

The only thing that was slightly non-obvious you've commented: /* 0 represents an empty cell */īeing pedantic with you, your code has zero warnings with -Wall -Wextra -std=c99 -pedantic. We propose a probabilistic solver algorithm which, iteratively fills the sudoku grid and solves the same. And so I transform this algorithm into a Python script. The algorithm applies all rules in Sudoku and uses a more mathematical method to solve Sudoku. This eliminates chances to make mistakes. He created an algorithm for solving a Sudoku and he said this algorithm could be applied physically. I like that you've used const everywhere that you're not going to modify a variable. The compiler is likely to optimize the former into puts("") anyway, and the second may be faster. You might use printf("\n") or putchar('\n') instead of puts(""). Introduction Any Sudoku fans out there This cool little combinatorial puzzle has been around for thousands of years in many different forms, but the most popular version that we know of today gained a mainstream audience only within the last decade.

# error grid size and subgrid size dont match #if SUBGRID_SIZE * SUBGRID_SIZE != GRID_SIZE I would put GRID_SIZE and SUBGRID_SIZE next to each other, and then use an #if to check if they're valid: #define GRID_SIZE 9 We found that the pre-processing solves some of the easiest Sudoku’s so we do not even need other methods.
SOLVING SUDOKU ALGORITHM C UIUC HOW TO
This would make it more obvious about what you're dealing with. This paper handles the popular Sudoku puzzle and studies how to improve evolutionary algorithm solving by first pre-processing Sudoku solving with the most common known solving methods. I think you should create a symbolic SUBGRID_SIZE instead of using 3 here: x0 = (pos.x / 3) * 3 This makes it clear that v2 is a structure. I managed to find the solution for 9x9 Sudoku, but when I tried to extend it my program returns 'No solution' and I don't have an idea what is wrong. Constraint Propagation Reduce the amount of possibilities for each cell to 1 number 2. Then you can use struct v2 wherever you are using v2. Algorithm to solve sudoku Ask Question Asked 6 years, 2 months ago Modified 6 years, 2 months ago Viewed 454 times 2 I'm trying to write an algorithm, which solves an extended Sudoku. 3 Solving a Sudoku Two Recursive Steps 1. I would tag your struct in addition to, if not instead of, using a typedef: struct v2 user3629249 grid is a pointer to an array of GRIDSIZE integers. Therefore, IMO: there is a serious problem with the code logic. Int possible(const grid board, const v2 pos, const int v) 1) the board is declared as a 2 dimensional array of int s 2) the grid is defined as a single array of 9 pointers to int. This is my first post here, all suggestions are welcome! (be pedantic with me!) #include SudokuSolver contains the algorithm to solve the Sudoku it is a bruteforce algorithm, but it recurses only on the cell with the least number of candidates, and before doing this it eliminates all the illegal candidates from the board. How can I make it more efficient, maybe faster and more C-onic? I wrote this program in C to solve a given Sudoku puzzle (represented as 2D array) using backtracking algorithm.
