我正在开发一个Sudoku程序。目前,我可以生成一个有效的数独板,但我不知道我是否生成了一个简单或困难的板。
这是我的方法:
我从生成全板开始。最后一块板是空的。
我开始使用全板的值填充21个随机单元格。
我找到了最终电路板的所有解决方案,并且对于每个电池,计算整个电路板解决方案的差异,选择最多的电路板并填充它。 (这个想法来自这里:How to generate Sudoku boards with unique solutions第一个答案)
这样做,直到你只有一个解决方案。
现在,我不知道21个随机细胞的这种方法是否合适。有时我会在前21个随机单元格之后有很多解决方案,其他时候会有一些。
目前,我的平均时间为:0,3秒生成最终板。
我想告诉我一个不同的快速方法,除了这个方法之外,还有21个随机单元格,也许我可以在那里排列董事会的难度。
谢谢!
答案 0 :(得分:5)
看看这个代码实现了3个难度级别{Easy,Medium,Hard}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace SuperSudoku
{
public enum Difficulty
{
Easy, Medium, Hard
}
class PuzzleGenerator
{
private PuzzleSolver puzzleSolver;
/// <summary>
///
/// </summary>
public PuzzleGrid PermaGrid;
/// <summary>
///
/// </summary>
public PuzzleGrid SolutionGrid;
/// <summary>
///
/// </summary>
private Difficulty difficulty;
/// <summary>
/// This constructs a puzzle generator class.
/// </summary>
/// <param name="difficultyIn">The difficulty to generate a new puzzle.</param>
public PuzzleGenerator(Difficulty difficultyIn)
{
puzzleSolver = new PuzzleSolver();
difficulty = difficultyIn;
}
public PuzzleGrid InitGrid()
{ //Randomly fill in the first row and column of puzzlegrid
PuzzleGrid tempGrid = new PuzzleGrid { }; //temporary grid to assign values into
int row = 0; //variable for navigating 'rows'
int col = 0; //variable for navigating 'columns'
int newVal; //value to place into grid
bool solved;
List<int> valueSet = new List<int>(Enumerable.Range(-9, 9)); //range
//of numbers that can be added to the grid
List<int> valueSet2 = new List<int>(); //placeholder values in column 0
Random rnd = new Random(); //random variable for choosing random number
int randIndex = 0; //index in valueSet/valueSet2 that is accessed
randIndex = rnd.Next(0,8); //get a random number and place in grid(0,0)
newVal = valueSet[randIndex];
tempGrid.InitSetCell(row,col,newVal);
valueSet.Remove(newVal); //remove paced value from options
for(row = 1; row < 9; row++)
{ //fills in column 0 with remaining possible values, storing in place-
//holder as it goes so as to preserve when placing in row 0 later
randIndex = rnd.Next(0,valueSet.Count);
newVal = valueSet[randIndex];
valueSet2.Add(newVal);
valueSet.Remove(newVal);
tempGrid.InitSetCell(row,col,newVal);
}
row = 0; //reset row to 0
for(col = 1; col < 3; col++)
{ //fills in col 1,2 of row 0, checking that don't duplicate the
//values in rows 1,2 of col 0
randIndex = rnd.Next(0,valueSet2.Count);
newVal = valueSet2[randIndex];
while((newVal == tempGrid.Grid[1,0]||(newVal == tempGrid.Grid[2,0])))
{
randIndex = rnd.Next(0,valueSet2.Count);
newVal = valueSet2[randIndex];
}
valueSet2.Remove(newVal);
tempGrid.InitSetCell(row,col,newVal);
}
for(col = 3; col < 9; col++)
{ //fill in remainder of row 0 with remaining possible values
randIndex = rnd.Next(0,valueSet2.Count);
newVal = valueSet2[randIndex];
valueSet2.Remove(newVal);
tempGrid.InitSetCell(row,col,newVal);
}
do
{
puzzleSolver = new PuzzleSolver();
puzzleSolver.SolveGrid((PuzzleGrid)tempGrid.Clone(), false); //Slv to fill remainder of grid
SolutionGrid = puzzleSolver.SolutionGrid;
} while (SolutionGrid == null || SolutionGrid.IsBlank());
PermaGrid = Blanker(SolutionGrid); //call Blanker to carry out the
return PermaGrid; //blanking of fileds,then return the grid to user to solve
}
// Call SolveGrid to solve puzzlegrid
//Store solved gamegrid as the correct solution in solutiongrid
public PuzzleGrid Blanker(PuzzleGrid solvedGrid)
{ //enable blanking of squares based on difficulty
PuzzleGrid tempGrid;
PuzzleGrid saveCopy;
//temporary grids to save between tests
bool unique = true; //flag for if blanked form has unique soln
int totalBlanks = 0; //count of current blanks
int tries = 0; //count of tries to blank appropriately
int desiredBlanks; //amount of blanks desired via difficulty
int symmetry = 0; //symmetry type
tempGrid = (PuzzleGrid)solvedGrid.Clone();
//cloned input grid (no damage)
Random rnd = new Random(); //allow for random number generation
switch (difficulty) //set desiredBlanks via chosen difficulty
{
case Difficulty.Easy: //easy difficulty
desiredBlanks = 40;
break;
case Difficulty.Medium: //medium difficulty
desiredBlanks = 45;
break;
case Difficulty.Hard: //hard difficulty
desiredBlanks = 50;
break;
default: //easy difficulty
desiredBlanks = 40;
break;
}
symmetry = rnd.Next(0, 2); //Randomly select symmetry
do
{ //call RandomlyBlank() to blank random squares symmetrically
saveCopy = (PuzzleGrid)tempGrid.Clone(); // in case undo needed
tempGrid = RandomlyBlank(tempGrid, symmetry, ref totalBlanks);
//blanks 1 or 2 squares according to symmetry chosen
puzzleSolver = new PuzzleSolver();
unique = puzzleSolver.SolveGrid((PuzzleGrid)tempGrid.Clone(), true); // will it solve uniquely?
if(!unique)
{
tempGrid = (PuzzleGrid)saveCopy.Clone();
tries++;
}
} while((totalBlanks < desiredBlanks) && (tries < 1000));
solvedGrid = tempGrid;
solvedGrid.Finish();
return solvedGrid;
}
public PuzzleGrid RandomlyBlank(PuzzleGrid tempGrid, int sym, ref int blankCount)
{
//blank one or two squares(depending on if on center line) randomly
Random rnd = new Random(); //allow random number generation
int row = rnd.Next(0, 8); //choose randomly the row
int column = rnd.Next(0, 8); //and column of cell to blank
while (tempGrid.Grid[row, column] == 0) //don't blank a blank cell
{
row = rnd.Next(0, 8);
column = rnd.Next(0, 8);
}
tempGrid.InitSetCell(row, column, 0); //clear chosen cell
blankCount++; //increment the count of blanks
switch (sym)
{
//based on symmetry, blank a second cell
case 0: //vertical symmetry
if (tempGrid.Grid[row, 8 - column] != 0) //if not already blanked
blankCount++; //increment blank counter
tempGrid.InitSetCell(row, 8 - column, 0); //blank opposite cell
break;
case 1: //horizontal symmetry
if (tempGrid.Grid[8 - row, column] != 0)
blankCount++;
tempGrid.InitSetCell(8 - row, column, 0);
break;
case 2: //diagonal symmetry
if (tempGrid.Grid[column, row] != 0)
blankCount++;
tempGrid.InitSetCell(column, row, 0);
break;
default: //diagonal symmetry
if (tempGrid.Grid[row, 8 - column] != 0)
blankCount++;
tempGrid.InitSetCell(column, row, 0);
break;
}
return tempGrid;
}
}
}
答案 1 :(得分:0)
SWIFT 5版本
我拥有的简单代码,在这里
首先,创建函数:
func getNumberSudoku() -> [[Int]] {
// Original number
let originalNum = [1,2,3,4,5,6,7,8,9]
// Create line 1 to 9 and shuffle from original
let line1 = originalNum.shuffled()
let line2 = line1.shift(withDistance: 3)
let line3 = line2.shift(withDistance: 3)
let line4 = line3.shift(withDistance: 1)
let line5 = line4.shift(withDistance: 3)
let line6 = line5.shift(withDistance: 3)
let line7 = line6.shift(withDistance: 1)
let line8 = line7.shift(withDistance: 3)
let line9 = line8.shift(withDistance: 3)
// Final array
let renewRow = [line1,line2,line3,line4,line5,line6,line7,line8,line9]
// Pre-shuffle for column
let colSh1 = [0,1,2].shuffled()
let colSh2 = [3,4,5].shuffled()
let colSh3 = [6,7,8].shuffled()
let rowSh1 = [0,1,2].shuffled()
let rowSh2 = [3,4,5].shuffled()
let rowSh3 = [6,7,8].shuffled()
// Create the let and var
let colResult = colSh1 + colSh2 + colSh3
let rowResult = rowSh1 + rowSh2 + rowSh3
var preCol: [Int] = []
var finalCol: [[Int]] = []
var prerow: [Int] = []
var finalRow: [[Int]] = []
// Shuffle the columns
for x in 0...8 {
preCol.removeAll()
for i in 0...8 {
preCol.append(renewRow[x][colResult[i]])
}
finalCol.append(preCol)
}
// Shuffle the rows
for x in 0...8 {
prerow.removeAll()
for i in 0...8 {
prerow.append(finalCol[x][rowResult[i]])
}
finalRow.append(prerow)
}
// Final, create the array into the [[Int]].
return finalRow
}
然后的用法:
var resultSudoku = [[Int]]
resultSudoku = getNumberSudoku()