puzzle solver
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Sudoku solver 0.1
Sudoku solver application was created for solving a Sudoku with a backtracking algorithm. more>>
Sudoku solver application was created for solving a Sudoku with a backtracking algorithm. Instead of using a 9 x 9 matrix, it extends the matrix to 10 x 36 (10 rows, 36 columns), storing information in the extra cells.
The last row is used for keeping track of how many cells, for the current column, are still available.
The columns 9-17 (0-based) are used for storing the numbers which are still available in rows 0-8.
The columns 18-26 are used for storing the numbers which are still available in columns 0-8.
The columns 27-35 are used for storing the numbers which are still available in each square (counting from left to right and from top to bottom).
<<lessThe last row is used for keeping track of how many cells, for the current column, are still available.
The columns 9-17 (0-based) are used for storing the numbers which are still available in rows 0-8.
The columns 18-26 are used for storing the numbers which are still available in columns 0-8.
The columns 27-35 are used for storing the numbers which are still available in each square (counting from left to right and from top to bottom).
Download (MB)
Added: 2007-08-20 License: GPL (GNU General Public License) Price:
1712 downloads
Java Sudoku 1.0.1
Java Sudoku is a cross platform version of the popular Sudoku logic game. more>>
Java Sudoku is a cross platform version of the popular Sudoku logic game. Java Sudoku features an advanced user interface that is both easy to use and appealing to the eye.
It allows you to generate completely random Sudoku puzzles, enter your own puzzles from newspapers and magazines, or load them from Sudoku XML files. Java Sudoku can also be used as a Sudoku generator and solver.
Main features:
- Random puzzles every time you play
- Helping lines mode in the option menu, so You can see easier, if there is a collision
- 2 different systems of selecting cells and entering numbers
- 3 difficulty levels and an user custom level
- 3 Different Numbers Distributions
- Load/Save Sudoku games without any kind of losses
- Design your own puzzles - Under construction
<<lessIt allows you to generate completely random Sudoku puzzles, enter your own puzzles from newspapers and magazines, or load them from Sudoku XML files. Java Sudoku can also be used as a Sudoku generator and solver.
Main features:
- Random puzzles every time you play
- Helping lines mode in the option menu, so You can see easier, if there is a collision
- 2 different systems of selecting cells and entering numbers
- 3 difficulty levels and an user custom level
- 3 Different Numbers Distributions
- Load/Save Sudoku games without any kind of losses
- Design your own puzzles - Under construction
Download (0.071MB)
Added: 2006-08-04 License: GPL (GNU General Public License) Price:
1449 downloads
Rush Hour Puzzle Solver 0.2.7
Rush Hour Puzzle Solver project is a Rush Hour puzzle solver that illustrates the solution with PostScript. more>>
Rush Hour Puzzle Solver project is a Rush Hour puzzle solver that illustrates the solution with PostScript.
Rush Hour Puzzle Solver is a small C++ program that reads a Rush Hour board from a text file and produces a nice PostScript file that shows the shortest solution.
<<lessRush Hour Puzzle Solver is a small C++ program that reads a Rush Hour board from a text file and produces a nice PostScript file that shows the shortest solution.
Download (0.45MB)
Added: 2006-12-20 License: Freely Distributable Price:
1058 downloads
Games::Mastermind::Solver 0.02
Games::Mastermind::Solver is a Master Mind puzzle solver. more>>
Games::Mastermind::Solver is a Master Mind puzzle solver.
SYNOPSIS
# a trivial Mastermind solver
use Games::Mastermind;
use Games::Mastermind::Solver::BruteForce;
my $player = Games::Mastermind::Solver::BruteForce
->new( Games::Mastermind->new );
my $try;
print join( , @{$player->game->code} ), "nn";
until( $player->won || ++$try > 10 ) {
my( $win, $guess, $result ) = $player->move;
print join( , @$guess ),
,
B x $result->[0], W x $result->[1],
"n";
}
Games::Mastermind::Solver is a base class for Master Mind solvers.
<<lessSYNOPSIS
# a trivial Mastermind solver
use Games::Mastermind;
use Games::Mastermind::Solver::BruteForce;
my $player = Games::Mastermind::Solver::BruteForce
->new( Games::Mastermind->new );
my $try;
print join( , @{$player->game->code} ), "nn";
until( $player->won || ++$try > 10 ) {
my( $win, $guess, $result ) = $player->move;
print join( , @$guess ),
,
B x $result->[0], W x $result->[1],
"n";
}
Games::Mastermind::Solver is a base class for Master Mind solvers.
Download (0.004MB)
Added: 2007-01-03 License: Perl Artistic License Price:
1040 downloads
Games::Mastermind::Solver::BruteForce 0.02
Games::Mastermind::Solver::BruteForce is a Master Mind puzzle solver. more>>
Games::Mastermind::Solver::BruteForce is a Master Mind puzzle solver.
SYNOPSIS
# See Games::Mastermind::Solver
Games::Mastermind::Solver::BruteForce uses the classical brute-force algorithm for solving Master Mind puzzles.
METHODS
remaining
$number = $player->remaining;
The number of possible solutions given the knowledge the player has accumulated.
This program is free software; you can redistribute it and/or modify it under the same terms as Perl itself.
<<lessSYNOPSIS
# See Games::Mastermind::Solver
Games::Mastermind::Solver::BruteForce uses the classical brute-force algorithm for solving Master Mind puzzles.
METHODS
remaining
$number = $player->remaining;
The number of possible solutions given the knowledge the player has accumulated.
This program is free software; you can redistribute it and/or modify it under the same terms as Perl itself.
Download (0.004MB)
Added: 2007-01-04 License: Perl Artistic License Price:
1041 downloads
Somatic 1.6
Somatic is a generic 3D puzzle solver for soma and pentomino-like puzzles. more>>
Somatic project is a generic 3D puzzle solver for soma and pentomino-like puzzles.
Somatic is a generic 3D puzzle solver for soma and pentomino-like puzzles. For an arbitrary set of pieces and a figure with not more than 64 cubes, it can check whether this figure can be built using these pieces and return one or more solutions.
It can also solve split figures that are not connected and partial figures, which do not need all pieces to be built.
Piece sets that can be solved include but are not limited to the soma cube, the somaplus set, the doublesoma set, the bedlam cube, and the pentomino set.
<<lessSomatic is a generic 3D puzzle solver for soma and pentomino-like puzzles. For an arbitrary set of pieces and a figure with not more than 64 cubes, it can check whether this figure can be built using these pieces and return one or more solutions.
It can also solve split figures that are not connected and partial figures, which do not need all pieces to be built.
Piece sets that can be solved include but are not limited to the soma cube, the somaplus set, the doublesoma set, the bedlam cube, and the pentomino set.
Download (0.060MB)
Added: 2007-01-02 License: GPL (GNU General Public License) Price:
1028 downloads
Automagical Sudoku Solver 1.7
Automagical Sudoku Solver project is an attempt to solve Sudoku puzzles using a computer. more>>
Automagical Sudoku Solver project is an attempt to solve Sudoku puzzles using a computer. It can solve rather tough puzzles, but not all of them.
Installation:
The source code should compile flawlessly using the make utility. Then, simply run "ass < foo", where foo is a sudoku puzzle in text format like the ones in the puzzles/ directory.
Arguments
-s show progress using an ncurses interface
-v show version number
-d [2-4] show debug info (4 is highest level)
<<lessInstallation:
The source code should compile flawlessly using the make utility. Then, simply run "ass < foo", where foo is a sudoku puzzle in text format like the ones in the puzzles/ directory.
Arguments
-s show progress using an ncurses interface
-v show version number
-d [2-4] show debug info (4 is highest level)
Download (0.037MB)
Added: 2007-06-18 License: GPL (GNU General Public License) Price:
861 downloads
Games::LMSolve::Base 0.8.1
Games::LMSolve::Base is a base class for puzzle solvers. more>>
Games::LMSolve::Base is a base class for puzzle solvers.
SYNOPSIS
package MyPuzzle::Solver;
use Games::LMSolve::Base;
@ISA = qw(Games::LMSolve::Base);
# Override these methods:
sub input_board { ... }
sub pack_state { ... }
sub unpack_state { ... }
sub display_state { ... }
sub check_if_final_state { ... }
sub enumerate_moves { ... }
sub perform_move { ... }
# Optionally:
sub render_move { ... }
sub check_if_unsolvable { ... }
package main;
my $self = MyPuzzle::Solver->new();
$self->solve_board($filename);
This class implements a generic solver for single player games. In order to use it, one must inherit from it and implement some abstract methods. Afterwards, its interface functions can be invoked to actually solve the game.
<<lessSYNOPSIS
package MyPuzzle::Solver;
use Games::LMSolve::Base;
@ISA = qw(Games::LMSolve::Base);
# Override these methods:
sub input_board { ... }
sub pack_state { ... }
sub unpack_state { ... }
sub display_state { ... }
sub check_if_final_state { ... }
sub enumerate_moves { ... }
sub perform_move { ... }
# Optionally:
sub render_move { ... }
sub check_if_unsolvable { ... }
package main;
my $self = MyPuzzle::Solver->new();
$self->solve_board($filename);
This class implements a generic solver for single player games. In order to use it, one must inherit from it and implement some abstract methods. Afterwards, its interface functions can be invoked to actually solve the game.
Download (0.021MB)
Added: 2007-01-06 License: Perl Artistic License Price:
1021 downloads
A Sudoku Solver in C 1.11
A Sudoku Solver in C is a console-based Linux program, written in C language, that solves Su Doku puzzles using deductive logic. more>>
A Sudoku Solver in C is a console-based Linux program, written in C language, that solves Su Doku puzzles using deductive logic. It will only resort to trial-and-error and backtracking approaches upon exhausting its deductive moves.
Puzzles must be of the standard 9x9 variety using the (ASCII) characters 1 through 9 for the puzzle symbols. Puzzles should be submitted as 81 character strings which, when read left-to-right will fill a 9x9 Sudoku grid from left-to-right and top-to-bottom. In the puzzle specification, the characters 1 - 9 represent the puzzle givens or clues. Any other non-blank character represents an unsolved cell.
The puzzle solving algorithm is home grown. I did not borrow any of the usual techniques from the literature, e.g. Donald Knuths "Dancing Links." Instead I rolled my own from scratch as a personal challenge. As such, its performance can only be blamed on yours truly. Still, I feel it is quite fast. On a 333 MHz Pentium II Linux box it solves typical medium force puzzles in approximately 800 microseconds or about 1,200 puzzles per second, give or take. On an Athlon XP 3000 it solves about 6,600 puzzles per sec. (Solving time is dependent upon degree of difficulty, so YMMV.)
Description of Algorithm:
The puzzle algorithm initially assumes every unsolved cell can assume every possible value. It then uses the placement of the givens to refine the choices available to each cell. I call this the markup phase.
After markup completes, the algorithm then looks for singleton cells with values that, due to constraints imposed by the row, column, or 3x3 region, may only assume one possible value. Once these cells are assigned values, the algorithm returns to the markup phase to apply these changes to the remaining candidate solutions. The markup/singleton phases alternate until either no more changes occur, or the puzzle is solved. I call the markup/singleton elimination loop the Simple Solver because in a large percentage of cases it solves the puzzle.
If the simple solver portion of the algorithm doesnt produce a solution, then more advanced deductive rules are applied.
Ive implemented two additional rules as part of the deductive puzzle solver. The first is subset elimination wherein a row/column/region is scanned for X number of cells with X number of matching candidate solutions. If such subsets (or tuples) are found in the row, column, or region, then the candidates values from the subset may be eliminated from all other unsolved cells within the row, column, or region, respectively.
The next deductive rule examines each region looking for candidate values that exclusively align themselves along a single row or column, i.e. a vector. If such candidate values are found, then they may be eliminated from the cells outside of the region that are part of the aligned row or column.
Note that each of the advanced deductive rules calls all preceeding rules, in order, if that advanced rule has effected a change in puzzle markup.
Finally, if no solution is found after iteratively applying all deductive rules, then we begin trial-and-error using recursion for backtracking. A working copy is created from our puzzle, and using this copy the first cell with the smallest number of candidate solutions is chosen. One of the solutions values is assigned to that cell, and the solver algorithm is called using this working copy as its starting point. Eventually, either a solution, or an impasse is reached.
If we reach an impasse, the recursion unwinds and the next trial solution is attempted. If a solution is found (at any point) the values for the solution are added to a list. Again, so long as we are examining all possibilities, the recursion unwinds so that the next trial may be attempted. It is in this manner that we enumerate puzzles with multiple solutions.
Note that it is certainly possible to add to the list of applied deductive rules. The techniques known as "X-Wing" and "Swordfish" come to mind. On the other hand, adding these additional rules will, in all likelihood, slow the solver down by adding to the computational burden while producing very few results. Ive seen the law of diminishing returns even in some of the existing rules, e.g. in subset elimination I only look at two and three valued subsets because taking it any further than that degraded performance.
Enhancements:
- Code optimization has resulted in a 30% increase in speed.
<<lessPuzzles must be of the standard 9x9 variety using the (ASCII) characters 1 through 9 for the puzzle symbols. Puzzles should be submitted as 81 character strings which, when read left-to-right will fill a 9x9 Sudoku grid from left-to-right and top-to-bottom. In the puzzle specification, the characters 1 - 9 represent the puzzle givens or clues. Any other non-blank character represents an unsolved cell.
The puzzle solving algorithm is home grown. I did not borrow any of the usual techniques from the literature, e.g. Donald Knuths "Dancing Links." Instead I rolled my own from scratch as a personal challenge. As such, its performance can only be blamed on yours truly. Still, I feel it is quite fast. On a 333 MHz Pentium II Linux box it solves typical medium force puzzles in approximately 800 microseconds or about 1,200 puzzles per second, give or take. On an Athlon XP 3000 it solves about 6,600 puzzles per sec. (Solving time is dependent upon degree of difficulty, so YMMV.)
Description of Algorithm:
The puzzle algorithm initially assumes every unsolved cell can assume every possible value. It then uses the placement of the givens to refine the choices available to each cell. I call this the markup phase.
After markup completes, the algorithm then looks for singleton cells with values that, due to constraints imposed by the row, column, or 3x3 region, may only assume one possible value. Once these cells are assigned values, the algorithm returns to the markup phase to apply these changes to the remaining candidate solutions. The markup/singleton phases alternate until either no more changes occur, or the puzzle is solved. I call the markup/singleton elimination loop the Simple Solver because in a large percentage of cases it solves the puzzle.
If the simple solver portion of the algorithm doesnt produce a solution, then more advanced deductive rules are applied.
Ive implemented two additional rules as part of the deductive puzzle solver. The first is subset elimination wherein a row/column/region is scanned for X number of cells with X number of matching candidate solutions. If such subsets (or tuples) are found in the row, column, or region, then the candidates values from the subset may be eliminated from all other unsolved cells within the row, column, or region, respectively.
The next deductive rule examines each region looking for candidate values that exclusively align themselves along a single row or column, i.e. a vector. If such candidate values are found, then they may be eliminated from the cells outside of the region that are part of the aligned row or column.
Note that each of the advanced deductive rules calls all preceeding rules, in order, if that advanced rule has effected a change in puzzle markup.
Finally, if no solution is found after iteratively applying all deductive rules, then we begin trial-and-error using recursion for backtracking. A working copy is created from our puzzle, and using this copy the first cell with the smallest number of candidate solutions is chosen. One of the solutions values is assigned to that cell, and the solver algorithm is called using this working copy as its starting point. Eventually, either a solution, or an impasse is reached.
If we reach an impasse, the recursion unwinds and the next trial solution is attempted. If a solution is found (at any point) the values for the solution are added to a list. Again, so long as we are examining all possibilities, the recursion unwinds so that the next trial may be attempted. It is in this manner that we enumerate puzzles with multiple solutions.
Note that it is certainly possible to add to the list of applied deductive rules. The techniques known as "X-Wing" and "Swordfish" come to mind. On the other hand, adding these additional rules will, in all likelihood, slow the solver down by adding to the computational burden while producing very few results. Ive seen the law of diminishing returns even in some of the existing rules, e.g. in subset elimination I only look at two and three valued subsets because taking it any further than that degraded performance.
Enhancements:
- Code optimization has resulted in a 30% increase in speed.
Download (0.025MB)
Added: 2006-03-27 License: GPL (GNU General Public License) Price:
1332 downloads
Scrabble Blast Solver 0.1
Scrabble Blast Solver application more>>
Scrabble Blast Solver 0.1 offers you a professional and easy-to-use software which is an effective way to find and display words and their score for the popular online Scrabble Blast game. This product will be your good choice.
Enhancements: Only calculates the correct score of words for the first round.
Added: 2009-01-29 License: GPL Price: FREE
20 downloads
PHP/Javascript Jigsaw puzzle 0.1
PHP/Javascript Jigsaw puzzle automatically creates jigsaw puzzles from a folder of images. more>>
PHP/Javascript Jigsaw puzzle automatically creates jigsaw puzzles from a folder of images.
Enhancements:
- javascript libary
<<lessEnhancements:
- javascript libary
Download (0.011MB)
Added: 2006-03-13 License: GPL (GNU General Public License) Price:
778 downloads
sudoku solver by darsie 1.6
sudoku solver by darsie is a console-based sudoku solver. more>>
sudoku solver by darsie project is a console-based sudoku solver.
sudoku solver by darsie is a console program that reads data from stdin (typically redirected from a file) and prints a possibly partial result. Definitive numbers are printed all over their fields.
Other fields contain the numbers that are not yet excluded.
Three solving rules are implemented and most sudokus are solved in a few milliseconds.
Usage:
sudoku<<less
sudoku solver by darsie is a console program that reads data from stdin (typically redirected from a file) and prints a possibly partial result. Definitive numbers are printed all over their fields.
Other fields contain the numbers that are not yet excluded.
Three solving rules are implemented and most sudokus are solved in a few milliseconds.
Usage:
sudoku<<less
Download (0.035MB)
Added: 2007-01-02 License: GPL (GNU General Public License) Price:
1029 downloads
Anagram Solver 0.1
Anagram Solver is a simple anagram solver program. more>>
Anagram Solver is a simple anagram solver program.
You can use it against any spelling dictionary that is formatted:
- one word per line
- in alphabetical order
If its not in alphabetical order, you could send it through pipe.
The basic algorithm tries all possible combinations of a word, in such a way that the combinations are generated in alphabetical order.
It also knows the next real word in the list, so it can tell whether or not it is futile to pursue a certain node. These optimizations make it possible for it to solve a 8+ letter word in a few seconds
To use it, simply point it to your aspell dictionary file, usually located in /usr/share/dict/linux.words
<<lessYou can use it against any spelling dictionary that is formatted:
- one word per line
- in alphabetical order
If its not in alphabetical order, you could send it through pipe.
The basic algorithm tries all possible combinations of a word, in such a way that the combinations are generated in alphabetical order.
It also knows the next real word in the list, so it can tell whether or not it is futile to pursue a certain node. These optimizations make it possible for it to solve a 8+ letter word in a few seconds
To use it, simply point it to your aspell dictionary file, usually located in /usr/share/dict/linux.words
Download (0.47MB)
Added: 2006-04-06 License: GPL (GNU General Public License) Price:
1306 downloads
KSudoku 0.4
KSudoku is a Sudoku puzzle generator and solver for KDE. more>>
KSudoku project can generate and solve sudoku puzzles (of different difficulty level) using a randomized least-candidate algorithm.
The sudoku boards currently supported are 9x9 and 16x16: but the program is fully expandable since the algorithm is extendible to any general graph coloring problem (the board is in fact stored as a graph and the numbers are the colors)
In order to create a playable puzzle it fills a blank sudoku grid with a completed puzzle (randomly), then another algorithm (to be improved with some logical constraint) removes randomly numbers from it checking each time that the resultant puzzle has only one solution: it is a bit slower than logic-based elimination tecniques but it creates puzzles that are less straight-solved (more fun).
The GUI is user-friendly and requires KDE. Written in C++.
INSTALLATION
1. Open a shell in project directory (the one where this file is located)
2. Run "./configure"
(will install the program in /usr/local/kde, if you want to install in /usr run "./configure --prefix=/usr")
3. Run "make"
4. Run "make install" as root.
5. Run "ksudoku" (if does not start check point 2)
Enhancements:
- Added support for custom shaped sudokus
- Samurai sudoku
- Jigsaw sudoku, XSudoku, 4x4
- Undo/redo
- Added new export system (you can print multiple puzzles in the same page)
- File format is now XML
- Added new welcomescreen and settings dialog
- Internal structure changed
<<lessThe sudoku boards currently supported are 9x9 and 16x16: but the program is fully expandable since the algorithm is extendible to any general graph coloring problem (the board is in fact stored as a graph and the numbers are the colors)
In order to create a playable puzzle it fills a blank sudoku grid with a completed puzzle (randomly), then another algorithm (to be improved with some logical constraint) removes randomly numbers from it checking each time that the resultant puzzle has only one solution: it is a bit slower than logic-based elimination tecniques but it creates puzzles that are less straight-solved (more fun).
The GUI is user-friendly and requires KDE. Written in C++.
INSTALLATION
1. Open a shell in project directory (the one where this file is located)
2. Run "./configure"
(will install the program in /usr/local/kde, if you want to install in /usr run "./configure --prefix=/usr")
3. Run "make"
4. Run "make install" as root.
5. Run "ksudoku" (if does not start check point 2)
Enhancements:
- Added support for custom shaped sudokus
- Samurai sudoku
- Jigsaw sudoku, XSudoku, 4x4
- Undo/redo
- Added new export system (you can print multiple puzzles in the same page)
- File format is now XML
- Added new welcomescreen and settings dialog
- Internal structure changed
Download (0.31MB)
Added: 2007-03-17 License: GPL (GNU General Public License) Price:
960 downloads
15 pieces puzzle
15 pieces puzzle is a game where you have to arrange pieces in order from 1-15 counting from top left corner to bottom corner. more>>
15 pieces (also known as 16 pieces) puzzle game where you have to arrange pieces in order from 1-15 counting from top left corner to bottom right corner.
15 pieces puzzle is a SuperKaramba theme.
<<less15 pieces puzzle is a SuperKaramba theme.
Download (0.034MB)
Added: 2006-06-27 License: GPL (GNU General Public License) Price:
709 downloads
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