Sudoku [9 marks]
In these questions you will be working on writing code that will
solve Sudoku puzzles.
All these questions are part of the Core assignment, due in at the
deadline after reading week.
For the avoidance of doubt -- with the exception of the
SudokuSquareSet question, you may add extra #include and using
statements, if you need to.
Make sure you don't commit any compiled code to your GitHub
repository; or if you choose to use an IDE, any large project
directories created by your IDE. You can make these on your machine,
but don't commit or add them to your repository -- this isn't what
git is designed for.
a) Making a Sudoku board class
In the file Sudoku.h make a class Sudoku that holds an incomplete
Sudoku solution.
It should have a constructor that takes a single argument -- the size
of the board. For instance, for a 9x9 Sudoku, the constructor would
be given the value 9. Or, for a 16x16 board, the constructor would be
given the value 16.
You need to store the incomplete solution as a member variable. The
recommended way to do this, to start with, is to have a vector of
vectors (a square array), in which each square is represented as a
set<int> that holds the values that could possibly go in that square.
Initially, for a 9x9 Sudoku, if the grid is completely blank, each
set will contain the values {1,2,3,4,5,6,7,8,9}. When a square is
given some value, the set is cleared and replaced with a set
containing just that one value -- the other options are removed.
Write a function getSquare(int row, int col) that returns the value
in the cell in the square at the given row and column:
• If there is only one value in the set for that square, return
the number in that set.
• Otherwise, return -1 (a dummy value to indicate we don't know
what should be in that square yet)
b) Setting the value of a Sudoku
square
Write a function setSquare(int row, int col, int value) that sets the
value in the cell in the square at the given row and column, then
updates the sets of possible values in the rest of the grid to remove
choices that have been eliminated. For instance, if we put a '3' on a
given row, then nothing else on that row can have the value 3.
The implementation of setSquare is split into two parts.
First, the easy part: the set of possible values for that cell is
cleared, and value is inserted. This forces that cell to have that
value.
Then, a loop begins that does the following:
• Loop over the entire grid
• For each square that has only one value in it, remove that
value from the sets of possible values for:
o All the other squares on that row
o All the other squares in that column
o All the other squares in the same box. A 9x9 grid is
divided into 9 boxes, each 3x3: no two values in the same
box can have the same value. For larger grids (e.g.
16x16), the size of the box is always the square root of
the size of the grid.
If at any point the set of values for a square becomes empty, the
function should return false: it has been shown that there is no
value that can go in a square.
The loop should continue whilst values are still being removed from
the sets of possible values. The reason for this is that after
setting the given square, we might end up with only one option being
left for some other squares on the grid. For instance, if on a given
row some of the squares had the sets:
{3,4} {3,5} {4,5}
...and we call setSquare to set the middle square to have the value
3, then before the loop:
{3,4} {3} {4,5}
On the first pass of the loop, we would find the square containing 3
and remove this from the other sets on the row (and the other sets in
the same column and box). The row then looks like:
{4} {3} {4,5}
We then start the loop again, and find the square containing the
value '4'. This is removed from the other sets on the row (and column
and box) to give:
{4} {3} {5}
We then start the loop again, and find the square containing the
value '5'.
This process stops when, having looped over the board, and updated
the sets by removing values, our sets have stopped getting any
smaller. At this point the function returns true.
For simple Sudodu puzzles, this process here is enough to solve the
puzzle. No guesswork is needed: setting the squares of the board to
hold the initial values specified in the puzzle, is enough to cause
all the other squares of the board to have only one option left.
You can test this by compiling and running BasicSudoku.cpp:
g++ -std=c++11 -g -o BasicSudoku BasicSudoku.cpp
This calls setSquare for the values in a simple Sudoku puzzle; then
uses getSquare to check your code has the right answer.
c) Searching for a solution
For more complex puzzles, after putting in the initial values using
setSquare, some of the squares on the board have more than one value
left in their set of possible values -- using logic alone, we cannot
deduce what the value has to be; we have to make a guess and see what
happens.
For this, we are going to use the Searchable class. This is an
abstract class for puzzles, containing the following virtual
functions:
• isSolution(): this returns true if the puzzle has been solved.
For Sudoku, this means all the squares contain just one value.
• write(ostream & o): a debugging function to print the board to
screen.
• heuristicValue(): an estimate of how far the puzzle is from
being solved. We will return to this in part (d)
• successors(): in a situation where a guess is needed, this
returns several new puzzle objects, each of which corresponds
to a different guess having been made.
Make your Sudoku class inherit from Searchable, by changing the
opening of the class definition to class Sudoku : public Searchable
Implement isSolution() to only return true if the puzzle has been
solved; i.e. every set in every square is of size 1.
Implement a write() function to print the board. You can display the
board however you like. A reasonable implementation is to print out
the board one row at a time:
• If the square has more than one value in its set, print a space
character
• Otherwise, print the value from the set.
(I'm not marking write(), it is to help your debugging. If you want
to print nothing at all, that's fine.)
Implement successors() as follows:
• Make an empty vector of successors to return. This should be a
vector<unique_ptr<Searchable> > object.
• Find the first row containing a square that still has more than
one option in its set
• Find the left-most square on that row
• For each value in the set for that square:
o Make a copy of the current Sudoku object (this) using new
o Use setSquare on the copy to set the value of the square
o If setSquare returns true, add the pointer to the back of
the vector of successors to return. Otherwise, delete the
pointer. (You can use a unique_ptr for this if you wish.)
• Once done, return the vector of successors
Once you have implemented these functions, you can test your code by
using BreadthFSSudoku:
g++ -std=c++11 -g -o BreadthFSSudoku BreadthFSSudoku.cpp
d) Other improvements
SudokuSquareSet
Using a set<int> to represent the possible values in a sudoku square
is relatively inefficient. A better option is to set bits of an
unsigned integer to be 0 or 1, with bit n being set to 1 if the value
(n+1) is in the set. For instance, to encode that 1,3 and 4 are
possible values, in binary, this would be:
00000000 00000000 00000000 00001101
..................................^ if bit 0 is 1, then 1 is in the
set
................................^.. if bit 2 is 1, then 3 is in the
set
...............................^... if bit 3 is 1, then 4 is in the
set
Note that because 0 can never be in a Sudoku square, bit 0 is 1 if 1
is in the set, bit 1 is 1 if 2 is in the set, and so on.
Conceptually, it's still a set -- each value can only be stored once
-- but it's much more efficient.
In the file SudokuSquare.h complete the definition of the
SudokuSquareSet class. It should have exactly two member variables,
and no others:
• An unsigned int whose bits denote what values are in the set
• An int that denotes how many values are in the set
...and provide similar functionality to set<int>, including:
• A default constructor that creates an empty set (all bits set
to 0)
• A size() function that returns how many values are in the set
• An empty() function that returns true iff there are no values
in the set
• A clear() function that removes all values from the set
• operator==() that compares a SudokuSquareSet to another given
SudokuSquareSet, and returns true if the values are the same
• operator!=() that compares a SudokuSquareSet to another given
SudokuSquareSet, and returns true if the values are different
• begin() and end() that get iterators, allowing you to loop over
the values in the set (you will need to implement an iterator
class inside the SudokuSquareSet class for this)
• An insert function that adds a value to the set, and returns an
iterator to it
• A find function that sees if a value is in the set -- if it is,
it returns an iterator to it, otherwise it returns end()
• An erase function that takes a value, and if it's in the set,
removes it
• An erase function that takes an iterator at a given value, and
calls erase() with that value
To perform some basic tests on your SudokuSquareSet class you can
compile and run TestSudokuSquare.cpp:
g++ -std=c++11 -g -o TestSudokuSquare TestSudokuSquare.cpp
Once you have done this, you can edit your Sudoku.h file to use
SudokuSquareSet instead of set<int>. If you have implemented the
functionality above correctly, it should then be a drop-in
replacement. In short:
• Add #include "SudokuSquare.h" to the #include section at the
top of Sudoku.h
• Replace set<int> with SudokuSquareSet throughout the Sudoku
class
You should then be able to compile and run the tests you were using
earlier, to test the overall Sudoku functionality.
Other performance tweaks
We can improve on the basic sudoku solver in a few ways. Your mark
for this part will be based on how quickly your solution works: the
faster it runs, the higher the marks. As well as 9x9 boards, I will
be testing your solution on larger (e.g. 16x16) Sudoku boards.
A better setSquare
Suppose we had the following squares on a row:
{3,4} {3,4,6} {3,4,6,7} {3,4}
There are 2 cells that contain identical sets of size 2. There are
only two ways of satisfying this:
• 3 in the left-most cell; 4 in the right-most cell
• 4 in the left-most cell; 3 in the right-most cell
In either case, no other value on the row can have the value 3 or 4.
We can thus remove 3 and 4 from the other sets:
{3,4} {6} {6,7} {3,4}
As before, this process loops and carries on until the sets stop
getting any smaller -- because there is a cell that contains just 6,
we would then get:
{3,4} {6} {7} {3,4}
Extend the implementation of setSquare to include this sort of
reasoning for duplicates sets of values in rows, columns and boxes:
look for pairs of squares, with identical sets of size 2.
To test your code, compile and run BreadthFSSudoku again -- it should
explore fewer nodes than it did before you made these changes.
If you wish, you can then continue this work to add additional logic
to setSquare. For instance, looking for 3 identical sets of size 3, 4
identical sets of size 4, etc. Or, any other deduction rule for
Sudoku that you can find online, and implement in your work -- add a
comment to the website or paper you used as your source.
Better search with a heuristic
Open up BreadthFirstSearch.h. It defines a search strategy known as
breadth-first search. It has a queue of incomplete solutions
(initially, the starting configuration of the board. Then, it
repeatedly takes a board off the queue, and if it's not a solution,
gets its successors, and puts them on the queue.
The queue used follows a first in, first out (FIFO) strategy: the
next board is always taken off the front of the queue; and new boards
are always put on the back of the queue.
Breadth-first search can be improved by using a heuristic: an
estimate of how close a board is to being finished. The Searchable
class defines a heuristicValue() function that calculates an estimate
of this.
Add a heuristicValue() function to your Sudoku class, that returns
the number of squares on the board whose sets are of size greater
than 1. On paper this corresponds to the number of squares we haven't
written a number into yet; and the fewer the squares, the closer it
looks like that board is to being a solution.
Complete the BestFirstSearch class provided, so that instead of using
a first-in first-out queue (as in breadth-first search) it uses a
priority queue, sorted in ascending order of heuristic value. That
is, when we get the successors to a board, these are inserted into
the queue so that the board with the smallest heuristic value is
always at the front.
To test your code, compile and run BestFSSudoku:
g++ -std=c++11 -g -o BestFSSudoku BestFSSudoku.cpp
This should expand fewer nodes than breadth-first search
NB: Your BestFirstSearch code should never assume Searchable objects
are Sudoku objects. Only use functions defined in the Searchable base
class.
A better successors function
One last edit. In the successors function, we choose a square, and
make successors corresponding to setting that square to have each of
its possible values. We keep only the successors for which setSquare
returned true.
If when we do this, we keep only one successor -- and that successor
isn't a solution -- then instead of returning a vector of just that
one successor, recursively call successors() on that; and return what
it returns.
The intuition for this is as follows. If setSquare only returned true
for one of the possible successors, we have shown that, actually,
having tried all the options, only one of the possible values for
that square was acceptable. Thus, we can instead return the
successors of that one valid option. We only need to return
successors to search, to go on the queue, if there is more than one
option to choose from.
As with before, implementing this should allow both breadth-first
search and best-first search to expand fewer nodes.
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