Academic literature on the topic 'Sudoku'

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Journal articles on the topic "Sudoku"

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DRÁPAL, ALEŠ, and PETR VOJTĚCHOVSKÝ. "DIVISION SUDOKUS: INVARIANTS, ENUMERATION, AND MULTIPLE PARTITIONS." Glasgow Mathematical Journal 62, no. 3 (October 2, 2019): 600–630. http://dx.doi.org/10.1017/s0017089519000375.

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AbstractA division sudoku is a latin square whose all six conjugates are sudoku squares. We enumerate division sudokus up to a suitable equivalence, introduce powerful invariants of division sudokus, and also study latin squares that are division sudokus with respect to multiple partitions at the same time. We use nearfields and affine geometry to construct division sudokus of prime power rank that are rich in sudoku partitions.
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Nishikawa, Kohei, and Takahisa Toda. "Exact Method for Generating Strategy-Solvable Sudoku Clues." Algorithms 13, no. 7 (July 16, 2020): 171. http://dx.doi.org/10.3390/a13070171.

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A Sudoku puzzle often has a regular pattern in the arrangement of initial digits and it is typically made solvable with known solving techniques called strategies. In this paper, we consider the problem of generating such Sudoku instances. We introduce a rigorous framework to discuss solvability for Sudoku instances with respect to strategies. This allows us to handle not only known strategies but also general strategies under a few reasonable assumptions. We propose an exact method for determining Sudoku clues for a given set of clue positions that is solvable with a given set of strategies. This is the first exact method except for a trivial brute-force search. Besides the clue generation, we present an application of our method to the problem of determining the minimum number of strategy-solvable Sudoku clues. We conduct experiments to evaluate our method, varying the position and the number of clues at random. Our method terminates within 1 min for many grids. However, as the number of clues gets closer to 20, the running time rapidly increases and exceeds the time limit set to 600 s. We also evaluate our method for several instances with 17 clue positions taken from known minimum Sudokus to see the efficiency for deciding unsolvability.
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Guns, Tias, Emilio Gamba, Maxime Mulamba, Ignace Bleukx, Senne Berden, and Milan Pesa. "Sudoku Assistant – an AI-Powered App to Help Solve Pen-and-Paper Sudokus." Proceedings of the AAAI Conference on Artificial Intelligence 37, no. 13 (June 26, 2023): 16440–42. http://dx.doi.org/10.1609/aaai.v37i13.27072.

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The Sudoku Assistant app is an AI assistant that uses a combination of machine learning and constraint programming techniques, to interpret and explain a pen-and-paper Sudoku scanned with a smartphone. Although the demo is about Sudoku, the underlying techniques are equally applicable to other constraint solving problems like timetabling, scheduling, and vehicle routing.
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Schreiner, Axel T., and James E. Heliotis. "Sudoku." ACM SIGCSE Bulletin 40, no. 2 (June 2008): 44–47. http://dx.doi.org/10.1145/1383602.1383632.

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Palomo, Miguel G. "Sudoku Ripeto." ICGA Journal 43, no. 1 (May 26, 2021): 26–49. http://dx.doi.org/10.3233/icg-210180.

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We present a variant of Sudoku called Sudoku Ripeto. It seems to be the first to admit any combination of repeated symbols, and includes Sudoku as a proper subset. We present other Sudoku Ripeto families, each with a different repetition pattern. We define Sudoku Ripeto squares and puzzles, prove several solving rules that generalize those for Sudoku, and give sufficient conditions to flexibly solve puzzles with rules only, without search.
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Guven, Yildiz, Cihat Gültekin, and A. Beyzanur Dedeoğlu. "Comparison of Sudoku Solving Skills of Preschool Children Enrolled in the Montessori Approach and the National Education Programs Yıldız Güven1, Cihat Gültekin1, A. Beyzanur Dedeoğlu1." Journal of Education and Training Studies 8, no. 3 (January 15, 2020): 32. http://dx.doi.org/10.11114/jets.v8i3.4620.

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According to Johnson-Laird (2010), sudoku, a mind game, is based on a pure deduction and reasoning processes. This study analyzed sudoku solving skills of preschool children and to ascertain whether there was a difference between children who were educated according to the Ministry of Education preschool education program and the Montessori approach. Sudoku skills of children were analyzed by gender, age, duration of preschool attendance, mother’s and father’s education level and previous experience of playing sudoku using a 12-question Sudoku Skills Measurement Tool developed for this research study.The study sample of the study consisted of 118 children (57 girls, 61 boys) aged between 54-77 months. The findings showed that there was no significant difference in sudoku skills by gender. However, sudoku skills varied with age (54-65 months and 66-77 months) in favor of older groups. Children's sudoku skills were more developed with an increase in education level of either parent. Children who had been in preschool for longer had higher sudoku scores. A previous experience of playing sudoku did not impact sudoku scores. Sudoku skills of children who were educated according to the Montessori program were more developed compared to those of children educated according to Ministry of National Education program.
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Jones, Siân K., Stephanie Perkins, and Paul A. Roach. "The Structure of Reduced Sudoku Grids and the Sudoku Symmetry Group." International Journal of Combinatorics 2012 (November 7, 2012): 1–6. http://dx.doi.org/10.1155/2012/760310.

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A Sudoku grid is a constrained Latin square. In this paper a reduced Sudoku grid is described, the properties of which differ, through necessity, from that of a reduced Latin square. The Sudoku symmetry group is presented and applied to determine a mathematical relationship between the number of reduced Sudoku grids and the total number of Sudoku grids for any size. This relationship simplifies the enumeration of Sudoku grids and an example of the use of this method is given.
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Burgess, David L. "Lessons from Sudoku." EDFA Technical Articles 8, no. 1 (February 1, 2006): 25–28. http://dx.doi.org/10.31399/asm.edfa.2006-1.p025.

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Abstract Failure analysis requires a working knowledge of physics, technology, materials, manufacturing practices, analytical techniques, and more. It is difficult to imagine what failure analysis would be like if all the laws of physics were perfectly apparent and all the challenges of sample preparation and testing were removed. Eliminating those considerations, failure analysis would be more like Sudoku. Sudoku is a simple number puzzle enjoyed by both children and adults. The simplicity of Sudoku compared to failure analysis is the point. Although Sudoku is starkly simple, the process is challenging to the best of us. Good and bad problem-solving practices are clearly exposed by the experience of solving a few Sudoku puzzles. Some insights that are brilliantly clear in Sudoku are equally true in failure analysis.
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Mat Diah, Norizan, Syahirul Riza, Suzana Ahmad, Norzilah Musa, and Shakirah Hashim. "Sudoku solutions: a comparative analysis of breadth-first search, depth-first search, and human approaches." Journal of Education and Learning (EduLearn) 19, no. 1 (February 2, 2025): 561–69. http://dx.doi.org/10.11591/edulearn.v19i1.21214.

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Sudoku is a puzzle that has a unique solution. No matter how many methods are used, the result will always be the same. The player thought that the number of givens or clues, the initial value on the Sudoku puzzles, would significantly determine the difficulty level, which is not necessarily correct. This research uses two search algorithms, breadth-first search (BFS) and depth-first search (DFS), to solve a set of Sudoku puzzles based on the number of givens. The Sudoku puzzles are chosen based on the number of givens between 32 and 35. In cases where Sudoku puzzles are considered medium or intermediate difficulty, the solutions generated by both algorithms will be compared with the human-solving approach. The research aims to determine whether humans tend to solve Sudoku puzzles with solutions resembling those generated by BFS or DFS. Furthermore, if all three approaches-human, BFS, DFS-yield comparable solutions, the Sudoku puzzle has only one unique solution.
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Dinata, Eric, Herman Budianto, and Hendrawan Armanto. "Hyper Sudoku Solver dengan Menggunakan Harris Hawks Optimization Algorithm." Journal of Intelligent System and Computation 2, no. 1 (July 15, 2021): 20–27. http://dx.doi.org/10.52985/insyst.v2i1.153.

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Sudoku merupakan salah satu permainan klasik yang digemari banyak orang. Sebagai salah satu permainan papan, Sudoku mempunyai banyak varian, salah satunya Hyper Sudoku. Hyper Sudoku mempunyai tingkat kesulitas yang lebih tinggi daripada Sudoku biasa. Tingkat kompleksitas yang tinggi membuat pemainan ini menjadi brain teaser yang baik dan sangat cocok diambil sebagai media untuk menguji algoritma metaheuristik. Algoritma yang populer pada dekade terakhir ini adalah algoritma metaheuristik berbasis populasi, yang mengadaptasi perilaku binatang dalam memecahkan permasalahan optimasi, salah satunya adalah Harris Hawks Optimization (HHO). Seperti kebanyakan metode swarm intelligence (SI) lainnya, algoritma ini mengandalkan proses diversification dan intensification. Selain itu, HHO mempunyai empat strategi khusus untuk mencari solusi dengan kondisi yang berbeda. HHO mampu mencakup solusi multi dimensi, sehingga sangat cocok diimplementasikan pada persoalan Hyper Sudoku. Untuk uji coba, peneliti menggunakan bantuan aplikasi Visual Studio 2017 dan MATLAB R2018a. Pada proses pengujian, digunakan dua setting parameter yang berbeda, tiga macam persoalan Hyper Sudoku, dan tiga puluh independent run untuk mencapai hasil yang diinginkan. Berdasarkan hasil pengujian, dapat disimpulkan bahwa tingkat keberhasilan untuk mencari solusi pada persoalan Hyper Sudoku dengan menggunakan HHO berkisar antara 86 hingga 88%, dilihat dari fitness value-nya.
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Dissertations / Theses on the topic "Sudoku"

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Johansson, Simon Johansson, and Andreas Broström. "Sudoku Solvers." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-134918.

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The purpose of this bachelor thesis is to create and implement a Sudoku solver based on human strategies. We want to see how our solver compares to a brute-force solver and in which aspects it is the most efficient. We tested the two solvers in terms of solving speed, number of misses or wrong moves required to find a solution, and ability to solve harder Sudokus. Our conclusions are that the human solver is comparable to well known computer based Sudoku solvers and it is generally more efficient in terms of solving speed and number of misses. The human solver, however, does not guarantee solutions to advanced Sudokus, even though it solved all puzzles that matched the complexity of Sudokus found in newspapers.
Syftet med den här kandidatuppsatsen är att skapa och implementera en sudokulösare baserat på mänskliga strategier. Vi vill se hur vår lösare står sig mot en brute-force lösare och i vilka avseenden den kan anses vara mest effektiv. Vi har jämfört de två lösarnas lösningshastighet, antal missar eller felaktiga beräkningssteg och förmågan att lösa svårare sudokus. Våra slutsatser är att den mänskliga lösaren är jämförbar med välkända datorbaserade lösare och den är generellt sett effektivare när det gäller lösningshastighet och antal missar. Den mänskliga lösaren kan dock inte garantera en lösning till mer avancerade sudokus, även fast den löste alla de pussel som hade en motsvarande svårighetsgrad som de man kan hitta i tidningen.
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Swords, Michael. "Sudoku Squares’ Difficulty." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-157492.

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The purpose of this report is to evaluate squares in any Sudoku puzzle. The evaluation is based on how difficult the square’s number is to solve by using manual methods i.e. methods possible to use with pen and paper.To achieve this, manual methods have been implemented as algorithms into an application. A GUI presents the results in the form of a Sudoku solution and a matrix window to present which methods were needed for each single square.A number of Sudoku solving techniques were implemented and applied on both specific and randomly generated Sudokus. With this an evaluation of the squares could be demonstrated.Even if the program could not show the difficulty for all squares in some Sudokus, the conditions for further development of new techniques can be made with ease which can solve these more difficult Sudokus at a later stage.
Denna rapport har som mål att värdera rutor i ett Sudoku. Värderingen baseras på hur lätt eller svårt det är att få fram rutans nummer med mänskliga metoder.För att nå detta mål har mänskliga metoder för att lösa Sudokus implementerats som algoritmer i en application. Ett GUI presenterar resultat i form av sudoku lösning samt vilka metoder som krävdes för att lösa varje enskild ruta.Ett antal tekniker för att lösa sudokus implementerades och med både specifika och slumpmässigt genererade sudokus kunde det påvisas att en värdering kunde göras.Även om programmet inte lyckats få fram svårighetsgraden för alla sorters rutor i vissa sudokus så har förutsättningar skapats för att vidar utveckla tills alla rutor kan graderas.
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Santos, Tiago Vallejo dos. "Sudoku em FPGA." Master's thesis, Universidade de Aveiro, 2011. http://hdl.handle.net/10773/8946.

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Mestrado em Engenharia Electrónica e Telecomunicações
Este trabalho, desenvolvido no âmbito dos sistemas reconfiguráveis, tem como objetivo a implementação de um solucionador de puzzles Sudoku, quer em software quer em hardware, tentando minimizar o seu tempo de solução. Deste modo, foram desenvolvidos três solucionadores: Simples, apenas capaz de resolver puzzles simples, Tentativa e Erro, que implementa um algoritmo de Breadth-First Search para solucionar puzzles mais complexos, e, por fim, o solucionador Tentativa e Erro com capacidade para processamento paralelo, também este capaz de solucionar puzzles mais complexos. Todos estes solucionadores foram implementados e testados numa FPGA da família Spartan-3E da Xilinx, usando, para isso, uma placa de prototipagem da Digilent. Os resultados obtidos foram comparados entre as várias implementações abordadas, assim como com outros solucionadores existentes.
This work, developed in the context of reconfigurable systems, has as an objective the implementation of a Sudoku solver, both in software and hardware, and attempting to minimize its solution time. Thus, three solvers were developed: Simple, only able to solve simple puzzles, Trial and Error, which implements a Breadth-First Search algorithm, being able to solve more complex puzzles, and, finally, the Trial and Error solver with the possibility of parallel processing, being also able to solve complex puzzles. All these solvers were implemented and tested on an FPGA of Xilinx Spartan- -3E family, using for this purpose a prototyping board from Digilent. The results were compared between the various implementations, as well as with other state-of-the-art solvers.
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WICKMAN, TOMAS, and EMIL ÖHMAN. "Comparison of how common sudoku solving techniques perform when adapted and applied to jigsaw sudokus." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-157490.

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Sudoku and Jigsaw sudoku are two similar logic puzzles. The goal of the puzzles is to place numbers in a 9*9 grid until certain rules are met. In both Jigsaw sudoku and normal sudoku the numbers 1 to 9 needs to be placed in every row, column and box. The difference between the two puzzles is that in a normal sudoku every box is a symmetric 3*3 square, while in the jigsawv ariant the boxes have irregular, altough still nine cells big, boxes.When implementing algorithms for solving the normal sudoku, it normal touse the fact that all the boxes are symmetric. This will not work for the jigsaw sudoku though.In this report we will investigate the effectiveness of the three most common sudoku solving algorithms Rule Based backtracking, Human-Like solving and Dancing Links and how we arrived at the result that Human-Like solving was,in almost every case, the most effective algorithm for solving both sudoku and jigsaw sudoku.
Sudoku och Jigsaw sudoku är två likartade logik spel som går ut på att placera ut tal enligt vissa regler på en spelplan som har 9*9 rutor. I Både jigsaw sudoku och vanligt sudoku ska talen ett till nio finnas med i varje kolumn, rad och box exakt en gång. Det som skiljer dem åt är att i sudoku är boxarna symmetriska och 3*3 rutor stora medan i jigsaw sudoku har de varierande form av 9 rutor.Vid implementation av algoritmer för lösning av sudoku är det enkelt att använda symmetrin av hur de ser ut, medan det för jigsaw sudoku inte fungerar då boxarna ej är symmetriska.I denna rapport undersöker vi effektiviteterna hos de tre algoritmerna Rule Based backtracking, Human-Like solving och Dancing Link för att visa hur vi kom fram till resultatet att Human-Like solving i nästan alla fall var den effektivare algoritmen både för vanliga sudoku och jigsaw sudoku.
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Samuelsson, Axel, and Robin Hellgren. "Computer evaluation of Sudoku difficulty." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-166762.

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The goal of this essay is to determine whether or not there exists a correlation between the by a human perceived difficulty of a Sudoku puzzle and the difficulty of solving said puzzle with the help of computer programming built to imitate human solving. Initially we discuss the foundation and history of the Sudoku puzzle after which a few solving algorithms are explored in depth. In the methods chapter the methods used for solving and scoring the Sudokus are discussed, as well as how the study on which the results are based was conducted. We found a certain correlation between the two in spite of the obstacles encountered as a result of the human factor. Our study is based upon a specific group of people all with an academic background to minimize the differences in the skill of logical thinking. We believe that an expansion of the test group would yield better results, given that the expansion would target the same type of individuals.
Syftet med denna uppsats är att undersöka huruvida det finns någon korrelation mellan mänskligt upplevd svårighetsgrad av ett Sudokupussel och dess svårighet att lösas med en datorbaserad algoritm byggd för att imitera mänsklig lösning. Vi börjar med att diskutera grunderna kring Sudoku för att sedan gå in mer djupgående på några vanliga strategier. Därefter behandlas metoderna som användes vid genomförandet av såväl undersökning som programskrivning samt betygsindelning. Det visade sig finnas vissa likhetsdrag mellan de båda parterna trots de svårigheter som uppkom i och med den mänskliga faktorn. Vår undersökning riktar sig till människor av akademisk bakgrund för att minimera skiftningarna i nivå av logiskt tänkande. Vi tror att en utvidgning av testgruppen skulle ge bättre resultat, givet att utvidgningen sker riktat till samma målgrupp.
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Godinho, Cecília Solange Gomes. "Alguma da matemática do Sudoku." Master's thesis, Universidade de Aveiro, 2008. http://hdl.handle.net/10773/10474.

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Mestrado em Matemática e Aplicações
Neste trabalho o objectivo principal é fazer um estudo de alguma da Matemática presente no conhecido puzzle Sudoku. Dado que o tema da presente dissertação foi proposto a duas alunas, e como se tratava de um assunto novo para ambas, os dois primeiros capítulos resultam de um trabalho conjunto com a minha colega Andreia Cristina Dias Morgado. Os conceitos introdutórios serão apresentados no primeiro capítulo, onde se abordarão os Quadrados Latinos e as suas principais características. No segundo capítulo exibimos as aplicações dos Quadrados Latinos à Teoria de Grupos. No terceiro capítulo abordamos alguns resultados importantes no estudo das Geometrias finitas, nomeadamente no que diz respeito aos planos afins e projectivos, mostrando-se como se pode obter um deles à custa do outro. Serão abordadas também as principais relações destes planos com os Quadrados Latinos. Por fim, no quarto capítulo faz-se uma análise da relação entre as propriedades dos Quadrados Latinos e do Sudoku, desenvolvendo-se um pouco da história do aparecimento deste puzzle, o modo como se joga e os níveis de dificuldade. Além disso, serão apresentadas algumas variantes do puzzle, finalizando-se com o problema das possíveis colorações parciais de um Sudoku.
In this work, the main aim is to make a study of some Mathematics presents in the Sudoku puzzle we know so well. Since the theme of this dissertation was purposed to two students, and since this was a new subject for both, the first two chapters resulted from a work, made by me and my colleague Andreia Cristina Dias Morgado. The introductory concepts will be presented in the first chapter, where we will make reference to the Latin Square and its main features. In the second chapter we show the applications of Latin Squares to the Theory of Groups. In the third chapter we will present some important results of the study of finite Geometries, particularly with what is concerned to affine plans and projective plans. We show how to get one from another. It also studies the main relations of these ones with the Latin Squares. Finally, the fourth chapter is an analysis of the relation between the properties of Latin Squares and Sudoku, developing a bit of history from the beginning of this puzzle and how to play it and its difficulty levels. In addition, we will present some variants of the puzzle, ending with the problem of possible partial colorations of a Sudoku.
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Wyld, Kira A. "Sudoku Variants on the Torus." Scholarship @ Claremont, 2017. http://scholarship.claremont.edu/hmc_theses/103.

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This paper examines the mathematical properties of Sudoku puzzles defined on a Torus. We seek to answer the questions for these variants that have been explored for the traditional Sudoku. We do this process with two such embeddings. The end result of this paper is a deeper mathematical understanding of logic puzzles of this type, as well as a fun new puzzle which could be played.
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Leong, Fu Fai. "Application of linear programming in Sudoku." Thesis, University of Macau, 2006. http://umaclib3.umac.mo/record=b1636813.

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Emanuelsson, Kristoffer, and Ludvig Stenström. "Att lösa sudoku med SAT-lösare." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-157549.

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HARRYSSON, MATTIAS, and HJALMAR LAESTANDER. "Solving Sudoku efficiently with Dancing Links." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-157551.

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With this thesis, we hope to motivate software developers to seek out already existing solving algorithms instead of attempting to use a bruteforce algorithm or specialized solving algorithms.The reason for choosing the Sudoku puzzle as a platform to demonstrate this is because it is well known around the world and easy to understand, while the reduction to an exact cover problem provides a challenge. Because of the challenge in the reduction and because we did not find any earlier research which explained in detail how the reduction from a Sudoku puzzle to an exact cover problem is done, we decided to focus on that subject in this thesis. Using our previous knowledge in reduction and the information found during our research, the reduction was eventually solved.Our conclusion is that Dancing Links is an effective solver for the exact cover problem and that a good reduction algorithm can greatly lower the solving time. The benchmarks also indicate that the number of clues in a Sudoku puzzle may not be the deciding factor of its difficulty rating. Since the reduction to an exact cover problem was arguably the hardest part in this thesis, future research can hopefully make use of our detailed explanation of the reduction and use the time saved to explore other topics in more depth, such as the difficulty rating of Sudoku puzzle.
Med denna rapport så hoppas vi motivera mjukvaruutvecklare att sökaefter redan existerande lösningsalgoritmer istället för att försöka använda en brute force-algoritm eller en lösningsalgoritm som är specialiserad på ett specifikt område. Anledningen till att vi valde att använda Sudoku som ett verktyg för att demonstrera detta är för att det är känt runt om i världen och lätt att förstå, men också för att det är svårt att utföra en reducering till ett exakt mängdtäckningsproblem. På grund av utmaningen i reduktionen och eftersom vi inte hittade någon tidigare forskning som detaljerat förklarade hur reduktionen från ett Sudokupussel till ett exakt mängdtäckningsproblem går till, bestämde vi oss för att fokusera kring det i denna rapport. Genom att använda vår tidigare kunskap inom reduktion och med den information vi hittade under informationssökningen kunde vi slutligen lösa reduktionen.Vår slutsats är att Dancing Links är en effektiv lösare till det exakta mängdtäckningsproblemet och att en bra implementerad reduktion kraftigt kan sänka lösningstiden. Mätningarna visar också att antalet ledtrådar i ett Sudokupussel inte behöver vara den avgörande faktorn för sin svårighet.Eftersom reduceringen till ett exakt mängdtäckningsproblem var den svåraste delen i vår rapport så hoppas vi att framtida forskninghar användning av vår genomgång av reduceringen och istället kan använda den tiden till att utforska andra ämnen mer djupgående, som exempelvis svårighetsgraden för Sudokupussel.
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Books on the topic "Sudoku"

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Didžiapetris, Gintaras. Sudoku. Edited by Levi Renée 1960-, Nashashibi Rosalind 1973-, Fitzpatrick Chris, Peeters Julie A, and Kunstverein München. Amsterdam: Stichting Roma Publications, 2015.

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Takata, G. Sudoku : Sudoku Book - Easy: 200 Sudokus with Solutions. Independently Published, 2020.

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Sudoku Sudoku Sudoku. Independently Published, 2022.

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Spaceship Sudoku (Sudoku (Sterling Publishing)). Sterling, 2007.

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Fry, Carolyn. Sudoku for Beginners 3 (Sudoku). Hodder & Stoughton, 2006.

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Fry, Carolyn. Sudoku for Beginners 4 (Sudoku). Hodder & Stoughton, 2006.

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expert, facile. Sudokus: Sudoku Puzzles Book 333 Sudoku Puzzles with Solutions. Independently Published, 2021.

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Williams, Andrew. Sudoku : Difficult Sudoku Book : Sudoku : Difficult Sudoku Book : 200 Difficult Sudoko Puzzles : 200 Hard Sudoku Puzzles: Puzzle Book for Adults. Independently Published, 2019.

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D&B Publishing. 250 Sudoku Puzzles (Sudoku). D&B Publishing, 2006.

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Rios, Michael. Super Sudoku Puzzles for Kids (Sudoku). Sterling, 2006.

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Book chapters on the topic "Sudoku"

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Fulton, Kristy. "Sudoku." In More Math Puzzles and Patterns For Kids, 26–30. New York: Routledge, 2021. http://dx.doi.org/10.4324/9781003236733-11.

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Lu, Yung-Hsiang, and George K. Thiruvathukal. "Sudoku." In Intermediate C Programming, 322–41. 2nd ed. Boca Raton: CRC Press, 2023. http://dx.doi.org/10.1201/9781003257981-25.

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Wanko, Jeffrey J. "Killer Sudoku." In Math and Logic Puzzles That Make Kids Think!, 37–55. New York: Routledge, 2021. http://dx.doi.org/10.4324/9781003236368-4.

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Buxton, Marilynn L. Rapp. "Sudoku Solutions." In Math Bafflers, 46–47. New York: Routledge, 2021. http://dx.doi.org/10.4324/9781003236382-26.

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Weitz, Edmund. "EINFACHES SUDOKU." In Pi und die Primzahlen, 161–70. Berlin, Heidelberg: Springer Berlin Heidelberg, 2021. http://dx.doi.org/10.1007/978-3-662-62880-5_19.

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Reinbold, Christian. "Bio-Sudoku 2." In Fetthenne, Moderlieschen, Warzenbeißer, 16. Berlin, Heidelberg: Springer Berlin Heidelberg, 2016. http://dx.doi.org/10.1007/978-3-662-52817-4_16.

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Reinbold, Christian. "Bio-Sudoku 3." In Fetthenne, Moderlieschen, Warzenbeißer, 23. Berlin, Heidelberg: Springer Berlin Heidelberg, 2016. http://dx.doi.org/10.1007/978-3-662-52817-4_23.

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Reinbold, Christian. "Bio-Sudoku 4." In Fetthenne, Moderlieschen, Warzenbeißer, 38. Berlin, Heidelberg: Springer Berlin Heidelberg, 2016. http://dx.doi.org/10.1007/978-3-662-52817-4_38.

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Reinbold, Christian. "Bio-Sudoku 1." In Fetthenne, Moderlieschen, Warzenbeißer, 4. Berlin, Heidelberg: Springer Berlin Heidelberg, 2016. http://dx.doi.org/10.1007/978-3-662-52817-4_4.

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Reinbold, Christian. "Bio-Sudoku 5." In Fetthenne, Moderlieschen, Warzenbeißer, 46. Berlin, Heidelberg: Springer Berlin Heidelberg, 2016. http://dx.doi.org/10.1007/978-3-662-52817-4_46.

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Conference papers on the topic "Sudoku"

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Jilg, Johannes. "Sudoku evolution." In 2009 International IEEE Consumer Electronics Society's Games Innovations Conference (ICE-GIC 2009). IEEE, 2009. http://dx.doi.org/10.1109/icegic.2009.5293614.

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Norte, Stéphane, and Fernando G. Lobo. "Sudoku access." In the 10th international ACM SIGACCESS conference. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1414471.1414502.

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Butler, Zack, and Ivona Bezakova. "On Beyond Sudoku." In SIGCSE '15: The 46th ACM Technical Symposium on Computer Science Education. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2676723.2678299.

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Hong, Wien, Tung-Shou Chen, and Chih-Wei Shiu. "Steganography Using Sudoku Revisited." In 2008 Second International Symposium on Intelligent Information Technology Application (IITA). IEEE, 2008. http://dx.doi.org/10.1109/iita.2008.445.

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Honwade, Rohan, Shanta Rangaswamy, B. R. Roshan Shetty, J. Rohith, and V. Mukund. "Steganography Using Sudoku Puzzle." In 2009 International Conference on Advances in Recent Technologies in Communication and Computing. ARTCom 2009. IEEE, 2009. http://dx.doi.org/10.1109/artcom.2009.116.

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Wadud, Adiba Afif Suha Binta, and M. Abdullah-Al-Wadud. "An Improved Sudoku Solver." In 2022 International Conference on Computational Science and Computational Intelligence (CSCI). IEEE, 2022. http://dx.doi.org/10.1109/csci58124.2022.00103.

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Dakowski, Jakub. "Isomorphism between Sudoku and Proof Systems and Its Application in Sudoku Solving." In IS4SI 2021. Basel Switzerland: MDPI, 2022. http://dx.doi.org/10.3390/proceedings2022081078.

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Campano Junior, Maurilio Martins, Larissa Fátima de Souza da Luz Santini, Mateus Bonfim Track, Marcos de Assumpção, and Linnyer Beatrys Ruiz Aylon. "Sudoku Binário como jogo no ensino médio técnico: um relato de experiência." In Anais Estendidos do Simpósio Brasileiro de Jogos e Entretenimento Digital. Sociedade Brasileira de Computação, 2023. http://dx.doi.org/10.5753/sbgames_estendido.2023.234065.

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Abstract:
Jogos educativos facilitam o aprendizado à medida que permitem a ludicidade e a diversão em um ambiente de aprendizado. Exemplos simples como o Sudoku ou Sudoku Binário promovem um desafio lógico ao serem jogados, podendo ser trabalhados em diferentes níveis de dificuldade com diferentes faixas etárias. Assim, o objetivo deste trabalho é a avaliação da aplicação do Sudoku Binário em sala de aula, visando integrar e contextualizar os alunos ao sistema de representação binário. A prática foi realizada em três escolas públicas, envolvendo um total de 144 alunos do ensino médio técnico. Os resultados apontam para uma atividade desafiadora, divertida e que pode estimular o aprendizado dos alunos
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Davis, Sean, Matthew Henderson, and Andrew Smith. "Modeling Sudoku Puzzles with Python." In Python in Science Conference. SciPy, 2010. http://dx.doi.org/10.25080/majora-92bf1922-009.

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Diaz-Pernil, Daniel, Carlos M. Fernandez-Marquez, Manuel Garcia-Quismondo, Miguel A. Gutierrez-Naranjo, and Miguel A. Martinez-del-Amor. "Solving sudoku with Membrane Computing." In 2010 IEEE Fifth International Conference on Bio-Inspired Computing: Theories and Applications (BIC-TA). IEEE, 2010. http://dx.doi.org/10.1109/bicta.2010.5645195.

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