(v) = k\).
  3. Conflict: This implies that the digit \(k\) appears twice in the same row. This is a fundamental violation of Sudoku rules.
  4. Conclusion: The hypothesis "Blue is True" must be false.

The Elimination Step:
Since Blue cannot be True, it must be False.

  • Action 1: Eliminate candidate \(k\) from ALL Blue cells in the chain.
  • Action 2: By strong link implication, since Blue is False, Green must be True. Place digit \(k\) in ALL Green cells in the chain.[1, 13]

Graph-Theoretic Interpretation:
In the graph \(G_k\), a Color Wrap corresponds to an Odd Cycle. If we trace the path from \(u\) to \(v\) along the strong links, the alternation of colors implies that the distance (number of edges) between any two nodes of the same color is even. However, \(u\) and \(v\) are also connected by a "weak" edge due to their presence in the same house. Closing the loop via this weak edge creates a cycle of length \(N_{path} + 1\). Since \(N_{path}\) is even, the total cycle length is odd. Bipartite graphs cannot contain odd cycles. Therefore, the existence of a Color Wrap proves that the subgraph including the weak edge is not bipartite, and the only way to resolve the graph is to invalidate the vertices involved in the collision.[3, 5]

4.2 Rule 4: The Color Trap (Inter-Chain Elimination)

This rule, also known as Type 1 or Two Colors Elsewhere, exploits the binary nature of the chain to eliminate candidates outside the chain.[1]

Pattern Definition: A Color Trap occurs when an uncolored candidate \(z\) (not part of the chain) shares a house with at least one Blue cell (\(u\)) and at least one Green cell (\(v\)).

Proof by Exhaustion (Cases):
The chain dictates that either Blue is True or Green is True. There is no third option for the chain itself.

  1. Case 1: Blue is True (\(u = k\)). Since \(z\) shares a house with \(u\), \(z\) cannot be \(k\). (\(u \implies \neg z\))
  2. Case 2: Green is True (\(v = k\)). Since \(z\) shares a house with \(v\), \(z\) cannot be \(k\). (\(v \implies \neg z\))

Conclusion: In every valid solution to the puzzle, one of the two chain states must hold. In both states, \(z\) is eliminated. Therefore, \(z\) can never contain digit \(k\).

The Elimination Step:
Action: Remove candidate \(k\) from any cell that "sees" both colors.
Note: This does not determine which color is True; it only clears the "debris" surrounding the chain.[5, 8]

4.3 Rule 5: Multi-Color Bridging

While typically classified under Multi-Coloring, Rule 5 acts as a bridge logic that advanced Simple Coloring users often employ.[11] If the grid contains two disjoint chains—Chain 1 (Blue/Green) and Chain 2 (Yellow/Magenta)—they typically cannot interact. However, if a Blue cell from Chain 1 and a Yellow cell from Chain 2 share a house (a Weak Link), a negative inference can be drawn.

  • Logic: Blue and Yellow cannot both be True (they would clash in the shared house).
  • Implication: At least one of them must be False. \((\neg Blue \lor \neg Yellow)\).

This forms a "weak link" between the clusters, potentially allowing for eliminations if other connections exist. If Blue and Yellow are weakly linked, and Green (Chain 1) and Magenta (Chain 2) are also weakly linked, complex eliminations ensue. This moves the technique into the realm of AIC Nets, but fundamentally relies on the same parity arguments.[11, 12]

5. Relationships with Advanced Strategies

Simple Coloring does not exist in isolation. It is an isomorphic representation of several other strategies. Understanding these connections allows a researcher to view Sudoku solving not as a collection of disjoint tricks, but as a unified theory of constraints.

5.1 Simple Coloring vs. X-Cycles (Nice Loops)

Research literature indicates a near-total overlap between Simple Coloring and X-Cycles.

  • X-Cycles are defined as closed loops of a single digit with alternating Strong and Weak links.[14, 15]
  • Isomorphism:
    • A Continuous X-Cycle (a loop with an even number of nodes, alternating perfectly) is structurally identical to a Simple Coloring chain where the start and end nodes connect back to each other with consistent parity. In Simple Coloring, this validates the chain but leads to no internal contradictions. It often allows eliminations on the "weak links" of the loop, which corresponds exactly to Rule 4 (Trap) eliminations acting on the loop edges.[16]
    • A Discontinuous X-Cycle (a loop that results in a contradiction, e.g., \(x \implies \neg x\)) is structurally identical to the Color Wrap (Rule 2). The "discontinuity" is the clash of colors in a single unit.

Comparison: The primary difference is heuristic. X-Cycles are often found by algebraic inspection ("Find a loop of length 6"). Simple Coloring is found by constructive inspection ("Paint the grid and see what happens"). Simple Coloring is frequently described as "X-Cycles on training wheels" or "X-Cycles visualized," as the coloring process automatically reveals the loops without requiring the solver to mentally track the path.[8, 17]

5.2 Simple Coloring vs. 3D Medusa

3D Medusa (or Advanced Coloring) is the generalization of Simple Coloring to multiple digits.

  • Simple Coloring: Edges are defined only by Conjugate Pairs of digit \(k\).
  • 3D Medusa: Edges are defined by Conjugate Pairs of digit \(k\) AND by Bi-Value Cells.
    • A Bi-Value Cell containing only candidates \(\{A, B\}\) forms a Strong Link between \(A\) and \(B\) (if \(A\) is false, \(B\) is true).
    • Medusa chains can switch digits: Blue '5' \(\to\) Green '5' \(\to\) (Bi-Value Cell) \(\to\) Blue '9' \(\to\) Green '9'.

Simple Coloring is effectively a 3D Medusa chain restricted to a single 2D plane (one digit). The elimination rules (Wrap and Trap) are identical; Medusa simply has a richer graph on which to apply them.[1, 18]

5.3 Simple Coloring vs. Turbot Fish

The Turbot Fish is a specific pattern consisting of five strong links that creates a contradiction or elimination. Variations include the Skyscraper, 2-String Kite, and Empty Rectangle. All of these patterns are detectable via Simple Coloring. If a solver colors the nodes involved in a Skyscraper, they will observe either a Wrap or a Trap. Thus, Simple Coloring is a "super-strategy" that subsumes these specific named patterns. A solver using Simple Coloring does not need to memorize the shape of a Kite; the colors will naturally reveal the elimination logic.[8, 19]

6. Graph Theory Deep Dive: The Bipartite Constraint

To provide a rigorous theoretical framework, we analyze Simple Coloring as a problem of Graph Bipartition and Chromatic Constraints.

6.1 Sudoku as a Coloring Problem

Standard Sudoku solving is a Vertex Coloring Problem on a graph \(\Gamma\) with 81 vertices and chromatic number \(\chi(\Gamma) = 9\). However, Simple Coloring reduces the problem space. It considers a subgraph \(\Gamma_k\) composed only of vertices allowing digit \(k\).

  • The edges in \(\Gamma_k\) represent the constraints.
  • The "Strong Links" form a spanning forest within \(\Gamma_k\).

6.2 Bipartite Matching

The coloring process is an attempt to map a connected component of \(\Gamma_k\) onto the set \(\mathbb{Z}_2\) (parity 0 and 1). A graph is Bipartite if and only if it contains no odd cycles.

  • Even Cycles: In Simple Coloring, a chain that loops back on itself consistently (Blue \(\to\) Green \(\to \dots \to\) Green \(\to\) Blue) represents an even cycle. This is a stable structure. The vertices can be partitioned into sets \(V_0\) and \(V_1\) with no internal edges.
  • Odd Cycles: A Color Wrap represents an odd cycle. If two Blue nodes share a house, they have a "weak" edge between them. The chain of strong links provides a path of even length (since colors alternate), and the weak edge adds 1, creating an odd cycle.
    • Theorem: A system of binary constraints containing an odd cycle is unsatisfiable if all constraints are "different from" (\(x \neq y\)).
    • However, in Simple Coloring, the constraints are "Strong" (\(x \neq y \land \neg x \implies y\)). The contradiction proves that the assumption used to generate the parity assignment is invalid.[7, 20, 21]

6.3 Chromatic Polynomials and Solution Counting

Advanced analysis uses chromatic polynomials \(P(G, \lambda)\) to count valid colorings. Simple Coloring effectively performs deletion-contraction on the graph.

  • When a candidate is eliminated (Rule 2 or 4), a vertex is removed from \(\Gamma_k\).
  • This simplification reduces the chromatic complexity, effectively lowering the degrees of freedom of the puzzle. In highly constrained "minimal" Sudokus, the graph of strong links is often dense, allowing Simple Coloring to collapse the solution space rapidly.[7, 17]

7. Computational and Manual Implementation

7.1 Computational Complexity

From an algorithmic standpoint, Simple Coloring is highly efficient.

  • Graph Construction: Scanning the grid for conjugate pairs takes \(O(N \cdot M)\) where \(N=81\) and \(M=9\) (candidates). This is trivial.
  • Traversal: The coloring is a Breadth-First Search (BFS) or Depth-First Search (DFS). Since each cell has a maximum of 3 strong links (row, col, box), the branching factor is low. The complexity is roughly linear with respect to the number of candidates for digit \(k\), \(O(|V_k| + |E_k|)\).
  • Verification: Checking for Wraps and Traps involves iterating over the colored sets.
    • Wrap: Check if any two \(v \in V_{blue}\) share a unit. \(O(|V_{blue}|^2)\).
    • Trap: Check uncolored neighbors.

Compared to "Forcing Nets" which are exponential in worst cases, Simple Coloring is polynomial, explaining its prevalence as an early-stage solver in software like Hodoku.[1, 22, 23]

7.2 Manual Heuristics and Notation

For the human solver, finding chains requires pattern recognition.

  1. Filtering: The solver should mentally or physically filter the grid for a single digit.
  2. Noting Bi-Locals: Scan rows and columns for the "2-candidate" pattern. Mark these explicitly.
  3. The "Fish Bicycle": A colloquial term for drawing lines on paper to represent links. While messy, it allows for visual verification of the chain.[8]
  4. Parity Markers: Instead of colors, manual solvers often write small symbols (e.g., 'a' and 'b', or '+' and '-') in the corners of cells.
  5. Chain Length: Solvers often prioritize short chains first. However, long chains (10+ links) are often required for hard puzzles. The logic holds regardless of length.

7.3 Common Pitfalls

  • Weak Link Confusion: The most common error is coloring across a weak link (e.g., a row with 3 candidates). This invalidates the logical biconditional (\(A \iff \neg B\)) and breaks the chain.
  • Crossing Chains: Confusing two separate clusters for one chain. If no strong link connects them, they cannot be colored with the same pair of markers.

8. Detailed Examples and Exemplars

To illustrate the narrative, we reconstruct theoretical scenarios based on standard exemplars found in the literature.

8.1 Scenario A: The Color Wrap (Rule 2)

Setup: Digit: 7. Chain starts at \(R1C1\) (Blue).
Path: \(R1C1\)(B) \(\to\) \(R1C5\)(G) \(\to\) \(R4C5\)(B) \(\to\) \(R4C9\)(G) \(\to\) \(R6C9\)(B).
Observation: We now have a Blue 7 at \(R6C9\). Suppose there is also a Blue 7 at \(R6C2\) (derived from a different branch of the same chain).

  • Conflict: Row 6 contains Blue candidates at \(C2\) and \(C9\).
  • Deduction: Blue cannot be True. If it were, Row 6 would have two 7s.
  • Resolution: Eliminate 7 from all Blue cells (\(R1C1, R4C5, R6C9, R6C2\)). Set all Green cells (\(R1C5, R4C9\)) to 7.[1]

8.2 Scenario B: The Color Trap (Rule 4)

Setup: Digit: 4. Chain Cluster covers the left side of the grid. \(R2C2\) is Blue. \(R3C8\) is Green.
Observation: There is an uncolored candidate 4 at \(R2C8\).

  • Visibility: \(R2C8\) sees \(R2C2\) (Blue) via Row 2. \(R2C8\) sees \(R3C8\) (Green) via Column 8.
  • Logic: One of the colors must be the solution.
    • If Blue (\(R2C2\)) is 4, \(R2C8 \neq 4\).
    • If Green (\(R3C8\)) is 4, \(R2C8 \neq 4\).
  • Resolution: Eliminate 4 from \(R2C8\). Note that this does not solve the chain (we still don't know if Blue or Green is correct), but it removes a candidate, potentially opening up new strong links for further chaining.[1, 8]

9. Conclusion

Simple Coloring represents a pivotal moment in a Sudoku solver's progression. It is the point where the solver moves from "finding" (spotting existing patterns like pairs) to "proving" (constructing logical networks to force eliminations). By reducing the complexity of the grid to a bipartite graph of strong links, Simple Coloring allows for the visualization of deep logical contradictions that are mathematically isomorphic to complex algebraic loops like X-Cycles.

The strategy's reliance on the rigorous definitions of Conjugate Pairs and Bipartite Matching ensures its validity. Whether used to spot a Color Wrap (an odd cycle contradiction) or a Color Trap (an intersection elimination), the technique provides a robust proof system for candidate removal. Furthermore, its position as a subset of 3D Medusa and AICs makes it the ideal pedagogical tool for mastering the art of chaining.

In the broader context of Constraint Satisfaction Problems, Simple Coloring demonstrates how local binary constraints can propagate globally to resolve system-wide ambiguities. It is a testament to the fact that in Sudoku, as in graph theory, the global structure is often determined by the parity of the longest paths.

Appendix A: Truth Tables for Elimination Logic

Table A1: Rule 2 (Color Wrap) Logic
Context: Two Blue cells (\(B_1, B_2\)) in the same unit.

Hypothesis Consequence Validity Conclusion
Blue is TRUE \(B_1 = k\) AND \(B_2 = k\) INVALID (Duplicate digit) Hypothesis Rejected
Blue is FALSE \(B_1 \neq k\) AND \(B_2 \neq k\) VALID Blue must be OFF

Table A2: Rule 4 (Color Trap) Logic
Context: Uncolored cell \(Z\) sees Blue (\(B\)) and Green (\(G\)).

Chain State Blue (\(B\)) Status Green (\(G\)) Status Impact on \(Z\) Result
State 1 TRUE (\(k\)) FALSE (\(\neq k\)) sees Blue \(\implies Z \neq k\) \(Z\) eliminated
State 2 FALSE (\(\neq k\)) TRUE (\(k\)) sees Green \(\implies Z \neq k\) \(Z\) eliminated

(In all possible valid states, \(Z\) is eliminated.)