Countdown Numbers Game Solver
version 4B, notes updated 2025-06-11

Overview

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

The program reads a list of numbers and a target. It finds and displays in human-friendly fashion all distinct ways of calculating the best solution.

It is one of many similar programs to be found online today. It started as a 1988 Christmas break project under Xenix on a 12 MHz Intel 80286 CPU. It was a challenge then to write code that would find any solution within half a minute 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 updated for Linux, the same core solver runs much more quickly on a modern processor. The updates have improved completeness and, from much more interesting research, have improved human-friendliness in ways described below.

The program’s essential elements, covered later in more detail, are embodied in a search procedure and a display procedure. They are:

The baseline code reads a problem from its command line and prints the solutions. There is also a text-graphic interface version (not provided) which additionally provides suggested solutions for the Letters Round.

Brute Force Search

The program will find single number solutions from the list without arithmetic. This accommodates a target of 100 when 100 is also present in the list.

However, at the program’s core is a brute force search procedure. There are more elegant methods but they may be no better in practice. The procedure takes a list of numbers, selects all unordered pairs and applies all allowed arithmetic operations to each pair (the correct way round). For each result it updates a record of how the calculation reached that result.

Whenever an arithmetic operation produces an interesting result – one close enough to the target – a display procedure gets called. This procedure checks the calculation. If it is a good candidate solution it is stored in displayable form. “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, onward search is terminated and the search procedure returns to its caller. Otherwise the search procedure calls itself recursively, with a shorter numbers list where the selected pair of numbers is replaced by the result, returning instead when this can no longer be done.

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 candidate solutions stored during the search is printed when the search is complete.

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 top entry of the stack.

Distinct Solutions

To keep just distinct solutions the search procedure discards calculations containing some types of ineffectiveness. The display procedure removes any remaining ineffectiveness; detects duplication, keeping just the most human-friendly candidate solution from each set of duplicates; and keeps but marks candidate solutions containing over-complexity so the user can decide if these are distinct or not.

In more detail:

A question remains about whether the availability of choice in a calculation can lead to duplication or over-complexity not detected as above. For example, (i) when there are two identical numbers in the list; (ii) when a partial calculation generates a result that is also available as a number from the list; or (iii) when two partial calculations give the same result. The key generation code currently answers “duplicatein cases (i) and (iii) but distinct in case (ii). Case (i) seems clear but this question may need further study. The small differences between good online solvers may arise from different answers to the elements of this question.

Key Generation

When the search procedure calls the display procedure with an interesting result, the display procedure generates the candidate solution’s key.

To generate the key, the binary expression tree on the stack gets printed to a string as though collapsed into an n-way expression tree. This results in a sequence of sub-calculations. This is done by by (i) merging connected add and subtract operations; (ii) merging connected multiply and divide operations; and (iii) printing each resulting sub-calculation with its operations arranged so that its operands are numerically ordered. Finally the set of sub-calculations in the string get alphabetically re-ordered.

This string – the key – is a canonical way of presenting the solution that is not human-friendly but seems to be sufficient to identify each set of arithmetically indistinguishable solutions all sharing the same key.

The principle (with slightly different implementation) is illustrated nicely by Ben North here. It also seems to be closely related to the one explained here by Graeme Cole to eliminate arithmetically indistinguishable solutions in his solver.

Human-Friendly Presentation

The key generation code is also used to generate the displayable solution. It operates as described above except for some differences described below to make the output human-friendly.

In the displayable solution, connected sequences of calculations involving just addition and subtraction are merged by default into a single sub-calculation when printed, exactly as for key generation. Contestants seem to do this. Merging can also be done for sequences containing just multiplication and division. This is less commonly done by contestants and its human-friendliness may be questioned. By default this particular merge is not done for display but can be enabled.

Human-friendliness is enhanced by selecting from each set of arithmetically indistinguishable solutions the one whose displayed sub-calculation order has the lowest heuristic “distance score”. The lowest distance score means that as many sub-calculations as possible are displayed 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. This is a difference from key generations alphabetical ordering.

Finally, distinct solutions are scored for complexity according to a heuristic “user score”. Solutions with the lowest complexity are displayed first. Contestants typically find the simpler solutions.

There are observable aspects of human-friendliness not yet covered, including a tendency for contestants to favour particular forms in the final sub-calculation. 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 =778from 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 heuristic scoring. The user score heuristic can be tuned (but the distance score heuristic needs work in this respect). Over-complex solutions may be shown or excluded. Quite a few solution display options can be changed if desired.

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: problem A: 8-14 ms; problem B: 35-47 ms; problem C: 132-142 ms.

Problem and Solution Examples

Reproduced below is a selection from a bigger suite of examples used for testing (hence there may be discontinuous numbering). If “*” is tagged onto to the solution number it contains over-complexity. Note that the numbering and presentation of solutions depends on the “tuning” of the heuristic scoring. This might have changed since the examples were created.

Graeme Cole’s numbers game solver (https://graemecole.uk/countdown/) when asked to find all solutions shows a few additional solutions compared to my examples. The differences seem to be related to showing some solutions with what I consider over-complexity but not others. This has not yet been investigated to see if there’s something in my baseline code to be corrected.

Ben North’s solver (https://bennorth.github.io/countdown-numbers-solver/) seems to reproduce my examples. However, it seems to give duplicate solutions whenever a number is duplicated in the list (as in several examples below).

Example 1

Target: 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

Target: 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

Target: 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

Target: 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

Target: 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

Target: 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

Target: 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

Target: 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

Target: 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 12

Target: 663 from 3 5 4 7 100 25
[1] 100x7=700 700-25-5-4-3=663
[2] 100x7=700 4x3=12 700-25-12=663
[3] 4+3=7 100x7=700 700-25-7-5=663
[4] 100+25+7=132 132x5=660 660+3=663
[5] 100+3-4=99 99x7=693 693-25-5=663
[6] 100-3=97 97x7=679 679+5+4-25=663
[7] 100x5=500 25x7=175 4x3=12 500+175-12=663
[8] 25x5=125 125+100-4=221 221x3=663
[9] 100/4=25 25x25=625 7x5=35 625+35+3=663
[10] 7x4=28 25-5=20 28x20=560 560+100+3=663
[11] 100/5=20 20+7=27 27x25=675 4x3=12 675-12=663
[12] 7-5=2 100x2=200 200+25-4=221 221x3=663
[13] 25-5=20 100x20=2000 2000-7-4=1989 1989/3=663
[14] 100x7=700 700/5=140 140+25=165 165x4=660 660+3=663
[15] 100+7=107 107x25=2675 2675-3=2672 2672/4=668 668-5=663



John A. Phillips