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1

DRÁPAL, ALEŠ y PETR VOJTĚCHOVSKÝ. "DIVISION SUDOKUS: INVARIANTS, ENUMERATION, AND MULTIPLE PARTITIONS". Glasgow Mathematical Journal 62, n.º 3 (2 de octubre de 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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2

Nishikawa, Kohei y Takahisa Toda. "Exact Method for Generating Strategy-Solvable Sudoku Clues". Algorithms 13, n.º 7 (16 de julio de 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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3

Guns, Tias, Emilio Gamba, Maxime Mulamba, Ignace Bleukx, Senne Berden y Milan Pesa. "Sudoku Assistant – an AI-Powered App to Help Solve Pen-and-Paper Sudokus". Proceedings of the AAAI Conference on Artificial Intelligence 37, n.º 13 (26 de junio de 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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4

Schreiner, Axel T. y James E. Heliotis. "Sudoku". ACM SIGCSE Bulletin 40, n.º 2 (junio de 2008): 44–47. http://dx.doi.org/10.1145/1383602.1383632.

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5

Palomo, Miguel G. "Sudoku Ripeto". ICGA Journal 43, n.º 1 (26 de mayo de 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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6

Guven, Yildiz, Cihat Gültekin y 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, n.º 3 (15 de enero de 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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7

Jones, Siân K., Stephanie Perkins y Paul A. Roach. "The Structure of Reduced Sudoku Grids and the Sudoku Symmetry Group". International Journal of Combinatorics 2012 (7 de noviembre de 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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8

Burgess, David L. "Lessons from Sudoku". EDFA Technical Articles 8, n.º 1 (1 de febrero de 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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9

Mat Diah, Norizan, Syahirul Riza, Suzana Ahmad, Norzilah Musa y Shakirah Hashim. "Sudoku solutions: a comparative analysis of breadth-first search, depth-first search, and human approaches". Journal of Education and Learning (EduLearn) 19, n.º 1 (2 de febrero de 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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10

Dinata, Eric, Herman Budianto y Hendrawan Armanto. "Hyper Sudoku Solver dengan Menggunakan Harris Hawks Optimization Algorithm". Journal of Intelligent System and Computation 2, n.º 1 (15 de julio de 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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11

Indriyono, Bonifacius, Natalinda Pamungkas, Zudha Pratama, Ery Mintorini, Imelda Dimentieva y Pita Mellati. "Comparative Analysis of the Performance Testing Results of the Backtracking and Genetics Algorithm in Solving Sudoku Games". International Journal of Artificial Intelligence & Robotics (IJAIR) 5, n.º 1 (25 de julio de 2023): 29–35. http://dx.doi.org/10.25139/ijair.v5i1.6501.

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Games that hone thinking skills and logical accuracy have recently been very popular. One of them is the game Sudoku. Sudoku is a game that hones logic through puzzles arranged in rows and columns. Sudoku is also defined as a puzzle game that aims to arrange several numbers in a grid from one to nine on a grid consisting of 9x9 squares. The concept of this Sudoku game is to enter numbers into the rows and columns provided. The rule of this game is that the numbers arranged on the board cannot be the same in every row, column, and 3x3 square in the grid. In another sense, each number entered must appear once in each row and column. When running Sudoku, several numbers are already instructions for players to fill in the next boxes. The number of clues at the beginning of the game determines the difficulty level players face. The fewer clues, the more difficult the Sudoku is to solve. This study aims to compare how to solve Sudoku using genetic algorithms, backtracking, and the completion time needed. The tests' results show that the genetic and backtracking algorithms can solve Sudoku games quickly. Still, the backtracking algorithm has the advantage of being relatively shorter, and the process is not so complicated that the backtracking algorithm can be an alternative solution to solving Sudoku logic games.
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12

Soto, Ricardo, Broderick Crawford, Cristian Galleguillos, Fernando Paredes y Enrique Norero. "A Hybridalldifferent-Tabu Search Algorithm for Solving Sudoku Puzzles". Computational Intelligence and Neuroscience 2015 (2015): 1–10. http://dx.doi.org/10.1155/2015/286354.

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The Sudoku problem is a well-known logic-based puzzle of combinatorial number-placement. It consists in filling an2 × n2grid, composed ofncolumns,nrows, andnsubgrids, each one containing distinct integers from 1 ton2. Such a puzzle belongs to the NP-complete collection of problems, to which there exist diverse exact and approximate methods able to solve it. In this paper, we propose a new hybrid algorithm that smartly combines a classic tabu search procedure with thealldifferentglobal constraint from the constraint programming world. Thealldifferentconstraint is known to be efficient for domain filtering in the presence of constraints that must be pairwise different, which are exactly the kind of constraints that Sudokus own. This ability clearly alleviates the work of the tabu search, resulting in a faster and more robust approach for solving Sudokus. We illustrate interesting experimental results where our proposed algorithm outperforms the best results previously reported by hybrids and approximate methods.
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13

Lee, Sang-Un. "Sudoku Algorithm". Journal of the Institute of Webcasting, Internet and Telecommunication 15, n.º 1 (28 de febrero de 2015): 207–15. http://dx.doi.org/10.7236/jiibc.2015.15.1.207.

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14

Aaronson, L. "Sudoku Science". IEEE Spectrum 43, n.º 2 (febrero de 2006): 16–17. http://dx.doi.org/10.1109/mspec.2006.1584356.

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15

Lindgren, William. "Mathematical Sudoku". Math Horizons 15, n.º 2 (noviembre de 2007): 21. http://dx.doi.org/10.1080/10724117.2007.11974739.

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16

Philip Riley y Laura Taalman. "Tetris Sudoku". College Mathematics Journal 44, n.º 4 (2013): 292. http://dx.doi.org/10.4169/college.math.j.44.4.292.

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17

Umar Khan, Muhammad, Muaaz Mulla y Dr M. Upendra Kumar. "Optimized real-time sudoku puzzle solving and solution overlay on images and videos using advanced computer vision and TensorFlow". International Journal of Multidisciplinary Research and Growth Evaluation 5, n.º 1 (2024): 66–70. http://dx.doi.org/10.54660/.ijmrge.2024.5.1.66-70.

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This paper presents a novel approach to solving Sudoku puzzles using computer vision techniques. Sudoku, a popular logic-based number placement game, poses an interesting challenge for automated solutions. The proposed Sudoku solver employs image processing and computer vision algorithms to extract the puzzle grid from a given image. The system then employs optical character recognition (OCR) to recognize and digitize the numbers within the grid. The image preprocessing involves techniques such as edge detection, contour identification, and perspective transformation to enhance the accuracy of grid extraction. Subsequently, OCR is applied to recognize the digits within each cell of the Sudoku grid. The solver then utilizes a backtracking algorithm to systematically fill in the missing numbers while adhering to the rules of Sudoku. The computer vision-based Sudoku solver offers advantages in terms of versatility, as it can handle puzzles of varying difficulty levels and appearances. The system's performance is evaluated on a diverse set of Sudoku puzzles, demonstrating its effectiveness in accurately solving puzzles with different grid sizes and layouts. The results indicate that the proposed approach achieves competitive solving times while maintaining a high level of accuracy. The presented Sudoku solver serves as a testament to the potential of computer vision in solving complex puzzles, opening avenues for further research in the integration of artificial intelligence and image processing for recreational problem-solving applications.
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18

Buckley, Carol A. "Using Sudoku Bulletin Boards to Teach Mathematical Reasoning". Teaching Children Mathematics 15, n.º 4 (noviembre de 2008): 208–11. http://dx.doi.org/10.5951/tcm.15.4.0208.

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“Maddening!” “Addicting!” “Can't do it.” “Do it every day.” These are phrases my peers have used in reference to Sudoku puzzles. I enjoy completing Sudoku puzzles but had not previously considered that incorporating them into my instruction would motivate my primary-grades students. After reading “Exploring the Sudoku Challenge” (Wilburne 2006), I decided to offer Sudoku as a student option for the logical reasoning category of a tic-tac-toe instructional strategy. In a tic-tac-toe strategy, three tasks in three different categories are organized to resemble a tic-tac-toe board. Students choose three tasks in a straight line: across, up and down, or diagonally. My students' enthusiasm and curiosity about completing Sudoku were immediately evident.
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19

Hanafi, Alya Aulia, Naseh Hibban, Fawwaz Muhammad Zulfikar y Faisal Dharma Adhinata. "Penyelesaian Permainan Sudoku Menggunakan Algoritma Backtracking Berbasis Artificial Intelligence". Journal ICTEE 2, n.º 2 (23 de noviembre de 2021): 50. http://dx.doi.org/10.33365/jictee.v2i2.1288.

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Kebutuhan teknologi untuk mempermudah dan menyelesaikan suatu permasalahan menjadi efisien sangat diperlukan di era modern ini. Salah satu bidang ilmu yang sering digunakan untuk memecahkan masalah dengan meniru kebiasaan manusia adalah Artificial Intelligence (AI). Permainan Sudoku merupakan permainan dengan jenis teka teki logika. Sudoku termasuk pada permasalahan NP – complete, sehingga sulit atau bahkan tidak bisa untuk diselesaikan dengan waktu yang sama. Dari permasalahan tersebut, dibutuhkan sebuah algoritma AI untuk menyelesaikan Permainan Sudoku. Salah satu algoritmanya adalah Backtracking (runut-balik). Hasil percobaan menunjukkan semakin banyak jumlah proses backtracking berbanding lurus dengan semakin banyaknya waktu yang dibutuhkan untuk menyelesaikan permainan Puzzel Sudoku. Kemudian, tingkat akurasi pada program sudoku solving dengan algortima backtracking mencapai 100% dengan kotak kosong berjumlah 43.
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20

Pu-Sheng Tsai, Pu-Sheng Tsai, Ter-Feng Wu Pu-Sheng Tsai, Jen-Yang Chen Ter-Feng Wu y Jen-Feng Huang Jen-Yang Chen. "Integrating of Image Processing and Number Recognition in Sudoku Puzzle Cards Digitation". 網際網路技術學刊 23, n.º 7 (diciembre de 2022): 1573–84. http://dx.doi.org/10.53106/160792642022122307012.

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<p>The aim of Sudoku puzzle is to fill in the blank cells in a square matrix consisting of nine 3x3 blocks with the numbers 1-9 in a way that no number appears more than once in any row, column, or block. We combined image processing, a convolutional neural network (CNN), and a Sudoku game algorithm to automatically place the numbers 1-9 in the blank cells of a Sudoku square matrix. An image of the Sudoku square matrix is first captured using a camera, and then the vertical lines, horizontal lines, and outer frame of the Sudoku square matrix are detected using Hough transform (HT). Based on the OpenCV module, we proposed an image processing algorithm that captures the numbers in the image and calculates the location coordinates of the numbers in the image. We trained the CNN using the MNIST handwritten digit dataset to recognize the numbers in the Sudoku square matrix. Finally, we used the Python programming language to design a Sudoku puzzle backtrace algorithm that automatically deduces and fills in the blank cells in the square matrix. This study provides further understanding of the critical operating principles of CNNs and lays down a foundation for future research.</p> <p>&nbsp;</p>
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21

Li, Hongyi, Qisheng Li y Zujun Ou. "Construction of Sudoku designs and Sudoku-based uniform designs". Statistics & Probability Letters 89 (junio de 2014): 51–57. http://dx.doi.org/10.1016/j.spl.2014.02.016.

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22

Mishra, Priyanka y Rakesh Ahuja. "A Novel Image Watermarking Method Against Crop Attack Using Two-Step Sudoku Puzzle". ECS Transactions 107, n.º 1 (24 de abril de 2022): 8351–60. http://dx.doi.org/10.1149/10701.8351ecst.

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Digital image watermarking is used to secure the digital images. There are several methods for securing the images. But there is probability to destroy the information by an attacker. Attacker can damage even a single segment of watermark image. There are many techniques to overcome from several attacks through which the cropped section of an image can be recover and there is no need to detect watermark. A robust image watermarking method against various cropping attack by the use of Sudoku puzzle is suggested in this paper. This method is build upon the attributes of permutation of Sudoku matrix and it gives Sudoku table has 9x9 formats, i.e. uniformly divided into multiple sample of images in the sections of the original image. Justified Sudoku result is explained for the embedded and extraction of the watermark image. The standard format of Sudoku having 9x9 matrix is used and the method expressed the hardiness up to great extent against crop attack.
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23

Paramadevan, Paramacutty. "A Binary Integer Programming Approach to find a Sudoku Matrix". Vavuniya Journal of Science 1, n.º 1 (1 de agosto de 2022): 26–30. http://dx.doi.org/10.4038/vjs.v1i1.4.

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In the basic Sudoku game, players must fill the entries of a n × n matrix, except some given entries, under the conditions that each row, each column, and each m × m sub matrix contains integers 1 through n exactly once. In this research paper, in addition to the basic game, conditions and solution process for three advanced versions, such as Sudoku X, Four Square Sudoku and Four Pyramid Sudoku were also studied. In this study, the above-mentioned conditions are converted into appropriate mathematical forms as constraints of the Integer Linear Programming Problem using Pascal Programming Language, such a way that the objective function and the constraints suit as an input mathematical model for the LINGO mathematical optimization software. Here, an unlimited version of the LINGO software has been used with the built-in Branch and Bound algorithm as the number of constraints is very high. Finally, solutions to the given Sudoku problems obtained from the solutions acquired through LINGO software.
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24

Singh, Varun, Varun Sharma y Vasu Bachchas. "Sudoku Solving Using Quantum Computer". International Journal for Research in Applied Science and Engineering Technology 11, n.º 2 (28 de febrero de 2023): 622–29. http://dx.doi.org/10.22214/ijraset.2023.49094.

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Abstract: We use ability of quantum computing such as superposition and entanglement to solve the sudoku. In recent years, quantum computers have shown promise as a new technology for solving complex problems in various fields, including optimization and cryptography. In this paper, we investigate the potential of quantum computers for solving Sudoku puzzles. We present a quantum algorithm for solving Sudoku puzzles, and compare its performance to classical algorithms. Our results show that the quantum algorithm outperforms classical algorithms in terms of both speed and accuracy, and provides a new tool for solving Sudoku puzzles efficiently. Additionally, we discuss the implications of our results for the development of quantum algorithms for solving other combinatorial problems.
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25

Lina, Tirsa Ninia y Matheus Supriyanto Rumetna. "Comparison Analysis of Breadth First Search and Depth Limited Search Algorithms in Sudoku Game". Bulletin of Computer Science and Electrical Engineering 2, n.º 2 (30 de diciembre de 2021): 74–83. http://dx.doi.org/10.25008/bcsee.v2i2.1146.

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Sudoku is a game that sharpens the brain and is very well known. But the problem faced in this condition is how we can find a solution for the completion of this game. Problems with the Sudoku game can be solved by using the concept of Artificial Intelligence (AI). Some of the algorithms that can be used are the Breadth First Search (BFS) and Depth Limited Search (DLS) algorithms. The purpose of this research is to find a solution for Sudoku and make a comparative analysis of the search results of the two algorithms. The results obtained are application design in the form of a simulation of the completion of the Sudoku game problem with two algorithms. And it has been proven from the two algorithms that DLS is more efficient and faster than BFS. While BFS itself has advantages, in terms of a more structured and systematic search system that is able to find all possible numbers in each box. In this case, if a Sudoku question has more than one answer, then BFS will find it.
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26

Finlayson, Graham y Seth Nixon. "Sudoku Texture Classification". Electronic Imaging 2016, n.º 14 (14 de febrero de 2016): 1–5. http://dx.doi.org/10.2352/issn.2470-1173.2016.14.ipmva-389.

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27

Makzhanova, Yana V. "SUDOKU WITH INTEGRALS". Bulletin of the Moscow State Regional University (Pedagogics), n.º 4 (2017): 38–44. http://dx.doi.org/10.18384/2310-7219-2017-4-38-44.

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28

Eichelkraut, Toni y Alexander Szameit. "Random sudoku light". Nature 526, n.º 7575 (octubre de 2015): 643–44. http://dx.doi.org/10.1038/526643a.

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29

Allen, Margaret. "Sudoku and fairytales". 5 to 7 Educator 2005, n.º 11 (octubre de 2005): 18–19. http://dx.doi.org/10.12968/ftse.2005.4.11.19658.

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30

Wilson, Peter. "The sudoku bundle". Zpravodaj Československého sdružení uživatelů TeXu 20, n.º 3 (2010): 227–41. http://dx.doi.org/10.5300/2010-3/227.

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31

Taalman, Laura. "Taking Sudoku Seriously". Math Horizons 15, n.º 1 (septiembre de 2007): 5–9. http://dx.doi.org/10.1080/10724117.2007.11974720.

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32

Moon, Todd K., Jacob H. Gunther y Joseph J. Kupin. "Sinkhorn Solves Sudoku". IEEE Transactions on Information Theory 55, n.º 4 (abril de 2009): 1741–46. http://dx.doi.org/10.1109/tit.2009.2013004.

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33

Shrout, J. D. "Solving Pathogen Sudoku". Science Translational Medicine 5, n.º 166 (2 de enero de 2013): 166ec2. http://dx.doi.org/10.1126/scitranslmed.3005530.

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34

Voth, H. J. "Clark's intellectual Sudoku". European Review of Economic History 12, n.º 2 (1 de agosto de 2008): 149–55. http://dx.doi.org/10.1017/s1361491608002190.

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35

Saecker, Mary. "Chemistry Sudoku Puzzle". Journal of Chemical Education 84, n.º 4 (abril de 2007): 577. http://dx.doi.org/10.1021/ed084p577.

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36

MacHale, Des y Peter MacHale. "96.23 Minimal Sudoku". Mathematical Gazette 96, n.º 535 (marzo de 2012): 153–56. http://dx.doi.org/10.1017/s002555720000423x.

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37

Wu, Jiann-Ming, Pei-Hsun Hsu y Cheng-Yuan Liou. "Sudoku associative memory". Neural Networks 57 (septiembre de 2014): 112–27. http://dx.doi.org/10.1016/j.neunet.2014.05.023.

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38

DEMOEN, BART y MARIA GARCIA DE LA BANDA. "Redundant Sudoku rules". Theory and Practice of Logic Programming 14, n.º 3 (30 de octubre de 2012): 363–77. http://dx.doi.org/10.1017/s1471068412000361.

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AbstractThe rules of Sudoku are often specified using 27 all_different constraints, referred to as the big constraints. Using graphical proofs and exploratory logic programming, the following main and new result is obtained: Many subsets of six of these big constraints are redundant (i.e., they are entailed by the remaining 21 constraints), and six is maximal (i.e., removing more than six constraints is not possible while maintaining equivalence). The corresponding result for binary inequality constraints, referred to as the small constraints, is stated as a conjecture.
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39

Elsholtz, Christian y Annette Mütze. "Sudoku im Mathematikunterricht". Mathematische Semesterberichte 54, n.º 1 (30 de enero de 2007): 69–93. http://dx.doi.org/10.1007/s00591-006-0014-7.

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40

Burgess, David L. "Lessons from Sudoku". Journal of Failure Analysis and Prevention 6, n.º 3 (junio de 2006): 35–38. http://dx.doi.org/10.1007/bf02692326.

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41

Lorch, John y Ellen Weld. "Modular magic sudoku". Involve, a Journal of Mathematics 5, n.º 2 (31 de diciembre de 2012): 173–86. http://dx.doi.org/10.2140/involve.2012.5.173.

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42

Najafian, Mehrab, T. Aaron Gulliver y Morteza Esmaeili. "Construction of Standard Solid Sudoku Cubes and 3D Sudoku Puzzles". IEEE Access 10 (2022): 30180–88. http://dx.doi.org/10.1109/access.2022.3159027.

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43

Dauran, N. S., A. B. Odeyale y A. Shehu. "CONSTRUCTION AND ANALYSIS OF BALANCED INCOMPLETE SUDOKU SQUARE DESIGN". FUDMA JOURNAL OF SCIENCES 4, n.º 2 (2 de julio de 2020): 290–99. http://dx.doi.org/10.33003/fjs-2020-0402-219.

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Sudoku squares have been widely used to design an experiment where each treatment occurs exactly once in each row, column or sub-block. For some experiments, the size of row (or column or sub-block) may be less than the number of treatments. Since not all the treatments can be compared within each block, a new class of designs called balanced incomplete Sudoku squares design (BISSD) is proposed. A general method for constructing BISSD is proposed by an intelligent selection of certain cells from a complete Latin square via orthogonal Sudoku designs. The relative efficiencies of a delete-one-transversal balance incomplete Latin Square (BILS) design with respect to Sudoku design are derived. In addition, linear model, numerical examples and procedure for the analysis of data for BISSD are proposed
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44

Jonas Reycian B. Saraosos y Michael Anthony Jay B. Regis. "Development of an Android-Based Visual Sudoku Solver Using Contour Finding and Backtracking Algorithm". Journal of Science, Engineering and Technology (JSET) 6, n.º 1 (28 de diciembre de 2018): 208–17. http://dx.doi.org/10.61569/pw8s6r19.

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This study developed an Android application that automatically solves Sudoku puzzle. An image of the Sudoku puzzle is either captured by the built-in camera or loaded directly from the media gallery. Contour finding algorithm and Hough transform would detect the game board. The givens (i.e. number that exist in a Sudoku board) are acquired by dividing the entire game board by 81 cells with the contour finding algorithm extracting the particular given. Identification is done using the Tesseract – Optical Character Recognition (OCR). Backtracking algorithm calculated the solution and displayed it back in the form of an image. After testing 30 Sudoku images, a 74.47% detection percentage and 13.09% branching factor with a Receiver Operating Characteristic - Area Under the Curve (AUC) of 0.684 was obtained when identifying the givens indicating that the system is effective.
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45

Ashlesh, Patil, Kishore K. Deepak y Kochhar Kanwal Preet. "Role of prefrontal cortex during Sudoku task: fNIRS study". Translational Neuroscience 11, n.º 1 (3 de noviembre de 2020): 419–27. http://dx.doi.org/10.1515/tnsci-2020-0147.

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AbstractBackgroundSudoku is a popular cognitively stimulating leisure-time activity. Many studies have been directed toward finding an algorithm to solve Sudoku, but the investigation of the neural substrates involved in Sudoku has been challenging.MethodsSudoku task was divided into two steps to understand the differential function of the prefrontal cortex (PFC) while applying heuristic rules. PFC activity was recorded at 16 optode locations using functional near infrared spectroscopy. Classical two-way analysis of variance as well as general linear model-based approach was used to analyze the data from 28 noise-free recordings obtained from right-handed participants.ResultsPost hoc analysis showed a significant increase in oxyhemoglobin concentrations and decrease in deoxyhemoglobin concentrations at all 16 optode locations during step 1 (3 × 3 subgrids) and step 2 (easy level 9 × 9 Sudoku) when compared with the rest (p < 0.0001). Contrasting the step 2 – step 1 revealed that medial regions of PFC were preferentially activated.ConclusionBoth the medial and lateral regions of PFC are activated during Sudoku task. However, the medial regions of PFC play a differential role, especially when we consider searching and selecting the heuristic rules. Thus, Sudoku may be used for cognitive remediation training in neuropsychiatric disorders involving PFC.
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46

Putrilani, Konstantina Adinda, Renariah Renariah y Neneng Sutjiati. "EFEKTIVITAS MEDIA PERMAINAN SUDOKU DALAM MENGHAFAL HURUF KANA (Menggunakan Metode Eksperimen Quasi Terhadap Siswa Japanese Club SMP Laboratorium Percontohan UPI)". JAPANEDU: Jurnal Pendidikan dan Pengajaran Bahasa Jepang 1, n.º 3 (16 de diciembre de 2016): 35. http://dx.doi.org/10.17509/japanedu.v1i3.5840.

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Ketika mempelajari bahasa Jepang di sekolah, aspek dasar yang harus dipelajari siswa adalah huruf Jepang. Dalam sistem penulisan, bahasa Jepang memiliki empat huruf, yaitu huruf kanji, hiragana, katakana, dan roomaji. Tetapi sebelum tahap belajar huruf kanji, terlebih dahulu siswa mempelajari huruf hiragana dan katakana yang biasa disebut huruf kana. Huruf kana terdiri atas 96 huruf dimana huruf hiragana dan huruf katakana tersebut bentuknya mirip. Hal ini menyebabkan siswa kesulitan untuk mempelajari huruf kana. Oleh karena itu, diperlukan suatu media untuk mempermudah pembelajar mempelajari huruf kana. Salah satu media yang dapat digunakan adalah media permainan. Dalam penelitian ini, media permainan yang digunakan adalah media permainan sudoku yang sudah di modifikasi. Tujuan dari penelitian ini adalah untuk mengetahui kemampuan siswa dalam pembelajaran huruf kana, sebelum dan sesudah menggunakan media permainan sudoku. Selain itu, penelitian ini bertujuan untuk menganalisis pengaruh penggunaan media permainan sudoku terhadap pembelajaran huruf kana, dan untuk mengetahui respon siswa terhadap penggunaan media permainan sudoku. Penelitian ini menggunakan metode experimen quasi dengan desain eksperimen yaitu one group pre-test - post-test. Sampel penelitian adalah anggota Japanese Club sebanyak 20 orang yang diambil dari populasi SMP Laboratorium Percontohan UPI Bandung. Instrumen yang digunakan adalah tes, angket dan obsevasi. Berdasarkan hasil analisis data, nilai t hitung sebesar 6.53. Nilai t tabel sebesar 2.09 pada taraf signifikansi 5% dan 2.86 pada taraf signifikansi 1%. Dengan demikian, diperoleh hasil t hitung lebih besar dibandingkan nilai t tabel pada taraf signifikansi 5% (6.53 > 2.09). Hal ini menunjukkan bahwa pengguanaan media permainan sudoku dalam pembelajaran huruf kana sangat efektif. Selain itu, berdasarkan hasil analisis data angket, responden memberikan tanggapan yang positif terhadap penggunaan media permainan sudoku yaitu menarik, dan mudah diikuti. When studying Japanese at school, basic aspects must study is the Japanese letter. In its writing system, Japanese has four letters, namely kanji, hiragana, katakana, and roomaji. Before the stage of kanji learning, firstly, students have to learn hiragana and katakana which are commonly called kana. Kana, composed of 96 letters where the letter of the hiragana and katakana are barely different. This causes difficulties for students to learn kana. Therefore, we need a media to facilitate learners to learn kana. One medium that can be used are game as the learning media. This study, the media used is a sudoku game that has been modified. The purpose of this study is to acknowledge students’ ability in learning kana, before and after using the sudoku game as a media. In addition, this study also aims to analyze the influence of sudoku game usage as the media in learning kana Letters, and to find out the students' response to the use of sudoku game as a media. This study uses a quasi experiment method with the one group pre-test - post-test as experiment design. Samples were 20 students from Japanese Club members who were taken from a population of SMP Laboratorum Percontohan UPI Bandung. The instrument used was test, questionnaire and observation. Based on the data analysis, the t value at 6.53. T table at 2.09 on a significance level of 5% and 2.86 at 1% significance level. Thus, the results obtained that t value is greater than t table at a significance level of 5% (6.53> 2.09). This shows that the usage of sudoku game as media is a very effective in learning kana. In addition, based on data analysis of the questionnaire, the respondents gave a positive response to the use of media sudoku game that are attractive, and easy to follow
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47

LORCH, JOHN. "MUTUALLY ORTHOGONAL FAMILIES OF LINEAR SUDOKU SOLUTIONS". Journal of the Australian Mathematical Society 87, n.º 3 (diciembre de 2009): 409–20. http://dx.doi.org/10.1017/s1446788709000123.

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AbstractFor a class of ‘linear’ sudoku solutions, we construct mutually orthogonal families of maximal size for all square orders, and we show that all such solutions must lie in the same orbit of a symmetry group preserving sudoku solutions.
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48

Urek, Handan. "Sudoku puzzles for practicing SI prefixes: A case study with Turkish undergraduates". Cypriot Journal of Educational Sciences 15, n.º 5 (29 de octubre de 2020): 1065–77. http://dx.doi.org/10.18844/cjes.v15i5.5152.

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The purpose of this study was to develop two Sudoku puzzles for undergraduate students which can be utilised in the context of introductory physical science courses in order to assist them to practice SI prefixes. For this reason, SI prefixes for decimal multiples and submultiples were addressed in two separate puzzles. To test the puzzles, a case study was conducted with 20 biology teaching students studying their first year in a state university in Turkey. Data were collected with the help of a questionnaire posed to the students before and after the application of the puzzles. According to the results, 18 students (90%) completed the puzzles successfully. In addition, the students agreed that solving the Sudoku puzzles made contributions to them in terms of practicing SI prefixes. It is recommended that the Sudoku puzzles developed in this study might be used efficiently for all undergraduate students taking courses such as general chemistry and physics. Keywords: SI prefixes, educational games, Sudoku puzzles, introductory science courses.
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49

Wang, Yue Yue, Dong Wan y Hong Yu Sheng. "An Encryption Algorithm by Scrambling Image with Sudoku Grids Matrix". Advanced Materials Research 433-440 (enero de 2012): 4645–50. http://dx.doi.org/10.4028/www.scientific.net/amr.433-440.4645.

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An image encryption algorithm by scrambling both the pixel location and the pixel value with sudoku grids matrix is proposed in this paper. As there is a certain mapping mode Between the Natural order and the numeric order in the row, line and block in sudoku grids, the proposed algorithm adopts the sudoku grids as secret key and scrambles the image according to the certain mapping mode. The algorithm is suitable for image with any size. The simulation experiments show that it has good encryption efficiency and perfect encryption effects. Also the transferring attack can be distributed equally by the algorithm which has high robustness, and good restoration result is produced.
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50

Cheraghi, Parvaneh, Davood Hekmatpour, Fatemeh Rafiei y Jamshid Ansari. "A comparison between effects of sudoku and mandala painting on anxiety of breast cancer patients undergoing chemotherapy". Journal of Family Medicine and Primary Care 13, n.º 2 (febrero de 2024): 431–37. http://dx.doi.org/10.4103/jfmpc.jfmpc_411_23.

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ABSTRACT Introduction: Once diagnosed with breast cancer, many women may experience psychological complications, such as anxiety. The grueling treatments that such patients may undergo, for example, chemotherapy, not only cause specific complications for them but also increase their anxiety level. A technique to manage these psychological consequences in patients with breast cancer is to play Sudoku or do Mandala painting. Purpose: This study aimed to compare the effects of Sudoku and Mandala painting on the anxiety level of patients with breast cancer undergoing chemotherapy. Methodology: This randomized clinical trial was conducted on 70 patients with breast cancer in Arak, Iran. The patients who met the inclusion criteria were selected through purposive sampling, and then they were assigned to one of the Mandala painting or Sudoku groups using block randomization. The data were collected using a demographics form and the Spielberger State-Trait Anxiety Inventory (STAI). All participants in both groups completed the research questionnaires before the intervention. The obtained data were analyzed using descriptive and inferential statistics in SPSS-26. Results: The results indicated that there was a significant difference between the pre-test and post-test anxiety scores in both Sudoku and Mandala painting groups (P = 0.0001). The difference between the pre-test and post-test mean anxiety scores was 6.09 ± 4.02 in the Sudoku group and 48.93 ± 13.8 in the Mandala painting group. The results of the inter-group comparison also showed a significant difference between the two groups in post-test mean anxiety score (P = 0.0001), proving that Mandala painting was more effective in reducing the anxiety of patients. Conclusion: Mandala painting was more effective than Sudoku in reducing the anxiety level of patients with breast cancer. It can be hence concluded that Mandala painting can be used as a relaxing art therapy technique in these patients.
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