• Title/Summary/Keyword: 스도쿠

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Sudoku Puzzle Difficulty Measurement using Genetic Algorithm (유전자 알고리즘을 이용한 수도쿠 퍼즐 난이도 측정)

  • Cho, Yeongjo;Kim, Byoungwook
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.10a
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    • pp.499-501
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    • 2019
  • 스도쿠는 다양한 연령대의 사람들에게 인기있는 논리 기반 조합 퍼즐 게임입니다. 이러한 인기로 인해 다양한 수준의 난이도로 스도쿠 퍼즐을 생성하고 해결하기 위해 컴퓨터 소프트웨어가 개발되고 있습니다. 본 논문은 유전자 알고리즘 (Genetic Algorithm)을 이용하여 스도쿠 퍼즐의 해결 및 스도쿠 퍼즐의 난이도를 평가하는 문제를 연구한다. 유전자 알고리즘이 수행되는 동안 적합도 함수가 수렴되는 시간이 길수록 퍼즐의 난이도가 높을 것이라는 가정한다. 본 논문에서는 유전자 알고리즘을 이용하여 스도쿠 퍼즐을 해결하는 알고리즘을 개발하고, 스도쿠 퍼즐 제작자들에 의해 난이도가 정해진 실제 스도쿠 퍼즐을 개발된 알고리즘으로 해결하는데 시간을 측정한다. 측정된 시간과 퍼즐 문제의 상관 관계를 분석하여 가정을 검증한다. 실험결과에서 알고리즘의 실행시간과 퍼즐의 난이도에는 유의미한 상관관계가 있음을 보였다.

Sudoku Algorithm (스도쿠 알고리즘)

  • Lee, Sang-Un
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.1
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    • pp.207-215
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    • 2015
  • This paper proposes a solution-yielding linear time algorithm to NP-complete Sudoku, to which no polynomial time algorithm has been proposed. The proposed algorithm is performed on blocks in the descending order of the number of clues they contain. It firstly determines all numbers that could possibly occur in the blank rows and columns of each block. By deriving an intersecting value of corresponding rows and columns, it assigns the final number for each blank. When tested on the traditional $9{\times}9$ Sudoku, the proposed algorithm has succeeded in obtaining the solution through performance of 9 times, the exact number of the blocks. Test results on modified Jigsaw Sudoku (9 blocks) and Hypersudoku (13 blocks) also show its success in deriving the solutions by execuring 9 and 13 times respectively. Accordingly, this paper proves that the Sudoku problem is in fact P-problem.

An Implementation of a Mobile Sudoku Game with a Step-by-Step Character Raising (단계별 캐릭터 육성을 결합한 모바일 스도쿠 게임 개발)

  • Yu, Ri-A;Yu, Su-Wan;Cho, In-Kyeong;Song, Hye-Ju;Park, Young-Ho
    • Journal of Digital Contents Society
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    • v.10 no.1
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    • pp.27-35
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    • 2009
  • Recently, an interest in mobile games is increasing according to the extension of the high speed network infra and the development of mobile devices. In the paper, we propose a mobile Stouku game which trains a brain. The proposed game is user-oriented play style that the game users can raise their characters theirselves. It gives users a sense of achievement and can also help improve intelligence by becoming familiar with a numeral. The game raises an awareness and immersion by adding various events and lowering the degree of difficulty more than previews games. In the paper, we demonstrate the proposed Sudoku game in the mobile device and present the result.

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Orthogonal Sudoku Square Designs with Block Effect Discrimination (블럭효과를 구별할 수 있는 직교스도쿠방격법)

  • Jang, Dae-Heung
    • The Korean Journal of Applied Statistics
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    • v.24 no.3
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    • pp.505-513
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    • 2011
  • Sudoku is a famous Latin-square-based number-placement puzzle. Mo and Xu (2008) proposed Sudoku square designs based on the idea of Sudoku. Using several Sudoku square designs which are mutually orthogonal, we can suggest the orthogonal Sudoku square designs with block effect discrimination.

Binary Backtracking Algorithm for Sudoku (스도쿠 퍼즐을 위한 이진역추적 알고리즘)

  • Lee, Sang-Un
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.4
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    • pp.155-161
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    • 2017
  • This paper suggests polynomial time solution algorithm for Sudoku puzzle problem. This problem has been known NP (non-deterministic polynomial time)-complete. The proposed algorithm set the initial value of blank cells to value range of [$1,2,{\cdots},9$]. Then the candidate set values in blank cells deleted by preassigned clue in row, column, and block. We apply the basic rules of Stuart, and proposes two additional rules. Finally we apply binary backtracking(BBT) technique. For the experimental Sudoku puzzle with various categories of solution, the BBT algorithm can be obtain all of given Sudoku puzzle regardless of any types of solution.

Development and Application of the Worksheets for Learning Algorithm Design in Artificial Intelligence Programming using Sudoku Puzzle (스도쿠 퍼즐을 활용한 인공지능 프로그래밍 교육에서 알고리즘 설계 학습을 위한 활동지 개발 및 적용)

  • Kim, YongCheon;Kwon, DaiYoung;Lee, WonGyu
    • Proceedings of the Korea Information Processing Society Conference
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    • 2014.04a
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    • pp.757-760
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    • 2014
  • 프로그래밍 능력은 21세기 정보화 사회를 살아가는데 있어 인간이 컴퓨터를 활용하여 다양한 문제를 해결할 수 있도록 도움을 준다. 효과적인 프로그래밍 교육이 이루어지기 위해서는 학습자들에게 순차적 수행, 조건적 수행, 반복적 수행과 같은 기본적인 프로그래밍 개념을 습득하도록 할 필요가 있다. 따라서 본 연구는 스도쿠 인공지능 프로그래밍 교육에서 프로그래밍의 기본 개념을 바탕으로 알고리즘을 설계하는 방법을 학습시키는 방안을 모색하기 위한 목적이 있다. 연구의 목적을 달성하기 위해 중학생 10명을 대상으로 실험 연구를 진행하였다. 연구 결과, 학습자는 연구자가 제안한 활동지가 알고리즘 설계 학습에 도움이 된 것으로 인식한 것을 확인할 수 있었다. 본 연구는 프로그래밍 교육에서 초보 학습자가 이해하기 어려워하는 프로그래밍 개념을 학습하는데 도움이 되는 학습 방법을 제시하였다는데 의의가 있다.

A Reversible Data Hiding Scheme Using 7×7 Sudoku Based on Secret Sharing (비밀 공유 기반의 7×7 스도쿠를 사용한 가역 정보 은닉 기법)

  • Kim, Young-Ju;Kim, Pyung-Han;Yoo, Kee-Young
    • Journal of Korea Multimedia Society
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    • v.20 no.2
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    • pp.261-270
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    • 2017
  • Data hiding is a way to hide the information in multimedia media such as images or video. The scheme proposed by Nguyen and Chang, was able to embed, extract, and restore the cover image and the secret data using Sudoku. But in the extracting phase, the occurrence of duplicate values in the reference matrix was found to decrease the embedding capacity of secret data. This paper has proposed a reversible data hiding scheme while maintaining the quality of the image to provide high embedding capacity using $7{\times}7$ Sudoku and Shamir's secret sharing scheme.

A Method to Expand a Complete Binary Tree using Greedy Method and Pruning in Sudoku Problems (스도쿠 풀이에서 욕심쟁이 기법과 가지치기를 이용한 완전이진트리 생성 기법)

  • Kim, Tai Suk;Kim, Jong Soo
    • Journal of Korea Multimedia Society
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    • v.20 no.4
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    • pp.696-703
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    • 2017
  • In this paper, we show how to design based on solving Sudoku problem that is one of the NP-complete problems like Go. We show how to use greedy method which can minimize depth based on tree expansion and how to apply heuristic algorithm for pruning unnecessary branches. As a result of measuring the performance of the proposed method for solving of Sudoku problems, this method can reduce the number of function call required for solving compared with the method of heuristic algorithm or recursive method, also this method is able to reduce the 46~64 depth rather than simply expanding the tree and is able to pruning unnecessary branches. Therefore, we could see that it can reduce the number of leaf nodes required for the calculation to 6 to 34.

Applying Genetic Algorithm To Randomly Creating And Solving A Sudoku Puzzle (유전 알고리즘을 이용한 스도쿠 퍼즐 생성 및 풀이 방법)

  • Hwang, Yoon Chan
    • Proceeding of EDISON Challenge
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    • 2015.03a
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    • pp.521-526
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    • 2015
  • A Sudoku puzzle is a kind of magic square puzzle which requires a non-repeated series of numbers from 1 to 9 in each 9 rows and 9 columns. Furthermore it contains total of 9 small three-by-three matrices, which need non-repeated numbers from 1 to 9 as well. Therefore the total number of possible cases of Sudoku puzzle is finite, even though that of creating nine-by-nine square is exponentially great. Accordingly a certain set of way is need not only for solving the puzzle, but also creating a new one. In this study, the method for creating a Sudoku puzzle applying genetic algorithm is suggested and will be demonstrated. Also, it will be shown that a Sudoku puzzle can be solved by genetic algorithm.

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