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Merge pull request #883 from sshine/update-exercise-readmes
connect, isbn-verifier, minesweeper, robot-name: Update exercise readmes
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exercises/connect/README.md

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@@ -5,15 +5,16 @@ Compute the result for a game of Hex / Polygon.
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The abstract boardgame known as
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[Hex](https://en.wikipedia.org/wiki/Hex_%28board_game%29) / Polygon /
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CON-TAC-TIX is quite simple in rules, though complex in practice. Two players
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place stones on a rhombus with hexagonal fields. The player to connect his/her
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stones to the opposite side first wins. The four sides of the rhombus are
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place stones on a parallelogram with hexagonal fields. The player to connect his/her
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stones to the opposite side first wins. The four sides of the parallelogram are
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divided between the two players (i.e. one player gets assigned a side and the
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side directly opposite it and the other player gets assigned the two other
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sides).
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Your goal is to build a program that given a simple representation of a board
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computes the winner (or lack thereof). Note that all games need not be "fair".
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(For example, players may have mismatched piece counts.)
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(For example, players may have mismatched piece counts or the game's board might
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have a different width and height.)
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The boards look like this:
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exercises/isbn-verifier/README.md

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* Generate valid ISBN, maybe even from a given starting ISBN.
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## Getting Started
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Please refer to the [installation](https://exercism.io/tracks/haskell/installation)

exercises/minesweeper/README.md

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# Minesweeper
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Add the numbers to a minesweeper board.
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Add the mine counts to a completed Minesweeper board.
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Minesweeper is a popular game where the user has to find the mines using
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numeric hints that indicate how many mines are directly adjacent
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(horizontally, vertically, diagonally) to a square.
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In this exercise you have to create some code that counts the number of
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mines adjacent to a square and transforms boards like this (where `*`
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indicates a mine):
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+-----+
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| * * |
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| * |
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| * |
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| |
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+-----+
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into this:
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+-----+
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|1*3*1|
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|13*31|
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| 2*2 |
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| 111 |
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+-----+
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mines adjacent to a given empty square and replaces that square with the
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count.
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The board is a rectangle composed of blank space (' ') characters. A mine
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is represented by an asterisk ('\*') character.
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If a given space has no adjacent mines at all, leave that square blank.
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## Examples
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For example you may receive a 5 x 4 board like this (empty spaces are
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represented here with the '·' character for display on screen):
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```
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·*·*·
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··*··
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··*··
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·····
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```
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And your code will transform it into this:
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```
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1*3*1
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13*31
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·2*2·
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·111·
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```
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## Getting Started

exercises/robot-name/README.md

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Manage robot factory settings.
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When robots come off the factory floor, they have no name.
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When a robot comes off the factory floor, it has no name.
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The first time you boot them up, a random name is generated in the format
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The first time you turn on a robot, a random name is generated in the format
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of two uppercase letters followed by three digits, such as RX837 or BC811.
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Every once in a while we need to reset a robot to its factory settings,
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which means that their name gets wiped. The next time you ask, it will
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which means that its name gets wiped. The next time you ask, that robot will
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respond with a new random name.
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The names must be random: they should not follow a predictable sequence.
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Random names means a risk of collisions. Your solution must ensure that
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Using random names means a risk of collisions. Your solution must ensure that
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every existing robot has a unique name.
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## Hints

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