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Sudoku

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B+:
Hi,

I am studying Sudoku Game and probably will revisit Solvers eventually, at these sites:

Just Basic: http://justbasic.conforums.com/index.cgi?board=code&action=display&num=1515342883

SmallBASIC: https://smallbasic.sourceforge.io/?q=node/1773

QB64: http://www.qb64.net/forum/index.php?topic=14672.0

and here The Joyful Programmer > The QB64 Edition:
http://qb64.thejoyfulprogrammer.com/showthread.php?tid=1207&pid=5720&rndtime=15156870881901289581#pid5720

My main interest is perfecting THE GAME algorithms, board making and cell hiding such that when you hide the cells you don't create a board that can be solved more than one way.

I've already learned you can make a legit board for a game but it is trivial to solve, as discussed or illustrated in above links.

I have devised code that will create non trivial boards but need an algo to hide the cells but keep solution unique, ie only one solution set. Is there one? 

Could I understand how it is put together and works? ;-))

Rick3137:
 Hello Mark:
 
  I went through this years ago, and found a nice easy solution.
  I start from a solved game, from any source, that works correctly.

  I then look at the numbers in the solution, and substitute new numbers for old ones.
  For instance; All 1's become 9's. All 2's become 4's, All 9's become 3's etc.
  Instant new game.

B+:
Hi Rick,

Good to see you are still alive and kicking!

Yes! I have started with 6 base board solutions and shuffled columns and rows within boxes and then shuffled vertical or horizontal blocks of boxes and then randomly changed all the numbers as one does with code a = s, b = y, c = f, ....

This leaves a board who's solution is too easy to find because permutation of the same 3 sets of numbers are repeated in every box eg

one box is
148
923
576

so all the other boxes are variations

481
392
657

814
239
765

all you need to see is 18x   and you know x = 4
all you need to see is x4y   and you know x or y = 8 and the other is 4

This is for every box in the puzzle...

hmm... but maybe if you had a better, more random puzzle to start with... yes that would be better!

B+:
I am pleased to announce that last night I found the formula / recipe to distribute the hidden cells homogeneously throughout the puzzle grid that guarantees leaving each box row, col with a cell which guarantees each cell and row of the whole grid has a 3 cells not hidden (in the hardest level of play that leaves only 3 cells per box.).

My conjecture is that such an arrangement is most likely to keep a puzzle to the original solution devised at the start (which I will explore when I start playing with Solvers again).


--- Code: ---' Make #3 Board Test Hiding.bas SmallBASIC 0.12.11 (B+=MGA) 2018-01-12

'from make #2 Board Maker, now test hiding cells
'aha! I have defined levels well for myself at least!

randomize
dim grid(8, 8) 'global access to use between calls to functions using them

while 1
  cls
  'get desired level of difficulty set
  locate 6, 27 : ? "Welcome to the game called Sudoku!"
  locate 7, 20 : ? "To begin, please enter a level of difficulty."
  locate 9, 10 : ? "A level of 1 will hide 1 cell in every box, 4 will hide 4 in every box."
  locate 11, 10 : ? "Levels 1 to 3 are good for developing 'flash card' automatic skills."
  locate 12, 10 : ? "Levels 4, 5 and 6 are your standard but on easy side for:"
  locate 13, 10 : ? "beginner, intermediate, and difficult puzzles."
  locate 15, 10  : input "Enter 1 for very easy up to 6 for very hard! any else quits ";level
  if level < 0 or level > 10 then end
  'test robustness of algo for hiding should work to hiding 9 cells in box! YES!!!

    'test grids have solutions for Sudoku Game
  'while 1
  tCount = 0 : tStartOver = 0
  makeGrid
  showGrid
  ? : ? "Grid solve-able ? answer: ";solved()
  ? "Total cellBlock redo's ";tCount
  ? "      Total StartOvers ";tStartOver
  input "OK press enter to see the Hide...";more
  hideCells
  showGrid
  print "That was level ";level
  input "Press enter for another set, any else quits ";more
  if len(more) then end
wend

sub hideCells
  'global level
  local box, cBase, rBase, m, bx, by, dx, dy, dm
  for box = 0 to 8
    cBase = (box mod 3) * 3
    rBase = int(box / 3) * 3
    bx = int(rnd*3) : by = int(rnd*3)
    dx = int(rnd*2) + 1 : dy = int(rnd*2) + 1
    if rnd <.5 then dm = -1 else dm = 1
    for m = 0 to level-1
      grid(cBase + ((bx + m * dx) mod 3) , rBase + (by + m * dy + int(m/3) * dm) mod 3) = 0
    next
  next
end

'this will either put the number in the grid's cellBlock or return 0 for failure
func loadCell(n, cellBlock)
  local xoff, yoff, xstop, ystop, list, x, y
  local xx, yy, available, i, pointer, cell, r
  local wait

  'grid
  ' 0 1 2  3 4 5  6 7 8
  '
  'cell block numbers
  ' 0 1 2
  ' 3 4 5
  ' 6 7 8

  select case cellBlock
    case 0 : xoff = 0 : yoff = 0 : xstop = 0 : ystop = 0
    case 1 : xoff = 3 : yoff = 0 : xstop = 2 : ystop = 0
    case 2 : xoff = 6 : yoff = 0 : xstop = 5 : ystop = 0

    case 3 : xoff = 0 : yoff = 3 : xstop = 0 : ystop = 2
    case 4 : xoff = 3 : yoff = 3 : xstop = 2 : ystop = 2
    case 5 : xoff = 6 : yoff = 3 : xstop = 5 : ystop = 2

    case 6 : xoff = 0 : yoff = 6 : xstop = 0 : ystop = 5
    case 7 : xoff = 3 : yoff = 6 : xstop = 2 : ystop = 5
    case 8 : xoff = 6 : yoff = 6 : xstop = 5 : ystop = 5
  end select
  'filling the cells in order so all the ones before n are done
  'make a list of free cells in cellblock
  dim list(8)
  for y = 0 to 2  'make list of cells available
    for x = 0 to 2 'find open cell in cellBlock first
      if grid(xoff + x, yoff + y) = 0 then 'open

        bad = 0
        'check rows and columns before this cell block
        for yy = 0 to ystop 'rows
          if grid(xoff + x,  yy) = n  then
            bad = 1
            exit for
          fi
        next
        if bad = 0 then
          for xx = 0 to xstop
            if grid(xx, yoff + y) = n then
              bad = 1
              exit for
            fi
          next
        fi
        if bad = 0 then available++ : list(3*y + x) = 1
      end if

    next
  next

  '? : ? "Number of Cells available ";available
  'for i = 0 to 8 : ? list(i); : next : ?
  'input "OK, press enter... ";wait
  'delay 20

  if available = 0 then
    '? "error: no cells available for: "; n;" in cellBlock ";cellBlock : delay 1500
    loadCell = 0
    exit func
  fi
  dim cell(1 to available) : pointer = 1
  for i = 0 to 8
    if list(i) then cell(pointer) = i : pointer ++
  next

  'OK our list has cells available to load, pick one randomly
  if available > 1 then 'shuffle cells
    for i = available to 2 step -1
      r = int(rnd * i) + 1
      swap cell(i), cell(r)
    next
  fi
  'load the first one listed
  grid(xoff + (cell(1) mod 3), yoff + int(cell(1) / 3)) = n
  loadCell = 1
end

'the master sub for which loadCell function was designed
sub makeGrid
  local n, cellBlock, i, cnt, startOver, temp, wait
  'this version requires the assistance of loadCell sub routine
  ' debug by stepping through process with showGrid sub

  repeat
    dim grid(8, 8) : startOver = 0
    for n = 1 to 9
      temp = grid : cnt = 0
      repeat
        for cellBlock  = 0 to 8
          success = loadCell(n, cellBlock)
          if success = 0 then
            cnt = cnt + 1
            tCount++
            if cnt >= 20 then startOver = 1 : tStartOver++ : exit for
            grid = temp
            exit for
          fi
          'showGrid
          'input  " OK, press enter..."; wait
          'delay 200
        next
        if startOver then exit loop
      until success
      if startOver then exit for
    next
  until startOver = 0
end

sub showGrid
  local r, c
  cls
  for r = 0 to 8
    for c = 0 to 8
      locate int(r/3) + r + 2 , int(c/3) * 2 + (c + 2) * 3,  : ? grid(c, r)
    next
  next
  ?
end

' add solved function
func solved()
  local n, col, row, cell, cellrow, cellcol, found
  solved = 0 'n must be found in every column, row and 3x3 cell
  FOR n = 1 TO 9
    'check columns for n
    FOR col = 0 TO 8
      found = 0
      FOR row = 0 TO 8
        IF abs(grid(col, row)) = n THEN found = 1: EXIT FOR
      NEXT
      IF found = 0 THEN EXIT FUNC
    NEXT
    'check rows for n
    FOR row = 0 TO 8
      found = 0
      FOR col = 0 TO 8
        IF abs(grid(col, row)) = n THEN found = 1: EXIT FOR
      NEXT
      IF found = 0 THEN EXIT FUNC
    NEXT
    'check 3x3 cells for n
    FOR cell = 0 TO 8
      cellcol = cell MOD 3
      cellrow = INT(cell / 3)
      found = 0
      FOR col = 0 TO 2
        FOR row = 0 TO 2
          IF abs(grid(cellcol * 3 + col, cellrow * 3 + row)) = n THEN found = 1: EXIT FOR
        NEXT
        IF found = 1 THEN EXIT FOR
      NEXT
      IF found = 0 THEN EXIT FUNC
    NEXT
  NEXT
  solved = 1
end


--- End code ---

4 days to get a dozen lines of code, sheeze!

B+:
And here is my most recent update of the Sudoku Game in SmallBASIC version 0.12.11
This uses not so random hiding of cells and levels of play are decided by how many cells per box to remove ie, 0 would display a solved puzzle, 9 would display a board with 0 clues left; easy, intermediate and difficult would be levels: 4, 5 and 6.


--- Code: ---' SB1 Sudoku Game.bas SmallBASIC 0.12.11 (B+=MGA) 2018-01-17
' some edits of game posted 2018-01-17, better quit code with level
' more debug code removed

'from: sudoku mod bplus.bas SmallBASIC 0.12.11 (B+=MGA) 2018-01-06
' add whole new makeGrid (maybe faster) and hideCells code (not so random)

'Sudoku Game from SB.bas SmallBASIC 0.12.9 (B+=MGA) 2018-01-04
' fix color at start so can see the grid!
' add solved function!!! and loop around when solved
' removed cell notes, to store in corners

randomize
const TextSize = textwidth("9")
const CellSize = TextSize * 5
const xMinBoard = CellSize
const yMinBoard = CellSize
const xMaxBoard = xMinBoard + 9 * CellSize
const yMaxBoard = yMinBoard + 9 * CellSize
const xMidBoard = xMinBoard + (xMaxBoard - xMinBoard)/2
const yMidBoard = yMinBoard + (yMaxBoard - yMinBoard)/2
const xMinKeyPad = xMinBoard - .5 * CellSize
const xMaxKeyPad = xMinKeyPad + CellSize * 10
const yMinKeyPad = yMaxBoard + 10
const yMaxKeyPad = yMinKeyPad + CellSize

'main loop sets up game puzzle,
'when solved it flashes that fact and then sets up another puzzle
while 1
  'get desired level of difficulty set
  cls
  LOCATE 5, 5: PRINT "Welcome to SB version of Sudoku Game by bplus"
  LOCATE 9, 5: PRINT "To begin, please enter a level of difficulty."
  LOCATE 10, 8: PRINT "A level of 1 will hide 1 cell in every box,"
  LOCATE 12, 14: PRINT "4 will hide 4 in every box."
  LOCATE 14, 9: PRINT "Levels 1 to 3 are good for developing"
  LOCATE 15, 12: PRINT "'flash card' automatic skills."
  LOCATE 17, 9: PRINT "Levels 4, 5 and 6 are easy standard for:"
  LOCATE 18, 5: PRINT "beginner, intermediate, and difficult puzzles."
  LOCATE 22, 12: INPUT "Enter 0 to 9 any else quits "; level
  IF instr("0123456789", level) then level = val(level) else CLS: END
  'test robustness of algo for hiding should work to hiding 9 cells in box! YES!!!
  'globals
  bx = 0 : by = 0  'current highlighted location on board
  key = 1          'current key highlighted on keyPad, key = 0 clears cell
  update = 1       'when to show game board
  dim grid(8,8)    '9x9 board positive values come from puzzle creation
  '0 and negative values are cells blanked out to make puzzle

  makeGrid
  hideCells
  'game loop will continue to respond to mouse clicks until puzzle is solved
  while solved() = 0
    'cls screen display puzzle catch mouse and handle it
    if update then showGrid
    if pen(3) then
      mx = pen(4) : my = pen(5)
      while pen(3)
        mx = pen(4) : my = pen(5)
      wend
      'clicked inside Board
      if xMinBoard <= mx and mx <= xMaxBoard and yMinBoard <= my and my <= yMaxBoard then
        bx = int((mx - xMinBoard)/CellSize) : by = int((my-yMinBoard)/CellSize)
        if grid(bx, by) < 1 then
          if key = 0 then grid(bx, by) = 0 else grid(bx, by) = -key
        fi
        update = 1
      fi
      'clicked inside KeyPad
      if xMinKeyPad <= mx and mx <= xMaxKeyPad and yMinKeyPad <= my and my <= yMaxKeyPad then
        key = int((mx - xMinKeyPad) / CellSize)
        update = 1
      fi
      if xMidBoard - 3 * CellSize <= mx and mx <= xMidBoard + 3 * CellSize then
        if yMaxKeyPad + CellSize <= my and my <= yMaxKeyPad + 2 * CellSize then xit = 1 : exit loop
      fi
    fi
    delay 50  'save fan from running
  wend
  IF xit THEN
    xit = 0
  ELSE
    BEEP
    t = TIMER
    WHILE (TIMER - t < 6)
      showGrid
      DELAY 900
      COLOR 15, 0
      CLS
      at xMidBoard - 7 * TextSize, yMidBoard - .5 * TextSize : ? "Puzzle solved!"
      DELAY 300
    WEND
  END IF
wend

' add solved function
func solved()
  local n, col, row, cell, cellrow, cellcol, found
  solved = 0 'n must be found in every column, row and 3x3 cell
  FOR n = 1 TO 9
    'check columns for n
    FOR col = 0 TO 8
      found = 0
      FOR row = 0 TO 8
        IF abs(grid(col, row)) = n THEN found = 1: EXIT FOR
      NEXT
      IF found = 0 THEN EXIT FUNC
    NEXT
    'check rows for n
    FOR row = 0 TO 8
      found = 0
      FOR col = 0 TO 8
        IF abs(grid(col, row)) = n THEN found = 1: EXIT FOR
      NEXT
      IF found = 0 THEN EXIT FUNC
    NEXT
    'check 3x3 cells for n
    FOR cell = 0 TO 8
      cellcol = cell MOD 3
      cellrow = INT(cell / 3)
      found = 0
      FOR col = 0 TO 2
        FOR row = 0 TO 2
          IF abs(grid(cellcol * 3 + col, cellrow * 3 + row)) = n THEN found = 1: EXIT FOR
        NEXT
        IF found = 1 THEN EXIT FOR
      NEXT
      IF found = 0 THEN EXIT FUNC
    NEXT
  NEXT
  solved = 1
end

' displays the game grid, mainly as Chris with more constants
sub showGrid()
  update = 0 'global calls for this display
  local x, y, i, j, b
  b = rgb(0, 0, 40)
  color 15, b : cls
  locate 1, 21 : ? "Sudoku Level ";level
  rect xMidBoard - 3 * CellSize, yMaxKeyPad + CellSize, xMidBoard + 3 * CellSize, yMaxKeyPad + 2 * CellSize, 12 filled
  at xMidBoard - 2 * TextSize, yMaxKeyPad + CellSize + TextSize + 4
  color 7, 12
  ? "EXIT"
  'draw line segments
  i = xMinBoard
  for x = 0 to 9
    line i,yMinBoard,i,yMaxBoard,13
    i += CellSize
  next x
  j = yMinBoard
  for y = 0 to 9
    line xMinBoard,j,xMaxBoard,j,13
    j += CellSize
  next y
  'draw heavy 3x3 cell borders
  rect xMinBoard+1,yMinBoard+1,xMaxBoard+1,yMaxBoard+1,15
  i = xMinBoard+(CellSize*3)+1
  line i,yMinBoard,i,yMaxBoard,15
  i = xMinBoard+(CellSize*6)+1
  line i,yMinBoard,i,yMaxBoard,15
  j = yMinBoard+(CellSize*3)+1
  line xMinBoard,j,xMaxBoard,j,15
  j = yMinBoard+(CellSize*6)+1
  line xMinBoard,j,xMaxBoard,j,15
  for y = 0 to 8
    for x = 0 to 8
      'highlite?
      if x = bx and y = by then
        color b, 10
        rect xMinBoard+x*CellSize+3, yMinBoard+y*CellSize+3 step CellSize-5, CellSize-5, 10 filled
      else
        if grid(x, y) > 0 then color 9, b else color 7, b
      end if
      if grid(x,y) <> 0 then
        at xMinBoard+(x*CellSize)+(TextSize*2), yMinBoard+(y*CellSize)+TextSize+4
        ? abs(grid(x,y))
      fi
    next
  next
  'show a keypad key with highlite
  i = xMinKeyPad
  for x = 0 to 9
    if x = key then
      rect i+3,yMinKeyPad+3 step CellSize-5, CellSize-5, 10 filled
      color b, 10
    else
      color 11, b
    fi
    line i,yMinKeyPad,i,yMaxKeyPad,7
    at i+(TextSize*2),yMinKeyPad+TextSize+4
    ? x
    i += CellSize
  next
  rect xMinKeyPad, yMinKeyPad, xMaxKeyPad, yMaxKeyPad, 7
end

func loadCell(n, cellBlock)
  local xoff, yoff, xstop, ystop, list, x, y
  local xx, yy, available, i, pointer, cell, r
 
  xoff = 3 * (cellBlock MOD 3): yoff = 3 * INT(cellBlock / 3)
  IF xoff > 0 THEN xstop = xoff - 1 ELSE xstop = 0
  IF yoff > 0 THEN ystop = yoff - 1 ELSE ystop = 0
  'filling the cells in order so all the ones before n are done
  'make a list of free cells in cellblock
  dim list(8)
  for y = 0 to 2  'make list of cells available
    for x = 0 to 2 'find open cell in cellBlock first
      if grid(xoff + x, yoff + y) = 0 then 'open
        bad = 0
        'check rows and columns before this cell block
        for yy = 0 to ystop 'rows
          if grid(xoff + x,  yy) = n  then
            bad = 1
            exit for
          fi
        next
        if bad = 0 then
          for xx = 0 to xstop
            if grid(xx, yoff + y) = n then
              bad = 1
              exit for
            fi
          next
        fi
        if bad = 0 then available++ : list(3*y + x) = 1
      end if
    next
  next
  if available = 0 then
    loadCell = 0
    exit func
  fi
  dim cell(1 to available) : pointer = 1
  for i = 0 to 8
    if list(i) then cell(pointer) = i : pointer ++
  next
  'OK our list has cells available to load, pick one randomly
  if available > 1 then 'shuffle cells
    for i = available to 2 step -1
      r = int(rnd * i) + 1
      swap cell(i), cell(r)
    next
  fi
  'load the first one listed
  grid(xoff + (cell(1) mod 3), yoff + int(cell(1) / 3)) = n
  loadCell = 1
end

sub makeGrid
  local n, cellBlock, i, cnt, startOver, temp, wait
  'this version requires the assistance of loadCell sub routine
  ' debug by stepping through process with showGrid sub
  repeat
    dim grid(8, 8) : startOver = 0
    for n = 1 to 9
      temp = grid : cnt = 0
      repeat
        for i = 1 to 9
          cellBlock = val(mid("013246578", i , 1))
          success = loadCell(n, cellBlock)
          if success = 0 then
            cnt = cnt + 1
            if cnt >= 20 then startOver = 1 : exit for
            grid = temp
            exit for
          fi
        next
        if startOver then exit loop
      until success
      if startOver then exit for
    next
  until startOver = 0
end

sub hideCells
  local copyGrid, success, box, cBase, rBase, m, bx, by, dx, dy, dm, test, r, c, i, cnt
  copyGrid = grid
  while success = 0
    for box = 0 to 8
      cBase = (box mod 3) * 3
      rBase = int(box / 3) * 3
      dx = int(rnd*2) + 1 : dy = int(rnd*2) + 1
      if rnd <.5 then dm = -1 else dm = 1
      bx = int(rnd*3) : by = int(rnd*3)
      for m = 0 to level-1
        grid(cBase + ((bx + m * dx) mod 3) , rBase + (by + m * dy + int(m/3) * dm) mod 3) = 0
      next
    next
    showGrid
    dim test(9)
    for box = 0 to 8
      cBase = (box mod 3) * 3
      rBase = int(box / 3) * 3
      for r = 0 to 2
        for c = 0 to 2
          test(grid(cBase + c, rBase + r)) = 1
        next
      next
    next
    success = 1
    for i = 1 to 9
      if test(i) = 0 then success = 0
    next
    if success = 0 then
      cnt = cnt + 1
      if cnt > 20 then
        success = 1 : beep 'when all numbers aren't there
      else
        grid = copyGrid
      fi
    fi
  wend
end


--- End code ---

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