can anybody here post a simplest example of console based su-do-ku solver?
no. it's not needed for home work. neither for work.
please post well commented source. thanks
PS: the code should be C/C++ please.
This is a discussion on sudoku solver within the Game Programming forums, part of the General Programming Boards category; can anybody here post a simplest example of console based su-do-ku solver? no. it's not needed for home work. neither ...
can anybody here post a simplest example of console based su-do-ku solver?
no. it's not needed for home work. neither for work.
please post well commented source. thanks
PS: the code should be C/C++ please.
You need a well commented source of a sudoku solver for what purpose?
here's a well documented algorithm .
http://www.eddaardvark.co.uk/sudokusolver.html
thanks indigo0086!
But that's just algorithm! And source is in Python
I think I am a bit too lazy to do it from algorithm and python source
Wraithan I just wanted to see how it works. Nothing special.
I have two versions of it already.
1) In assembly. Too hard to follow!
2) In C. Deliberately made too hard to follow
Now my questions:
If it was my home work. You would not post it, right?
If it was needed for work. You would ask for something in reward?
Since it is just for the purpose of learning (I am just curious), will you post the code?
I hope somebody must have written it already! :|
All you can learn from a Sudoku solver is algorithms. So the algorithmic description ought to be perfect.
Here's one of my solvers.
Code:module Main where import List ----------------- GENERIC HELPER FUNCTIONS --------------------- -- Apply a list of functions to some data, one after the other, -- from head to tail. chainl :: [(a -> a)] -> a -> a chainl [] x = x chainl (f:fs) x = chainl fs (f x) -- Repeat a function a number of times on a data item. rp :: (a -> a) -> a -> Int -> a rp _ x 0 = x rp fn x n = rp fn (fn x) (n - 1) -- Repeat a function a number of times on a data item, passing the counter. rpn :: (a -> Int -> a) -> a -> Int -> a rpn _ x 0 = x rpn fn x n = rpn fn (fn x n) (n - 1) -- Pad an array to a minimum length with the given item. rpad :: a -> Int -> [a] -> [a] rpad p len ls = ls ++ replicate (len - length ls) p -------------------- TYPE DECLARATIONS ------------------------- -- The type of a row index type RowIndex = Int -- The type of a column index type ColIndex = Int -- The type of an area identifier type AreaId = (Int, Int) -- The type of a value collection type PossibleValues = [Int] -- The general value/values type of a field. type FieldContent = Either Int [Int] -- A Sudoku board: a collection of 81 fields. data SudokuBoard = SudokuBrd [SudokuField] -- A Sudoku field: a pair of coordinates on the board and either a single -- known value, or a list of possibilities. data SudokuField = SudokuUnsure RowIndex ColIndex PossibleValues | SudokuSure RowIndex ColIndex Int -- A group of fields: can be a row, a column or an area. Each group, when -- applied to a board, yields 9 fields. data SudokuGroup = SudokuRow RowIndex | SudokuCol ColIndex | SudokuArea AreaId -- The type of the dataset passed to init. type InitData = [(RowIndex, ColIndex, Int)] ---------------- BASIC TYPE OPERATIONS --------------------- ----- FIELDS ------ -- Determine the ordering of two fields. Ordering works in reading order, -- first across and then down. fieldOrder :: SudokuField -> SudokuField -> Ordering fieldOrder a b = if ar < br then LT else if ar > br then GT else if ac < bc then LT else if ac > bc then GT else EQ where ac = col a ar = row a bc = col b br = row b -- Two fields are equal if their coordinates are the same; values are ignored. instance Eq SudokuField where (==) a b = fieldOrder a b == EQ -- Fields can be ordered. instance Ord SudokuField where compare = fieldOrder -- Fields can be displayed. Format is (row,column) -> values, where values -- is either a list of possibilities, or the fixed value with a '!'. instance Show SudokuField where show (SudokuUnsure r c vals) = "(" ++ show r ++ "," ++ show c ++ ") -> " ++ show vals show (SudokuSure r c val) = "(" ++ show r ++ "," ++ show c ++ ") -> " ++ show val ++ "!" -- Get the row of a field. row :: SudokuField -> RowIndex row (SudokuUnsure r _ _) = r row (SudokuSure r _ _) = r -- Get the row group of a field. rowOf :: SudokuField -> SudokuGroup rowOf = SudokuRow . row -- Get the column of a field. col :: SudokuField -> ColIndex col (SudokuUnsure _ c _) = c col (SudokuSure _ c _) = c -- Get the column group of a field. colOf :: SudokuField -> SudokuGroup colOf = SudokuCol . col -- Create an area ID from a pair of field coordinates. mkarea :: RowIndex -> ColIndex -> AreaId mkarea r c = (r `div` 3, c `div` 3) -- Get the area ID of a field. area :: SudokuField -> AreaId area (SudokuUnsure r c _) = mkarea r c area (SudokuSure r c _) = mkarea r c -- Get the area group of a field. areaOf :: SudokuField -> SudokuGroup areaOf = SudokuArea . area -- Get the value/values of a field. values :: SudokuField -> FieldContent values (SudokuSure _ _ v) = Left v values (SudokuUnsure _ _ vs) = Right vs -- Create a field from coordinates and a value/values. mkfield :: RowIndex -> ColIndex -> FieldContent -> SudokuField mkfield r c (Left i) = SudokuSure r c i mkfield r c (Right is) = SudokuUnsure r c is isSure :: SudokuField -> Bool isSure (SudokuUnsure _ _ _) = False isSure (SudokuSure _ _ _) = True -- Tells whether two fields share any group. Each field is related to 20 others. related :: SudokuField -> SudokuField -> Bool related f g = isIn g (rowOf f) || isIn g (colOf f) || isIn g (areaOf f) ------- BOARD ------- -- The board can be displayed. Each field is given a width of 12. instance Show SudokuBoard where show (SudokuBrd flds) = "Board:\n" ++ showBrd flds where showBrd [] = "\n" showBrd cs = showFlds (take 9 cs) ++ "\n" ++ showBrd (drop 9 cs) showFlds [] = "" showFlds ((SudokuSure _ _ v):cs) = padF (show v) ++ showFlds cs showFlds ((SudokuUnsure _ _ v):cs) = padF (show v) ++ showFlds cs padF = rpad ' ' 12 -- Get the empty board, where everything's possible. emptyBoard :: SudokuBoard emptyBoard = SudokuBrd [ SudokuUnsure x y [1..9] | x <- [0..8], y <- [0..8] ] ------ GROUPS ------- -- Get the fields on a board within a group. fieldsIn :: SudokuBoard -> SudokuGroup -> [SudokuField] fieldsIn (SudokuBrd flds) g = filter (\x -> isIn x g) flds -- Get the fields on a board NOT within a group. fieldsNotIn :: SudokuBoard -> SudokuGroup -> [SudokuField] fieldsNotIn (SudokuBrd flds) g = filter (\x -> not (isIn x g)) flds -- Whether a field is in a group. isIn :: SudokuField -> SudokuGroup -> Bool isIn f (SudokuRow r) = row f == r isIn f (SudokuCol c) = col f == c isIn f (SudokuArea a) = area f == a -- Get all 27 groups of a board. allGroups :: [SudokuGroup] allGroups = allRows ++ allCols ++ allAreas -- Get all row groups of a aboard. allRows :: [SudokuGroup] allRows = [SudokuRow x | x <- [0..8]] -- Get all column groups of a board. allCols :: [SudokuGroup] allCols = [SudokuCol x | x <- [0..8]] -- Get all area groups of a board. allAreas :: [SudokuGroup] allAreas = [SudokuArea (x, y) | x <- [0..2], y <- [0..2]] ---------------- GENERAL BOARD OPERATIONS -------------------- -- Sort a board so that the fields come in reading order. sortBoard :: SudokuBoard -> SudokuBoard sortBoard (SudokuBrd flds) = SudokuBrd (sort flds) -- Create an irregular (could be less than 81 fields) board of only the known -- fields. solvedBoard :: SudokuBoard -> SudokuBoard solvedBoard (SudokuBrd flds) = SudokuBrd (filter isSure flds) -- Test whether a board has been completely solved, i.e. consists only of -- certain fields. isSolved :: SudokuBoard -> Bool isSolved (SudokuBrd flds) = all isSure flds --------------------- BOARD SETUP ---------------------------- -- Take a bunch of initialization data and prime a new board with it. init :: InitData -> SudokuBoard init = initInner emptyBoard -- Apply the given initialization data to a board. initInner :: SudokuBoard -> InitData -> SudokuBoard initInner brd [] = brd initInner brd (v:vs) = initInner (fixC brd v) vs where fixC b (r, c, val) = fix b (r-1) (c-1) val -- Fix a field to a specific value. fix :: SudokuBoard -> RowIndex -> ColIndex -> Int -> SudokuBoard fix (SudokuBrd flds) r c v = SudokuBrd ((SudokuSure r c v) : (delete (SudokuSure r c 0) flds)) -------------------- BOARD SOLVING ---------------------------- -- Attempt to solve a board. WARNING: Current implementation will go into -- infinite loop if it can't solve the board. solve :: InitData -> SudokuBoard solve = sortBoard . (until isSolved (chainl strategies)) . Main.init -- List the solution strategies used in a single iteration. -- strikeKnown is listed several times because it kind of performs cleanup -- duty. strategies :: [(SudokuBoard -> SudokuBoard)] strategies = [ strikeKnown -- Strike out numbers that belong to fixed values. , strikePairs -- Strike values x, y where group contains exactly -- two fields [x, y]. , strikeKnown -- This is more likely to catch something. , fixLonely -- Find possibilities that occur only in one field , strikeKnown -- This is more likely to catch something. ] ------------- SOLUTION STRATEGY I: STRIKE KNOWN ----------------- {- This is the simplest of all strategies. It scans the board for known fields. Then it strikes their values from the possibilities of all uncertain fields in the three associated groups. -} -- Perform the Strike Known step. strikeKnown :: SudokuBoard -> SudokuBoard strikeKnown brd = let (SudokuBrd flds) = brd in strikeKnownFields brd flds -- The main controller of Strike Known. Iterates over all fields of a board -- to strike the known values. strikeKnownFields :: SudokuBoard -> [SudokuField] -> SudokuBoard strikeKnownFields brd [] = brd strikeKnownFields brd ((SudokuSure r c v):flds) = strikeKnownFields newbrd flds where newbrd = strikeFromGroup rowcolbrd (SudokuArea (mkarea r c)) v rowcolbrd = strikeFromGroup rowbrd (SudokuCol c) v rowbrd = strikeFromGroup brd (SudokuRow r) v strikeKnownFields brd ((SudokuUnsure _ _ _):flds) = strikeKnownFields brd flds {-strikeKnownFields :: [SudokuField] -> [SudokuField] strikeKnownFields -} -- The workhorse of Strike Known. Given a board, a group and a value, this -- function gives a new board where, in the given group, all unsure fields -- have the value stricken from their possibilities. strikeFromGroup :: SudokuBoard -> SudokuGroup -> Int -> SudokuBoard strikeFromGroup brd grp val = SudokuBrd (strikeFromFields (fieldsIn brd grp) val ++ fieldsNotIn brd grp) strikeFromFields :: [SudokuField] -> Int -> [SudokuField] strikeFromFields flds val = map (\f -> strikeFromField f val) flds strikeFromField :: SudokuField -> Int -> SudokuField strikeFromField (SudokuUnsure r c (a : b : [])) v | a == v = SudokuSure r c b | b == v = SudokuSure r c a | otherwise = SudokuUnsure r c [a, b] strikeFromField (SudokuUnsure r c vals) v = SudokuUnsure r c (delete v vals) strikeFromField (SudokuSure r c v) _ = SudokuSure r c v strikePairs :: SudokuBoard -> SudokuBoard strikePairs brd = strikePairsInGroups brd allGroups strikePairsInGroups :: SudokuBoard -> [SudokuGroup] -> SudokuBoard strikePairsInGroups = foldl strikePairsInGroup strikePairsInGroup :: SudokuBoard -> SudokuGroup -> SudokuBoard strikePairsInGroup brd g = SudokuBrd (fieldsNotIn brd g ++ strikePairsInFieldList (fieldsIn brd g)) strikePairsInFieldList :: [SudokuField] -> [SudokuField] strikePairsInFieldList flds = foldl strikePair flds pairs where pairs = findPairs flds findPairs :: [SudokuField] -> [(SudokuField, SudokuField)] findPairs [] = [] findPairs (f:fs) = pairl ++ findPairs fs where pair = findMatchFor f fs pairl = maybe [] (\e -> [e]) pair findMatchFor :: SudokuField -> [SudokuField] -> Maybe (SudokuField, SudokuField) findMatchFor (SudokuSure _ _ _) _ = Nothing findMatchFor f [] = Nothing findMatchFor f ((SudokuUnsure x y [v1,v2]):fs) = let (SudokuUnsure _ _ vals) = f in if [v1,v2] == vals then Just (f, (SudokuUnsure x y [v1,v2])) else findMatchFor f fs findMatchFor f (_:fs) = findMatchFor f fs strikePair :: [SudokuField] -> (SudokuField, SudokuField) -> [SudokuField] strikePair [] _ = [] strikePair (g:gs) (f1, f2) = f : strikePair gs (f1, f2) where f = if g == f1 || g == f2 then g else strikeValuesOf f1 g strikeValuesOf :: SudokuField -> SudokuField -> SudokuField strikeValuesOf (SudokuUnsure _ _ svals) f = foldl strikeFromField f svals fixLonely :: SudokuBoard -> SudokuBoard fixLonely brd = fixLonelyInGroups brd allGroups fixLonelyInGroups :: SudokuBoard -> [SudokuGroup] -> SudokuBoard fixLonelyInGroups = foldl fixLonelyInGroup fixLonelyInGroup :: SudokuBoard -> SudokuGroup -> SudokuBoard fixLonelyInGroup brd g = SudokuBrd (fieldsNotIn brd g ++ fixLonelyInFieldList (fieldsIn brd g)) fixLonelyInFieldList :: [SudokuField] -> [SudokuField] fixLonelyInFieldList fs = fixLonelyInFieldListInner fs fs fixLonelyInFieldListInner :: [SudokuField] -> [SudokuField] -> [SudokuField] fixLonelyInFieldListInner [] _ = [] fixLonelyInFieldListInner ((SudokuSure x y v):fs) ts = (SudokuSure x y v) : fixLonelyInFieldListInner fs ts fixLonelyInFieldListInner ((SudokuUnsure x y vs):fs) ts = maybe (SudokuUnsure x y vs) (SudokuSure x y) fv : fixLonelyInFieldListInner fs ts where fv = findLonely vs mts mts mts = (delete (SudokuUnsure x y vs) ts) findLonely :: [Int] -> [SudokuField] -> [SudokuField] -> Maybe Int findLonely [] _ _ = Nothing findLonely (c:cs) [] mts = Just c findLonely (c:cs) ((SudokuSure _ _ v):ts) mts = if c == v then findLonely cs mts mts else findLonely (c:cs) ts mts findLonely (c:cs) ((SudokuUnsure _ _ vs):ts) mts = if elem c vs then findLonely cs mts mts else findLonely (c:cs) ts mts nr119a :: InitData nr119a = [ (1,6,8), (2,5,5), (2,6,4), (2,8,2), (2,9,8), (3,3,3), (3,5,1), (3,8,5), (3,9,7), (4,5,3), (4,7,9), (5,2,9), (5,3,7), (5,4,1), (5,8,8), (6,1,3), (6,2,8), (6,6,9), (6,8,4), (7,4,5), (7,9,9), (8,2,5), (8,3,4), (8,5,7), (8,6,3), (8,9,1), (9,2,7), (9,3,8), (9,7,5), (9,8,3) ] nr119b :: InitData nr119b = [ (1,6,9), (1,9,8), (2,3,4), (2,4,8), (2,6,1), (2,7,7), (3,1,2), (3,3,1), (3,8,5), (4,3,7), (4,5,4), (4,6,8), (4,7,6), (5,7,1), (6,2,6), (6,3,3), (6,5,7), (6,9,9), (7,1,7), (7,4,2), (7,5,3), (7,8,9), (8,2,2), (8,7,5), (9,2,1), (9,3,9), (9,6,6), (9,8,7) ] nr119c :: InitData nr119c = [ (1,6,5), (1,8,9), (1,9,2), (2,1,5), (2,2,4), (2,5,6), (2,6,9), (2,7,8), (3,3,2), (3,5,7), (3,9,4), (4,2,8), (4,6,4), (4,7,2), (5,4,3), (5,6,2), (6,3,4), (6,4,7), (6,8,8), (7,1,4), (7,5,2), (7,7,1), (8,3,3), (8,4,9), (8,5,1), (8,8,6), (8,9,8), (9,1,1), (9,2,6), (9,4,5) ] mad :: InitData mad = [ (1,1,4), (1,8,2), (2,3,6), (2,4,7), (2,7,9), (3,2,8), (3,6,3), (4,3,1), (4,5,5), (4,9,6), (5,2,3), (5,8,4), (6,1,2), (6,4,9), (6,7,7), (7,4,8), (7,8,1), (8,3,5), (8,6,6), (8,7,2), (9,2,7), (9,9,3) ]
All the buzzt!
CornedBee
"There is not now, nor has there ever been, nor will there ever be, any programming language in which it is the least bit difficult to write bad code."
- Flon's Law
Well ... that was HUGE act of kindly help! I am obliged sire! Hail you!
Just tell me ... which programming lingo is this!
I believe it's Haskell, but I'm not certain about that.
dwk
Seek and ye shall find. quaere et invenies.
"Simplicity does not precede complexity, but follows it." -- Alan Perlis
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Thanks!
I thought it was C -= BASIC * Asm + Java / Python ^ Ruby - Perl language!
Haskell does that to you.
And if you havent cought the drift by now, ill spill the beans....nobody will do your work just because your lazy. You have python-source....stop being lazy and stop wasting our time because of it.
Oh Shakti, you spoilsport!!
Manav, I don't know your experience, but I wrote a Sudoku solver last year, and it was quite tricky. Perhaps because I had not played Sudoku before I started the program, and am a hobby programmer, not a pro.
In any case, the code is LONG*, and the algorithm is tricky, e.g. it repeatedly uses a 2D to 1D array manipulation - very unexpected.
My thought is that if you had the code, you wouldn't understand it, unless you had enough skill to code it yourself. If you had that skill, you wouldn't need the code.
Beyond the obvious solitary "must be this number, here", and "can't include this possibility on this square over here", you need to read up on "the rule of pairs" (either inside, or outside, or both), and how to switch to guessing for the toughest Sudoku puzzles, when all other techniques are exhausted, and the puzzle is still unsolved.
*my solver uses a fast technique, or a very slow "odometer" technique. The latter is a tribute to a friend who died most unexpectedly. (An odometer was the first bit of code he asked me to write for him.)
You'll like this challenge of writing a Sudoku program, Manav. You don't want to underestimate it.
What Shakti said, I already knew it by CornedBee's post
Thanks Adak for your suggestion. I know and this is proven by my own experience (time and again)
that I can never ever understand an algorithm in code form unless I know about the algorithm
itself in a very descriptive way (from book etc.)
Since I am spending life 40% sleeping, 40% in office, 15% daily chores, 5% entertainment.
I was acting a bit lazy and thought I will get some already written code in C. Stupid idea!