Project Report For Sudoku Solver

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Green University of Bangladesh

Department of Computer Science and Engineering (CSE)


Semester: (Spring, Year: 2023), B.Sc. in CSE (Day)

Sudoku Solver

Course Title: Algorithms Lab


Course Code: CSE - 206
Section: PC-213 DA
Students Details
Name ID
Nazmul Hasan 213902003

Submission Date: 22 June


Course Teacher’s Name: Md. Sultanul Islam Ovi

[For teachers use only: Don’t write anything inside this box]

Lab Project Status

Marks: Signature:

Comments: Date:
Contents

1 Introduction 3
1.1 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
1.2 Motivation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
1.3 Problem Definition . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
1.3.1 Problem Statement . . . . . . . . . . . . . . . . . . . . . . . . 3
1.3.2 Complex Engineering Problem . . . . . . . . . . . . . . . . . . 4
1.4 Design Goals/Objectives . . . . . . . . . . . . . . . . . . . . . . . . . 4
1.5 Application . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
1.5.1 Output visualization . . . . . . . . . . . . . . . . . . . . . . . 6

2 Design/Development/Implementation of the Project 8


2.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
2.2 Project Details . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
2.2.1 Key Features . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
2.3 Implementation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
2.3.1 User Interface: . . . . . . . . . . . . . . . . . . . . . . . . . . 10
2.3.2 Sudoku Generation Algorithm: . . . . . . . . . . . . . . . . . . 10
2.3.3 Sudoku Solving Algorithm: . . . . . . . . . . . . . . . . . . . 11
2.3.4 Visualization Techniques: . . . . . . . . . . . . . . . . . . . . 12
2.3.5 Implementation Details (With Screenshots) . . . . . . . . . . . 12
2.4 Algorithms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13

3 Performance Evaluation 17
3.1 Simulation Environment/ Simulation Procedure . . . . . . . . . . . . . 17
3.2 Results Analysis/Testing . . . . . . . . . . . . . . . . . . . . . . . . . 18
3.2.1 Result_Case_1 . . . . . . . . . . . . . . . . . . . . . . . . . . 18
3.2.2 Result_Case_2 . . . . . . . . . . . . . . . . . . . . . . . . . . 19

1
3.2.3 Result_Case_3 . . . . . . . . . . . . . . . . . . . . . . . . . . 20
3.3 Results Overall Discussion . . . . . . . . . . . . . . . . . . . . . . . . 21
3.3.1 Complex Engineering Problem Discussion . . . . . . . . . . . 21

4 Conclusion 23
4.1 Discussion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
4.2 Limitations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
4.3 Scope of Future Work . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
4.4 References . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25

2
Chapter 1

Introduction

1.1 Overview
The Sudoku solver game is a puzzle where players fill a 9x9 grid with numbers from 1 to
9, ensuring each row, column, and 3x3 sub grid contains all numbers without repetition.
Players input numbers, validate their choices, and a solver algorithm finds the solution
using backtracking. Hints may be provided, and players can request assistance. Once
the grid is filled, the game displays the solution. Sudoku offers a challenging experience
that requires logical thinking and problem-solving skills.

1.2 Motivation
The Sudoku solver game offers an engaging and enjoyable experience for players of all
skill levels. It serves as a valuable tool to improve problem-solving abilities, learn Su-
doku strategies, and develop logical reasoning skills. By observing the solver algorithm,
players can enhance their problem-solving techniques and gain a sense of accomplish-
ment. The game provides a platform to practice, learn, and experience the satisfaction
of solving challenging Sudoku puzzles. Embrace the challenge, sharpen your mind, and
enjoy the journey of Sudoku solving with the Sudoku solver game. [?].

1.3 Problem Definition

1.3.1 Problem Statement


When we chose this project, We were aware of facing some problems like:

• Input: The program should accept a 9x9 grid as input, representing a partially
filled Sudoku puzzle. The input grid should contain numbers from 1 to 9, with 0
or empty cells denoting the blank spaces.
• Validation: The program should validate the input grid to ensure it follows the
rules of Sudoku. Each row, column, and 3x3 subgrid should contain all numbers

3
from 1 to 9 without repetition. If the input grid violates the Sudoku rules, the
program should indicate an invalid input.

• Solver Algorithm: The program should implement a backtracking algorithm to


find a solution for the Sudoku puzzle. It should systematically explore different
number combinations by placing valid numbers in empty cells and backtracking
whenever an invalid configuration is reached.

• Solution Output: Upon successful solving of the Sudoku puzzle, the program
should output the complete solution. The output should be a 9x9 grid where all
empty cells are filled with valid numbers, satisfying the Sudoku rules.

• Efficiency: The solver program should efficiently find the solution to Sudoku
puzzles of varying difficulty levels. It should minimize unnecessary computations
and provide a timely response for both simple and complex puzzles.

• User Interface (optional): To enhance the user experience, the program may in-
clude a user interface where users can input the Sudoku puzzle, view the solution,
and interact with the solver algorithm. The user interface can provide features
such as hints, error checking, and the ability to enter puzzles step by step.

The goal of the Sudoku solver program is to provide an automated solution for Sudoku
puzzles, enabling users to solve puzzles quickly and effortlessly. The program should
deliver accurate and efficient results while maintaining the integrity of the Sudoku rules.

1.3.2 Complex Engineering Problem

1.4 Design Goals/Objectives


• Solve Sudoku puzzles accurately and efficiently.

• Ensure valid input and reject invalid or unsolvable puzzles.

• Provide an intuitive and interactive user interface.

• Optimize the solver algorithm for quick solving.

• Handle invalid or unsolvable puzzles with appropriate feedback.

• Support multiple difficulty levels for varied challenges.

• Track and display performance metrics for a competitive experience.

1.5 Application
The Sudoku-solving game has various applications that cater to puzzle enthusiasts, edu-
cational institutions, and anyone looking to improve their problem-solving skills. Here
are some key applications of the Sudoku-solving game:

4
• Entertainment and Recreation: The Sudoku-solving game provides a fun and en-
gaging activity for individuals of all ages. It offers a challenging puzzle-solving
experience that can be enjoyed during leisure time or as a mental exercise to un-
wind and relax.

• Skill Development: The Sudoku solving game serves as a valuable tool for devel-
oping and honing problem-solving skills. It enhances logical reasoning, critical
thinking, pattern recognition, and strategic planning abilities. Regularly engaging
in Sudoku solving can lead to improved cognitive skills and mental agility.

• Educational Tool: The Sudoku solving game finds application in educational set-
tings, such as schools and educational institutions. It can be used to introduce and
teach concepts like logic, deductive reasoning, and number patterns. It encour-
ages students to think analytically and boosts their problem-solving capabilities.

• Personal Growth: The Sudoku solving game promotes personal growth by fos-
tering perseverance, patience, and the ability to handle challenges. It encourages
individuals to overcome obstacles, learn from mistakes, and strive for continuous
improvement. The game cultivates a growth mindset and a sense of accomplish-
ment upon successfully solving puzzles.

• Brain Training: The Sudoku solving game is often used as a brain-training exer-
cise to keep the mind sharp and active. Regular practice helps maintain mental
acuity and memory retention. It offers a stimulating workout for the brain and
can be part of a comprehensive brain-training regimen.

• The Sudoku solving game is widely available on various platforms, including


mobile devices and online websites. Its accessibility allows users to engage in
puzzle-solving anytime, anywhere, providing convenience and flexibility.

• Project Coordination and Management: AutoCAD’s project management features


allow the team to track and manage the progress of the design project. They
can create schedules, set deadlines, and assign tasks to team members, ensuring
efficient coordination and completion of the design tasks.

In summary, the Sudoku solving game has versatile applications, ranging from enter-
tainment and skill development to educational use and personal growth. It offers an en-
joyable and beneficial experience that challenges the mind, promotes problem-solving
skills, and enhances cognitive abilities.

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1.5.1 Output visualization

Figure 1.1: Visualizer

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Table 1.1: Summary of the attributes touched by the mentioned projects
Name of the P Attributes Explain how to address
P1: Depth of knowledge required Familiarity with logical reasoning, number pat-
terns, and problem-solving techniques is essen-
tial to effectively solve Sudoku puzzles.
P2: Range of conflicting require- Balancing efficiency and accuracy, while pro-
ments viding user-friendly features and maintaining
adherence to Sudoku rules, presents a range of
conflicting requirements in Sudoku solving.
P3: Depth of analysis required The depth of analysis required for Sudoku solv-
ing involves employing advanced logical de-
duction techniques, including complex patterns
and inter-dependencies, to uncover hidden rela-
tionships and make precise choices.
P4: Familiarity with issues Developing familiarity with common issues in
Sudoku solving, such as invalid input, unsolv-
able puzzles, and efficient algorithms, helps en-
sure accurate solutions and a smooth solving
experience
P5: Extent of applicable codes The applicable codes for Sudoku solving en-
compass algorithms for puzzle generation, val-
idation, backtracking, and user interface imple-
mentation.
P6: Extent of stakeholder involve- Balancing the input and expectations of di-
ment and conflicting requirements verse stakeholders while managing conflicting
requirements to create a Sudoku solving solu-
tion that satisfies various user preferences and
objectives.
P7: Interdependence The successful solving of Sudoku puzzles re-
lies on the interdependence between logical de-
duction, pattern recognition, and the ability to
eliminate possibilities through iterative testing
and backtracking.

7
Chapter 2

Design/Development/Implementation
of the Project

2.1 Introduction
The Sudoku Solving project is a user-friendly application centred around a 9x9 grid
panel and three key buttons: "Sudoku Generate," "Solve," and "Clear." It provides an
intuitive interface for generating, solving, and clearing Sudoku puzzles. The "Sudoku
Generate" button creates valid and solvable puzzles, displaying them on the grid panel.
The "Solve" button employs efficient algorithms to determine the solution, updating the
grid dynamically. The "Clear" button resets the grid for new challenges. The project
prioritizes user experience and interface design, offering a sleek platform for Sudoku
enthusiasts.

2.2 Project Details


The Sudoku Solving project is designed to provide a user-friendly interface for solving
Sudoku puzzles. It utilizes a 9x9 grid panel and three buttons: "Sudoku Generate,"
"Solve," and "Clear." This document provides a detailed overview of the project, in-
cluding key features, implementation details, and visualization techniques.

2.2.1 Key Features


• Sudoku Generation: The "Sudoku Generate" button generates a new Sudoku
puzzle with a unique solution. It ensures that the puzzle adheres to the rules
of Sudoku, such as having no repeating digits in rows, columns, or smaller 3x3
sub-grids.
• Sudoku Solver: The "Solve" button employs an efficient algorithm to solve the
generated Sudoku puzzle. It uses a backtracking technique to explore possible
solutions and finds the correct solution that satisfies all the Sudoku rules. The
solver also identifies invalid or unsolvable puzzles, providing appropriate feed-
back to the user.

8
• Clear Functionality: The "Clear" button resets the Sudoku grid to its initial state,
allowing the user to start a new puzzle or erase their progress on the current one.
results in a clear and intuitive manner.

Figure 2.1: User Interface Of Sudoku solver

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2.3 Implementation
The project employs a graphical user interface (GUI) that includes a 9x9 grid panel
representing the Sudoku puzzle. Each cell in the grid can be populated with a digit
from 1 to 9, or left empty for the user to fill. The interface is intuitive and user-friendly,
with clearly labeled buttons and visual cues to guide the user’s interactions.

2.3.1 User Interface:


The project employs a graphical user interface (GUI) that includes a 9x9 grid panel
representing the Sudoku puzzle. Each cell in the grid can be populated with a digit
from 1 to 9, or left empty for the user to fill. The interface is intuitive and user-friendly,
with clearly labeled buttons and visual cues to guide the user’s interactions.

2.3.2 Sudoku Generation Algorithm:


To generate a new Sudoku puzzle, the project employs an algorithm that ensures a
unique solution. It starts with an empty grid and progressively fills cells while adher-
ing to the Sudoku rules. The algorithm employs techniques like randomization and
constraint satisfaction to create diverse puzzles.

• Empty Grid Initialization: The algorithm begins with an empty 9x9 Sudoku
grid where all cells are initialized to be empty.

• Randomized Cell Population: To create a unique puzzle, the algorithm popu-


lates a random selection of cells in the grid. The number of initially filled cells
can vary, depending on the desired difficulty level of the puzzle. For example,
easier puzzles may have more initially filled cells, while harder ones have fewer.

• Constraint Satisfaction After populating a set of cells, the algorithm performs


constraint satisfaction techniques to ensure that the puzzle remains solvable and
adheres to Sudoku rules. It checks that no initial conflict exists between the pre-
filled cells, ensuring that no digit violates the constraints within its row, column,
or 3x3 sub-grid.

• Backtracking Approach: The algorithm then employs a backtracking strategy


to complete the puzzle by filling the remaining empty cells. It iterates through
each empty cell and attempts to place a valid digit (1 to 9) that does not violate
any Sudoku rules. If a digit leads to a conflict, the algorithm backtracks and tries
a different digit until a valid placement is found.

• Solution Uniqueness: Throughout the puzzle generation process, the algorithm


ensures that the solution obtained is unique. After completing the puzzle, it ver-
ifies that there is only one possible solution by attempting to solve the generated
puzzle using a Sudoku solver algorithm. If multiple solutions are found, the al-
gorithm modifies the filled cells or backtracks to create a puzzle with a unique
solution.

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2.3.3 Sudoku Solving Algorithm:
The Sudoku-solving algorithm is responsible for finding the solution to a given Sudoku
puzzle. It employs an efficient approach that systematically explores possible digit
placements in empty cells while ensuring that all Sudoku rules are satisfied. Here are
more details about the Sudoku-solving algorithm:

• Backtracking: The solving algorithm utilizes a backtracking technique, which is


a recursive search strategy that explores all possible solutions by making informed
guesses and backtracking when a conflict or inconsistency arises. This approach
guarantees finding the correct solution by systematically exploring the solution
space.

• Empty Cell Selection The algorithm starts by selecting an empty cell in the Su-
doku grid to fill. It can follow various strategies for selecting the next cell, such
as choosing the top-leftmost empty cell or selecting the cell with the fewest pos-
sibilities.

• Digit Placement: For the selected empty cell, the algorithm attempts to place a
digit (1 to 9) that satisfies the Sudoku constraints. It checks if the chosen digit
violates any rules within the cell’s row, column, or 3x3 sub-grid. If a conflict
arises, the algorithm backtracks and tries a different digit.

• Recursive Exploration: After placing a digit in the current cell, the algorithm
recursively explores the next empty cell, repeating the digit placement process.
This recursive exploration continues until all cells are filled, and a valid solution
is found. If a conflict occurs in any step, the algorithm backtracks to the previous
cell and tries a different digit until a solution is ultimately found.

• olution Verification: Once a solution is obtained, the algorithm verifies its cor-
rectness by ensuring that it satisfies all Sudoku constraints. It checks that no digit
is repeated in any row, column, or 3x3 sub-grid. If the solution is invalid, the
algorithm continues the backtracking process to find an alternative solution or
reports that the puzzle is unsolvable.

• Optimizations: To improve efficiency, the solving algorithm can incorporate var-


ious optimizations. For example, it can use techniques like constraint propagation
or constraint satisfaction to reduce the number of possibilities and narrow down
potential digit placements. Additionally, the algorithm can employ strategies like
"minimum remaining values" or "least-constraining value" heuristics to prioritize
cells with the fewest possibilities, improving the search efficiency.

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2.3.4 Visualization Techniques:
The project incorporates a time delay feature to showcase the solving process gradually.
By introducing a pause between each step, the user can observe how the algorithm
progresses through the puzzle. The time delay can be adjusted based on the desired
speed of the animation, allowing the user to follow the solving process at their own
pace.

Tools and Libraries

• Programming Language: Java.

• Integrated Development Environment (IDE): visual St

• Visualization Libraries: Java Swing.

• User Interface (UI) Libraries or Frameworks: Java AWT, Java Swing,

2.3.5 Implementation Details (With Screenshots)


User Interaction:

The Sudoku Solving project offers a user-friendly interface for generating and solving
Sudoku puzzles. Upon launching the application, a 9x9 grid panel is displayed, repre-
senting the Sudoku puzzle. The user can click the "Sudoku Generate" button to create a
new puzzle, which is populated with a unique solution. Manual input is optional, allow-
ing the user to enter digits into empty cells. By clicking the "Solve" button, the solving
algorithm starts and gradually fills the cells using a backtracking approach. Time delay
visualization and color highlighting enhance the user experience, showcasing the solv-
ing process step by step. Once a solution is found, the completed puzzle is displayed
on the grid. The "Clear" button allows the user to reset the grid. The project provides
an intuitive interface for users to interact with Sudoku puzzles, making it enjoyable and
engaging.

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Figure 2.2: User Interface / Buttons Of Visualizer

2.4 Algorithms
Algorithm is the prepossess to solve a problem.It is noting but a step by step procedure
for the full program.Here is the main algorithm part for my project .

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Algorithm 1: Sudoku Solving Algorithm
Input: Sudoku grid
Output: Boolean indicating if Sudoku is solved

/* Recursive function to solve the Sudoku puzzle */


/* Find the first empty location in the Sudoku grid */
/* If no empty location is found, the Sudoku is already
solved */
/* Initialize row and column variables */
1 int row = 0; int col = 0; int[] a = FindEmptyLocation (row, col);
/* If there are no empty locations, Sudoku is already solved
*/
2 if a[0] == 0 then
3 return true;

/* Get the position of the empty row and column */


4 row = a[1]; col = a[2];
/* Attempt to fill numbers from 1 to 9 into the empty
location */
5 for int i = 1; i ≤ SIZE; i++ do
/* Check if number i can be safely filled into the empty
location */
6 if NumberIsSafe (i, row, col) then
/* Fill the number i into the empty location */
7 get [row][col] = i
/* Recursive call to solve the Sudoku with the updated
grid */
8 if public boolean solveSudoku() () then
9 return true

/* Backtracking */
/* If the solution is wrong, reassign the value */
10 get [row][col] = 0

11 return false;
12 public boolean solveSudoku() ();

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Algorithm 2: Find Empty Location in Sudoku Grid Algorithm
Input: Sudoku grid, row, col
Output: Array with flag, row, and column values
1 public int[] FindEmptyLocation((int row, int col))
2 int flag = 0; // Iterate through each cell in the Sudoku grid for (int i = 0; i <
SIZE; i++) for (int j = 0; j < SIZE; j++) // Check if the cell is empty if (get
[i][j] == 0) // Assign the row and column values of the empty cell row = i; col
= j; flag = 1;
3 // Create an array with flag, row, and column values int[] a = flag, row, col;
return a;
4 // If no empty cell is found, return an array with flag = 0 and row = -1, col = -1
int[] a = flag, -1, -1; return a;
5 // Example usage of the FindEmptyLocation function int row = 0; int col = 0;
int[] result = FindEmptyLocation (row, col);

Algorithm 3: Check if Number is Safe to Place in Sudoku Grid Algorithm


Input: Sudoku grid, number n, row r, column c
Output: Boolean indicating if number n is safe to place at position (r, c)
1 public boolean NumberIsSafe((int n, int r, int c))
2 // Check if number n already exists in the same column for int i = 0; i < SIZE;
i++ do
3 if get [r][i] == n then
4 return false

5 // Check if number n already exists in the same row for int i = 0; i < SIZE; i++
do
6 if get [i][c] == n then
7 return false

8 // Check if number n already exists in the corresponding sub-matrix int


rowstart = (r/3) ∗ 3; intcolstart = (c/3) ∗ 3;
9 for int i = rowstart; i < rowstart + 3; i + + do
10 for int j = colstart; j < colstart + 3; j + + do
11 if get [i][j] == n then
12 return false

13 return true
14 // Example usage of the NumberIsSafe function int number = 5; int row = 2;
int col = 4; boolean isSafe = NumberIsSafe (number, row, col);
15

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Algorithm 4: Sudoku Solving Algorithm
Input: Sudoku grid
Output: Boolean indicating if Sudoku is solved

1 solveSudoku()
// Recursive function to solve the Sudoku puzzle
// Find the first empty location in the Sudoku grid
// If no empty location is found, the Sudoku is already
solved
// Initialize row and column variables
2 row ← 0 col ← 0 []a ← FindEmptyLocation(row, col)
// If there are no empty locations, Sudoku is already solved
3 if a[0] == 0 then
4 return true

// Get the position of the empty row and column


5 row ← a[1] col ← a[2]
// Attempt to fill numbers from 1 to 9 into the empty
location
6 for i ← 1toSIZE do
// Check if number i can be safely filled into the empty
location
7 if NumberIsSafe (i, row, col) then
// Fill the number i into the empty location
8 get [row][col] ← i
// Recursive call to solve the Sudoku with the updated
grid
9 if solveSudoku () then
10 return true

// Backtracking
// If the solution is wrong, reassign the value
11 get [row][col] ← 0

12 return false
13 solveSudoku ()

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Chapter 3

Performance Evaluation

3.1 Simulation Environment/ Simulation Procedure


The simulation environment was developed using Java programming language, specif-
ically utilizing the Java Swing library for creating the graphical user interface (GUI).
The environment provides a user-friendly interface for Sorting Algorithm Visualizer.
The development environment used for this project includes:

• Java Development Kit (JDK) version 7 or higher

• Integrated Development Environment (IDE) such as Visual Studio code. this case,
I have used Visual Studio code editor

Device
• Brand: Dell

• Model Name: Inspiron 15 3501

• Screen Size: 15.6 inches

• Colour: Silver

• SSD: 512 GB

• CPU Model: i5-1135G7

• RAM Memory Installed Size: 8 GB

• Operating System: Windows 10 Pro

• Graphics Card Description: NVIDIA GeForce MX330 with 2GB DDR5

17
3.2 Results Analysis/Testing
The Sudoku Solving project aims to provide a user-friendly interface for generating
and solving Sudoku puzzles. It utilizes a 9x9 grid panel and incorporates three main
buttons: "Sudoku Generate," "Solve," and "Clear." The "Sudoku Generate" button gen-
erates a new Sudoku puzzle with a unique solution, offering users fresh challenges.
The "Solve" button triggers the solving algorithm, visually displaying the step-by-step
solving process on the grid. It employs time delay visualization to enhance the user
experience. The "Clear" button allows users to reset the grid, providing a clean slate for
new puzzles or starting over. Together, these buttons create an interactive environment
for users to generate, solve, and engage with Sudoku puzzles..

3.2.1 Result_Case_1

Sudoku Generate Button:


This is the picture of the Sudoku Generating Button work

Figure 3.1: Generate Button

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3.2.2 Result_Case_2

Sudoku solving Button:


This is the picture of the Sudoku-solving Button work

Figure 3.2: Marge Sort Visualization

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3.2.3 Result_Case_3

Clear Button:
This is the picture of clear Button work

Figure 3.3: Selection Sort Visualization

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3.3 Results Overall Discussion
The Sudoku Solving project offers a user-friendly interface for generating and solving
Sudoku puzzles. With a 9x9 grid panel and three main buttons, namely "Sudoku Gener-
ate," "Solve," and "Clear," the project provides a comprehensive experience for Sudoku
enthusiasts.
The "Sudoku Generate" button generates new puzzles, ensuring a unique solution
each time. The Sudoku generation algorithm populates a random selection of cells in
the grid, resulting in puzzles with varying levels of difficulty. This feature allows users
to have a continuous supply of fresh challenges.
The "Solve" button triggers the Sudoku solving algorithm, which employs a back-
tracking approach to fill the empty cells systematically. The solving process is visually
displayed on the grid, with a time delay feature and color highlighting for enhanced
visualization. Users can observe each step of the algorithm and gain insights into the
solving process.
The "Clear" button provides a convenient option for users to reset the grid to its
initial state. This feature allows users to start fresh with a new puzzle or erase their
progress on the current one, ensuring flexibility and convenience.
By combining these functionalities, the Sudoku Solving project offers an interactive
and engaging experience. Users can generate new puzzles, solve them with the assis-
tance of the algorithm, and reset the grid as needed. The project provides a user-friendly
interface, making it accessible to Sudoku enthusiasts of all skill levels.

3.3.1 Complex Engineering Problem Discussion


Several complex engineering problems across different categories.

1. Depth of Knowledge Required: The Sudoku Solving project requires a depth


of knowledge in various areas. A strong understanding of Sudoku rules and logic
is necessary, along with proficiency in algorithmic problem solving to implement
the Sudoku solving algorithm effectively. Competence in a programming lan-
guage, such as Python, Java, C++, or JavaScript, is essential for developing the
project. Familiarity with data structures and grid representation is required to
manipulate and store Sudoku puzzles. Basic knowledge of user interface design
principles and development frameworks like HTML, CSS, JavaScript, Swing, or
JavaFX is necessary to create an intuitive user interface. Understanding how to
incorporate time delay and visualization techniques to demonstrate the solving
process is important. Proficiency in testing and debugging is crucial for ensur-
ing the correctness and reliability of the project. This broad range of knowledge
ensures the successful development and implementation of the Sudoku Solving
project.

2. Range of Conflicting Requirements: The Sudoku Solving project encompasses


a range of conflicting requirements that must be carefully addressed. On one
hand, the project aims to generate Sudoku puzzles that are challenging and di-
verse, requiring a sophisticated algorithm for puzzle generation. On the other

21
hand, the solving algorithm must be efficient and capable of solving puzzles in
a reasonable amount of time. The user interface should be intuitive and visually
appealing while also providing clear feedback and visualizations of the solving
process. Balancing these conflicting requirements requires careful consideration,
such as finding the right balance between generating complex puzzles and en-
suring solvability, optimizing the solving algorithm for speed without sacrificing
accuracy, and designing a visually appealing and informative interface. Striking
the right balance is crucial to create a Sudoku Solving project that offers enjoy-
able and challenging puzzles while providing a seamless user experience.

3. Depth of Analysis Required: The Sudoku Solving project requires a depth of


analysis in various areas. This includes analyzing the puzzle generation algorithm
to ensure unique solutions and varying difficulty levels, assessing the correctness
and efficiency of the solving algorithm, evaluating user interaction and interface
usability, conducting performance analysis to optimize speed and responsiveness,
analyzing error handling and validation mechanisms, assessing cross-platform
compatibility, and evaluating overall usability and user experience. Thorough
analysis in these areas is essential to refine and improve the project, ensuring
it meets high standards of puzzle generation, solving accuracy, user interaction,
performance, error handling, compatibility, and user satisfaction.

4. Extent of Applicable Codes: The Sudoku Solving project involves the imple-
mentation of various codes. This includes code for puzzle generation to create
Sudoku puzzles of different difficulty levels, code for the solving algorithm to
find solutions using backtracking or other search algorithms, code for the user
interface to provide an interactive grid, buttons, and visual feedback, code for
validation and error handling to ensure the entered puzzles are valid and solvable,
code for time delay and visualization techniques to demonstrate the solving pro-
cess gradually, code for performance optimization to enhance efficiency, and code
for testing to validate the implemented functionalities. The extent of applicable
codes for the project spans puzzle generation, solving, user interface, validation,
time delay, visualization, performance optimization, and testing, all of which con-
tribute to the successful implementation and functionality of the Sudoku Solving
project.

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Chapter 4

Conclusion

4.1 Discussion
The Sudoku Solving project utilizes a user-friendly interface with three buttons: "Su-
doku Generate," "Solve," and "Clear." The "Sudoku Generate" button generates a unique
Sudoku puzzle, while the "Solve" button applies an algorithm to solve the puzzle step-
by-step, visually displaying the progress. The "Clear" button resets the grid. Overall,
the project offers an enjoyable Sudoku-solving experience with puzzle generation, solv-
ing algorithm implementation, and user interaction.

4.2 Limitations
limitations include:

• Complexity of Puzzle Generation: Generating Sudoku puzzles with unique so-


lutions can be a computationally intensive task, especially when aiming to provide
puzzles of varying difficulty levels. As a result, the puzzle generation process may
take longer for more challenging puzzles, which can impact user experience.

• Inability to Solve Invalid Puzzles: The solving algorithm assumes that the in-
put puzzle is a valid Sudoku configuration. If an invalid or unsolvable puzzle
is provided, the algorithm may run indefinitely or produce incorrect results. It
is important to ensure that the project includes appropriate error handling and
validation mechanisms to prevent such scenarios.

• Lack of Advanced Solving Techniques: The The current implementation of the


solving algorithm relies solely on backtracking. While backtracking is an effec-
tive method for solving Sudoku puzzles, it may not utilize more advanced solving
techniques like constraint propagation or advanced heuristics. Incorporating ad-
ditional solving techniques could enhance the algorithm’s efficiency and provide
more optimized solutions.

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4.3 Scope of Future Work
Scope of Future Work for the Sudoku Solving Project:

• Advanced Solving Techniques: The project can be expanded to incorporate


more advanced solving techniques, such as constraint propagation, hidden sin-
gles, naked pairs, and other advanced strategies used in Sudoku solving. Imple-
menting these techniques would enhance the solving algorithm’s efficiency and
provide faster and more optimized solutions.

• Puzzle Validation and Error Detection: Enhancing the project to include puzzle
validation and error detection mechanisms would help identify invalid or unsolv-
able puzzles at the input stage. This would prevent the solving algorithm from
running indefinitely on incorrect puzzles and provide users with immediate feed-
back on the validity of their inputs.

• Mobile and Cross-Platform Compatibility: Adapting the project for mobile


devices and ensuring cross-platform compatibility would expand its reach and
make it accessible to a wider audience. This could involve developing a respon-
sive user interface or creating dedicated mobile applications for iOS and Android
platforms.

• Additional Grid Sizes and Variations: Extending the project to support dif-
ferent grid sizes and variations of Sudoku, such as 4x4, 16x16, or irregularly
shaped grids, would provide users with more puzzle options and challenges. Im-
plementing additional grid sizes would require modifying the solving algorithm
and adapting the user interface to accommodate the changes.

• Multiplayer and Online Challenges: Implementing multiplayer functionality


would enable users to compete against each other in solving Sudoku puzzles.
This could involve real-time puzzle synchronization, leaderboards, and timed
challenges, adding a social and competitive aspect to the project.

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4.4 References
Please Visit the Following Link For More Information:

• https://youtu.be/tRj4VlVTat8

• https://youtu.be/qH9mWpYMtYU

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