SOLUTION: EE 543 University of New Hampshire Sudoku Program Project

Sudoku Assignment
Java
100 Points
____________________________________________________________________________
Sudoku is a simple number puzzle that uses a 9×9 array of numbers as shown below. A correct
solution to the puzzle requires the player to fill in all the empty squares with digits from 1-9 such
that every row contains all digits from 1-9, every column has the digits 1-9 and the nine 3×3
subblocks each have the digits 1-9. Your task is to write a program that will solve incomplete
Sudoku puzzles that will be read from files. This assignment requires you to use recursion in
game environment to support ​backtracking​. ​You must use recursion in your solution.
What Is A Backtracking Algorithm?
In ​Backtracking Algorithms​, you try to build a solution one step at a time. If at some step it is
clear that the current path that you are on cannot lead to a solution, you return back to the
previous step (backtrack) and choose a different path.
Think of a maze – how do you find a way from an entrance to an exit? Once you reach a dead
end, you must backtrack. But backtrack to where? – to the previous choice point. Backtracking is
also known as ​depth-first-search​.
Let’s take a situation. Suppose you are standing in front of three tunnels, one of which is having
a bag of gold at its end, but you don’t know which one. So you’ll try all three. First go in tunnel 1,
if that is not the one, then come out of it, and go into tunnel 2, and again if that is not the one,
come out of it and go into tunnel 3. So basically in backtracking we attempt solving a
subproblem, and if we don’t reach the desired solution, then undo whatever we did for solving
that subproblem, and try solving another subproblem.
Sudoku Assignment
Java
100 Points
Approach
You should use a ​brute force approach, which means that you won’t try to make your program
smart, just persistent! In other words it will simply try every possible digit in each empty square
until it finds one that does not violate the row, column, and subblock rules. As soon as it finds
one that works, it goes to the next empty square and tries to put a digit there and continues in
this way until the boxes are all filled or it finds an empty box that cannot be filled with any digit
without violating the rules. When that happens, your program must ​backup​, or return to a
previous square and “undo” the last digit it placed there and try another. This process continues
until the puzzle is solved or the program discovers that there is no solution.
Algorithm
In order to make this work, your overall approach has to be transformed into a rigorous
algorithm that organizes the trial-and-error process: you need to “know” where you are at all
times and what digits you have and have not tried in any given square. It’s pretty straightforward
to just traverse the squares of the puzzle by row (or by column) looking for an empty square.
When you find one, you try all the digits from 1 to 9 (this can be inside a ​for or ​while loop). If you
find a digit that can go there, you put it into the square, assume that it is the correct digit and
recur to look at the “next” blank square. You’ll surely reach a point where the choices you’ve
made so far are not correct and all numbers will be incorrect for a given empty square. So, you
return failure to the caller of this invocation. The caller will then try the next number in its
sequence, if there is one, which will cause another recursion. If the caller just finished its loop (it
tried a 9 that failed), it will return failure to ​its caller, and so forth. Eventually, (if the board is a
valid board) a correct number can be placed on the last available blank and that invocation sees
that there are no more blanks left and returns success, which ripples all the way back up the
recursion stack.
A recursive strategy for finding a solution to a Sudoku problem is as follows:
Base case 1 : If you are past the end of the board, then all
previous locations must have been filled by previous recursive
calls, and the puzzle is solved.
Recursion case 1 : If this location already has a value (from the
board file), it should not be changed. Recursively call for the
next location.
Recursion case 2 : If this location did not already have a value,
Sudoku Assignment
Java
100 Points
try the next legal value,
solution from the next cell.
then
recursively
attempt
to
find
a
If a solution is found for at least one legal value, return that a
solution was found.
If no solution is found for any legal value, reset this cell to be
empty, and report that there was not a solution found.
Every time the code recursively attempts to find a solution, it will fill cells in the Sudoku grid. If
an attempt is not successful, before returning, your code must restore the Sudoku grid to have
empty spaces in the correct places.
Program and Starter Code
You will need to create the following files:
1. Location.java
2. Board.java
3. Sudoku.java
along with some data sets. Your main method should be in ​Sudoku.java​. Starter code includes
several test files containing Sudoku boards.
Location.java
This class represents a location on a Sudoku board. It should store a row and column value,
and include methods for getting the “next” location from the current one.
public Location( int r, int c )
The constructor for Location. It should store the row and column values.
public int getRow()
Returns the Location’s row value.
public int getColumn()
Returns the Location’s column value.
public Location next()
Gets the next Location after this one. Should proceed through a row by incrementing the
column value, until it needs to move to the next row. For example, the next location from
1,1 is ​1,2 but the next location from ​1,8 is ​2,0​. Should return null if the next location
would be outside the space of a standard Sudoku board (9 rows by 9 columns.)
Sudoku Assignment
Java
100 Points
public String toString()
Returns a string representation of this Location. It should be in this format: ​row, col
Board.java
This class represents the 9×9 board of values for the Sudoku puzzle. It should store the values
for the current state of the puzzle, and contains methods to read in a board as well as methods
to help check whether a value is allowed in a given row, column, 3×3 box, or location.
public Board( Scanner sc )
Constructor for the Board class. Creates the instance variables to store the values for a
9×9 board. Should use ​readBoard​ to do most of its work.
public static int[][] readBoard( Scanner sc )
Uses the provided Scanner to read the board and return a 2D integer array with the
appropriate values. Input should be 9 rows of values with 9 characters each. These
characters will be 1-9 to indicate a fixed number in the starting board, or a – (dash) to
indicate an empty location. A value of 0 indicates an empty space in the returned array.
Should return null if the board was invalid (contains invalid characters or does not
contain enough values.) Example input:
-76-89-54
8-43-271-1–46837-8-93-45
23-81-967
9-167-3-8
-834-759-5-9-16-1–56-47public int get( int row, int col )
Returns the value at ​row, col​ in the board.
public void set( int row, int col, int value )
Sets the value at ​row, col in the board. Does not need to confirm that the value is
allowed, as these checks should be done before calling this method.
public boolean containsInRow( int row, int number )
Returns true if ​number​ was already contained in ​row​, false otherwise.
Sudoku Assignment
Java
100 Points
public boolean containsInCol( int col, int number )
Returns true if ​number​ was already contained in ​col​, false otherwise.
public boolean containsInBox( int row, int col, int number )
Returns true if ​number was already contained in the 3×3 box containing ​row, col​,
false otherwise. For instance, for ​0,1 the method should check the box ​0,0 through
2,2
public boolean isAllowed(int row, int col, int number)
Returns true if ​number would be valid to assign to ​row, col​, false otherwise. For
number to be allowed it should satisfy all of the rules for row, column, and 3×3 box. It
should also return false if the location has a fixed value (one given from the input file.)
public String toString()
Returns a string representation of the board. Uses dashes to indicate empty spaces, and
indicates the 3×3 boxes within the board. For example:
+——-+——-+——-+
| – 7 6 | – 8 9 | – 5 4 |
| 8 – 4 | 3 – 2 | 7 1 – |
| – 1 – | – 4 6 | 8 3 – |
+——-+——-+——-+
| 7 – 8 | – 9 3 | – 4 5 |
| 2 3 – | 8 1 – | 9 6 7 |
| 9 – 1 | 6 7 – | 3 – 8 |
+——-+——-+——-+
| – 8 3 | 4 – 7 | 5 9 – |
| – 5 – | 9 – 1 | 6 – – |
| 1 – – | 5 6 – | 4 7 – |
+——-+——-+——-+
Sudoku.java
This class does the work of solving the Sudoku puzzle, as well as containing the main method
to provide a text-based user interface. Stores a Board object which it uses in solving. It should
also track statistics about the solving process: the number of recursive calls made, and the
number of “backups” that had to be done.
Sudoku Assignment
Java
100 Points
public Sudoku( Scanner sc )
Constructor for the Sudoku class. Initializes the board and other instance variables.
public boolean solve( Location loc )
Recursively solves the board from the current configuration, using the backtracking
algorithm described above. Returns ​true if a solution was found from the current
configuration, ​false otherwise. Should only assign valid values to board locations, and
should not overwrite locations that had values in the original board configuration.
public int getRecursionCount()
Returns the recursion count after the puzzle has been solved (or discovered to be
unsolvable.)
public int getBackupCount()
Returns the backup count after the puzzle has been solved (or discovered to be
unsolvable.)
public Board getBoard()
Returns the Sudoku board.
public static void main( String[] args )
The main method. Prompts the user for a file name, creates a Scanner using that file,
creates a Sudoku object, prints the initial board, calls the solve method, and then prints
the results, including the recursion count and backup count. Transcript below:
Enter the path to the sudoku file:
test1.txt
Initial configuration of the sudoku
+——-+——-+——-+
| – 7 6 | – 8 9 | – – 4 |
| – – 4 | 3 – 2 | – 1 – |
| – 1 – | – – 6 | 8 3 – |
+——-+——-+——-+
| 7 – 8 | – 9 3 | – – 5 |
| 2 3 – | – – – | – 6 7 |
| 9 – – | 6 7 – | 3 – 8 |
+——-+——-+——-+
| – 8 3 | 4 – – | – 9 – |
| – 5 – | 9 – 1 | 6 – – |
| 1 – – | 5 6 – | 4 7 – |
+——-+——-+——-+
Sudoku Assignment
Java
100 Points
Successful!
Final configuration of the sudoku
+——-+——-+——-+
| 3 7 6 | 1 8 9 | 2 5 4 |
| 8 9 4 | 3 5 2 | 7 1 6 |
| 5 1 2 | 7 4 6 | 8 3 9 |
+——-+——-+——-+
| 7 6 8 | 2 9 3 | 1 4 5 |
| 2 3 5 | 8 1 4 | 9 6 7 |
| 9 4 1 | 6 7 5 | 3 2 8 |
+——-+——-+——-+
| 6 8 3 | 4 2 7 | 5 9 1 |
| 4 5 7 | 9 3 1 | 6 8 2 |
| 1 2 9 | 5 6 8 | 4 7 3 |
+——-+——-+——-+
Recursion count = 94
Backup count = 7

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