Countdown Numbers Game Solver

Version 4B, notes updated 2026-06-26

Overview

Contestants on the UK Channel 4 TV game show Countdown have thirty seconds in each Numbers Round to work out how to calculate a three-digit random target (or get as close as possible). They may apply addition, subtraction, multiplication and division to some or all of the six numbers (each used at most once) from a partially random selection. This document describes a computer program that finds the best solutions to any given Numbers Round game. It is the author’s personal endeavour and is in no way affiliated.

The program reads the list of numbers and the target. It aims to find and display in human-friendly fashion all distinct ways of calculating the closest result.

It is one of many similar programs to be found online today. It started as a 1988 Christmas break project written in C, running under Xenix on a 12 MHz Intel 80286 processor. It was a challenge then to write code that would, within the time limit, find any exact solution if there was one. Version 1 did this but it took some minutes to conclude without a result when there was no exact solution. Now migrated to Linux, the same core solver runs much more quickly on a modern processor. Updates have improved the output’s completeness and, from a much more interesting angle, improved its human-friendliness through observation of how contestants solve Numbers Round problems and explain their solutions.

The program’s essential steps and its categorization of solutions (covered later in more detail) are embodied in a search procedure and a display procedure. They are:

The baseline C code reads the problem to solve from its command line and prints the solutions. There is also a version (not yet provided) which adds a text-graphic user interface to the baseline code and has extra code with a dictionary to also provide suggested solutions for the Letters Round.

Brute Force Search

The program finds single number solutions from the list without arithmetic. This accommodates a target of 100 when 100 is present in the list. It has happened.

However, at the program’s core is a brute force search procedure. It takes a list of numbers, initially the original list, selects all unordered pairs and applies all allowed arithmetic operations to each pair (the appropriate way round). For each result it updates a record of how the calculation reached that result.

Whenever an operation produces an interesting result – one close enough to the target – a display procedure gets called. It checks the calculation and processes it. If it is a good candidate solution it gets stored. By default “interesting” starts at 10 away from the target. This distance reduces whenever a better result is found. Less interesting candidate solutions found thus far get discarded.

If a result is equal to the target an exact solution has been found. If so, onward search is terminated and the search procedure returns. Otherwise, either the procedure calls itself recursively with a shorter numbers list where the selected pair of numbers has been replaced by the result; or it returns when the shorter list comprises just the result so onward search is not possible.

This search covers all possible calculations and will always find every solution. With six numbers and four arithmetic operators, the search procedure could in principle check up to 3,516,060 calculated results (in addition to the six checks on the numbers in the list).

The final list of stored solutions is printed when the search is complete.

Distinct Solutions

To produce just distinct solutions the search procedure and the display procedure combine to discard calculations containing various types of ineffectiveness.

The display procedure detects duplication, discarding a new candidate solution or its stored equivalent according to whichever has the less human-friendly presentation.

The display procedure keeps but marks candidate solutions containing over-complexity so the user can decide if these are distinct or not.

These are the categorizations above in more detail:

There is always a simpler corresponding solution when over-complexity arises. Does that always make it a duplicate? Most solvers seem to omit solutions involving 4x1=4 and similar, thus treating this as ineffectiveness even though it may really be simple over-complexity. It therefore seems that simple over-complexity is seen by some as duplication but this may be increasingly open to question for more obscure cases.

There is another question, about whether the availability of choice in a calculation can lead to currently undetected over-complexity or duplication. For example: (i) when there are two identical numbers in the list; (ii) when a partial calculation gives a result that is the same as an unused number in the list; or (iii) when two partial calculations give the same result. The key generation code answers “duplicate” in cases (i) and (iii) but “distinct” in case (ii). This is based on treating the numbers in the list as symbols, while a partial calculation is an expression; and taking the view that an expression is not equivalent to a symbol.

The categorizations above emerged from coding and testing rather than planning. So further questions may also need study about exactly what puts a candidate solution into one or more of the categories above, whether the baseline code gets it right or not, and whether there are any missing categories.

The small differences observed between good online solvers may arise from subtly different answers to the distinct solutions question. There are some comparisons with other solvers after the problem and solution examples.

Keeping Track of the Calculation

The search procedure records its current calculation using a binary expression tree. The tree is maintained on a stack that grows and shrinks with the recursive search. Each tree node on the stack contains two operands, pointers to where each originated (either the list or another tree node) and an operator. The result currently reached by the search procedure is the one that may be calculated from the stack’s top node. The complete calculation may be found by tracing back from there to original numbers in the list via the pointers to preceding nodes.

Key Generation

When the search procedure calls the display procedure with an interesting result, the display procedure generates the candidate solution’s key to check if it duplicates a candidate solution already found.

To generate the key, the binary (i.e. 2-way) expression tree on the stack gets printed to a string as though collapsed into an n-way expression tree. It is done by (i) merging sequences of connected add and subtract operations; (ii) merging sequences of connected multiply and divide operations; and (iii) printing each merged expression with its operations arranged so that the operands are in numerical order. This results in a set of separate sub-calculations in the string, which then get arranged into a consistent order (alphabetical in practice).

This string – the key – is a canonical way of presenting the solution: a fingerprint that is not designed for human-friendliness but that does seem to be sufficient to identify a set of duplicate solutions all sharing the same key.

After working out this approach I found the same principle (with slightly different implementation) illustrated nicely here by Ben North. There is also some alignment with the approach explained here used by Graeme Cole in his solver.

Human-Friendly Solution Presentation

The key generation code is also used to generate a solutions presentation. It operates as described above except for the differences described below, which make the presentation more human-friendly.

Sequences of connected add and subtract operations are merged by default into a single sub-calculation. This is done the same way as in key generation. Contestants commonly seem to do this, and the ordering of operations and operands in a sub-calculation used in key generation is consistent with how contestants typically explain a solution.

Merging as above can also be done for sequences of connected multiply and divide operations. This is much less commonly done by contestants so by default this particular merge is not done. This is a difference from key generation. When a sequence of connected multiply and divide operations arises, merged or not, there is a question needing further study about whether there is any common pattern to the order in which contestants commonly explain the sequence.

Sub-calculation ordering is not done for solution presentation. This is another difference from key generation. Instead, human-friendliness is maximised by selecting from each set of duplicate solutions the one whose original sub-calculation order has the lowest heuristic distance score. A low distance score arises when as many sub-calculations as possible are placed immediately after the sub-calculations that make the results they use. This typically preserves a good “narrative” order – such as a contestant might use to explain a solution. The distance score code also has an element that encourages a sub-calculation display order that approaches the target as quickly as possible without going too far above, in a way contestants often seem to do.

After the search is complete, distinct solutions are scored for complexity according to a heuristic user score. Solutions with the lowest complexity are printed first. Contestants often find one of the simpler solutions. There is also an observable tendency to favour particular forms in the final sub-calculation. Some elements of this are taken into account but this needs further study.

Compiling and Running

Install a Linux operating system with gcc. Compile from a command line with gcc ‑O3 ‑o numbers-tty numbers-tty.c.

To solve example 1 below run “./numbers-tty 10 4 1 7 7 75 =778” from a command line. A problem’s numbers and target may appear in any order with the target identified by a preceding “=”.

Customization

There are game policy switches in the code for turning on or off validity checks for the numbers list and for setting its acceptable length. The range of acceptable target values can be specified. The minimum must be 1 or more. A maximum of 0 is interpreted as unlimited. The maximum distance between result and target that makes a solution interesting can be set.

There are constants for enabling or disabling solution sub-calculation merging (both types) and for tuning the heuristic scores. Over-complex solutions may be shown or excluded and the maximum complexity level at which they get marked can be set. Quite a few solution display options can be changed.

Speed

To test speed, run “time numbers-tty <problem X> >/dev/null” and record user time. On 2024-07-07 with an Intel Celeron processor N5015:

Solution Examples and Other Solvers

Reproduced below is a selection (hence discontinuous numbering) of example problems and solutions from a bigger suite used for testing the baseline code. If “*” is tagged onto to the solution number it contains over-complexity. Note that ordering and presentation depend on the tuning of the heuristic scoring. This might have changed since the examples were created. Some lightweight comparison to other online solvers is included after the examples.

Example 1

Make 778 from 10 4 1 7 7 75
[1] 75x10=750 7x4=28 750+28=778
[2] 75+1=76 76x10=760 760+7+7+4=778
[3] 75x10=750 4+1=5 7x5=35 750+35-7=778
[4] 75x10=750 4-1=3 7x3=21 750+21+7=778
[5]* 75x10=750 7+1-4=4 7x4=28 750+28=778

Example 2

Make 849 from 100 3 2 7 10 10
[1] 10-2=8 100x8=800 10-3=7 7x7=49 800+49=849
[2] 100+10-3=107 10-2=8 107x8=856 856-7=849
[3] 100+7=107 10-2=8 107x8=856 856+3-10=849

Example 3

Make 669 from 50 100 75 25 7 9
[1] 75x9=675 100+50=150 150/25=6 675-6=669
[2] 100x7=700 50x9=450 450/75=6 700-25-6=669

Example 4

Make 643 from 25 100 9 9 1 1
[1] 25x9=225 225+100=325 1+1=2 325x2=650 650-9=641
[2] 100-1=99 99x9=891 9+1=10 25x10=250 891-250=641

Example 6

Make 477 from 8 4 7 4 3 50
[1] 50x8=400 4+4+3=11 11x7=77 400+77=477
[2] 50+3=53 8+4+4-7=9 53x9=477
[3] 50+7-4=53 8+4-3=9 53x9=477
[4] 50+3=53 8/4=2 7+2=9 53x9=477
[5] 50+3=53 4/4=1 8+1=9 53x9=477
[6] 50-7=43 8+3=11 43x11=473 473+4=477
[7] 50+3=53 4x4=16 16-7=9 53x9=477
[8] 50x8=400 7+4=11 4+3=7 11x7=77 400+77=477
[9] 4+4=8 50x8=400 8+3=11 11x7=77 400+77=477
[10]* 50+3=53 8/4=2 7+4-2=9 53x9=477
[11] 50-8-4=38 38x4=152 152+7=159 159x3=477
[12]* 50+3=53 8/4=2 4/2=2 7+2=9 53x9=477
[13] 4+4=8 8x8=64 64-3=61 61x7=427 427+50=477
[14]* 50+3=53 8-4=4 4x4=16 16-7=9 53x9=477
[15] 50+3=53 7x4=28 28+8=36 36/4=9 53x9=477

Example 7

Make 701 from 25 9 10 2 3 8
[1] 10x3=30 30-2=28 28x25=700 700+9-8=701
[2] 25x9=225 225x3=675 8x2=16 675+16+10=701
[3] 9x8=72 72x10=720 3x2=6 720+6-25=701
[4] 25x3=75 75+2=77 77x9=693 693+8=701
[5] 10x9=90 90-2=88 88x8=704 704-3=701
[6] 25x9=225 225+8=233 233x3=699 699+2=701
[7] 25+10+9=44 44x8=352 352x2=704 704-3=701
[8] 10x2=20 20+9=29 29x25=725 8x3=24 725-24=701
[9] 25x10=250 250-9-8=233 233x3=699 699+2=701
[10] 8/2=4 25x3=75 75-4=71 71x10=710 710-9=701
[11] 25x3=75 8/2=4 75+4=79 79x9=711 711-10=701
[12] 25-2=23 23x9=207 207x3=621 10x8=80 621+80=701
[13] 25x9=225 225+10=235 235x3=705 8/2=4 705-4=701

Example 8

Make 718 from 3 5 3 7 10 75
[1] 75x10=750 7x5=35 750+3-35=718
[2] 75-3=72 72x10=720 720+5-7=718
[3] 75-3=72 72x10=720 720+3-5=718
[4] 75+3-7=71 71x10=710 710+5+3=718
[5] 75-5=70 70x10=700 7x3=21 700+21-3=718
[6] 75x3=225 225x3=675 10x5=50 675+50-7=718
[7] 75x10=750 5+3=8 7-3=4 8x4=32 750-32=718
[8] 75-3=72 72x10=720 7+3=10 10/5=2 720-2=718
[9] 75-3=72 7+3=10 72x10=720 10/5=2 720-2=718

Example 9

Make 556 from 10 4 1 7 7 75
[1] 75+4-1=78 78x7=546 546+10=556
[2] 75+4=79 79x7=553 553+10-7=556
[3] 75+7-4=78 78x7=546 546+10=556
[4] 7+1=8 10x8=80 80x7=560 560-4=556
[5] 75x7=525 4-1=3 7x3=21 525+21+10=556
[6] 75x7=525 7-4=3 10x3=30 525+30+1=556
[7] 10x7=70 75+70+1-7=139 139x4=556
[8] 75+10+7=92 7-1=6 92x6=552 552+4=556
[9] 75-1=74 74x7=518 7x4=28 518+28+10=556
[10] 7+7=14 14x10=140 140-1=139 139x4=556

Example 11

Make 794 from 25 100 2 3 2 6
[1] 3x2=6 6+2=8 100x8=800 800-6=794
[2] 6+2=8 100x8=800 3x2=6 800-6=794
[3] 100-2-2=96 96/3=32 32x25=800 800-6=794
[4] 100+2=102 6+2=8 102x8=816 816+3-25=794
[5] 100+2=102 102/3=34 34-2=32 32x25=800 800-6=794
[6] 2x2=4 100-4=96 96/3=32 32x25=800 800-6=794
[7] 2/2=1 25-1=24 24/3=8 100x8=800 800-6=794
[8] 6-2=4 100x4=400 400-3=397 397x2=794
[9] 6x2=12 25x12=300 300+100-3=397 397x2=794
[10] 6x2=12 25x12=300 300-2=298 298x3=894 894-100=794

Example 16

Make 732 from 4 2 9 5 7 7
[1] 9x7=63 63-2=61 7+5=12 61x12=732
[2]* 9x7=63 63+2-4=61 7+5=12 61x12=732
[3] 9x5=45 45+7=52 52x2=104 104x7=728 728+4=732
[4] 4+2=6 9x6=54 54+7=61 7+5=12 61x12=732
[5]* 9x7=63 4/2=2 63-2=61 7+5=12 61x12=732

Comparing Graeme Cole’s Quantum Tombola

Graeme Cole’s numbers game solver (https://graemecole.uk/countdown/), when asked to find all solutions, shows a few differences compared to my examples. The differences all seem to be related to showing some solutions that I categorize as distinct but over-complex, but not showing others I categorize the same way.

For example, these are Quantum Tombolas solutions to example 16 above (the mobile page, 2025-06, with Selection 4 2 9 5 7 7 and Target 732):
732
(9 × 7 − 2) × (7 + 5)
(9 × 5 + 7) × 7 × 2 + 4
(9 × (4 + 2) + 7) × (7 + 5)
(9 × 7 + 2 − 4) × (7 + 5)

This omits the baseline code’s distinct but over-complex solution 5. However the output includes the baseline code’s distinct but over-complex solution 2 (the fourth solution above). It is not clear whether this difference arises from Quantum Tombola’s different definition of distinctiveness as set out here; or from a design decision; or from something else.

Broadly considering problem B from earlier in this text (make 120 from 3 2 5 8 4 9), Quantum Tombola gives 214 solutions. The baseline code gives 261, or 191 omitting over-complex ones.

Incidentally, when problem B appeared on air Rachel Riley declared there to be 214 solutions. On another occasion Rachel confirmed what everyone knows, that no computer is used in the studio, but added that the control room uses a computer to check whether a Numbers Round problem can be solved or not. It looks likely that the control room uses Quantum Tombola – it was written by a Countdown series champion, after all.

Comparing Ben Norths solver

Ben North’s solver (https://bennorth.github.io/countdown-numbers-solver/) gives the same five solutions to example 16 as the baseline code (including the over-complex ones). That is after removing duplications caused by a duplicated number in the list (as known to the author and mentioned on his web site).

This solver also reproduces those of my other examples I have checked (2025-06). It bases its definition of distinctiveness on Counting dendrograms: A survey by Fionn Murtagh, published in Discrete Applied Mathematics 7 (1984). The code I arrived at seems to do the same but I have seen a difference. For problem B, Ben North’s solver gives 264 solutions (2026-06). The baseline code, including over-complex solutions, gives 261. I have not yet identified the specific differences.

Defining distinctiveness

The cases above have not been investigated fully. Detailed study might shed light on the differences between how solvers treat the issue of distinctiveness and over-complexity. For example, over-complexity can range from obvious to obscure. The baseline code by design does not even generate candidate solutions containing steps like 4x1=4. Online solvers seem typically to do this, perhaps primarily to trim the search tree. An obvious over-complexity like 4-2=2 may be worth marking or even omitting because it clearly just discards the 4. However non-obvious over-complexities exist such as (9x4)-(8x3)=12. Using the same numbers (3, 4, 8, 9) the 12 may be made from 4x3 which avoids discarding 9 and 8; or from 9+3 which avoids discarding 4 and 8. I suspect some might consider obvious examples as duplication but perhaps not more obscure ones. Hence keeping an over-complex solution, marking it and letting the user decide seems to be appropriate.



John A. Phillips