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8d50ac79d0 |
38
main.cpp
38
main.cpp
@ -10,6 +10,7 @@
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typedef std::pair<std::vector<int>, std::list<int>> move;
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// Wrapper for the game board with the field data and some utility functions.
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class Board {
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public:
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int values[BOARD_SIZE];
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@ -27,6 +28,7 @@ public:
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}
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};
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// A cell in the game board -- used for the heap
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class Cell {
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public:
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Board *board;
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@ -43,6 +45,7 @@ public:
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}
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void update_possible_values() {
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// Start off with all possible numbers
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std::list<int> possibilities{1, 2, 3, 4, 5, 6, 7, 8 ,9};
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// Remove all from this row
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@ -70,13 +73,14 @@ class Sudoku {
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private:
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Board *board = new Board();
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std::vector<Cell> heap;
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int value_count[9] = {0, 0, 0, 0, 0, 0, 0, 0, 0};
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public:
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Sudoku(std::string s) {
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int x = 0;
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int y = 0;
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// Parse the input
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for (unsigned int i = 0; i < s.length(); i++) {
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board->values[i] = (int) (s[i] - '0');
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@ -100,10 +104,12 @@ public:
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std::make_heap(heap.begin(), heap.end(), sort_cells);
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}
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// TODO: Turn this into a member of Cell as opterator<
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static bool sort_cells(const Cell& a, const Cell& b) {
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return a.possible_values.size() < b.possible_values.size();
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}
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// Update the possible values which a cell can take for every cell in the heap
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void update_all_cells() {
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for (Cell &cell : heap) {
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cell.update_possible_values();
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@ -112,6 +118,7 @@ public:
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std::sort_heap(heap.begin(), heap.end(), sort_cells);
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}
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// Returns the best cell in the heap (the one with the most obvious choice)
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Cell get_next_best_empty_cell() {
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std::pop_heap(heap.begin(), heap.end(), sort_cells);
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Cell c = heap.back();
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@ -120,12 +127,20 @@ public:
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return c;
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}
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// Wrapper for solve_recurse, to be called from outside
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void solve() {
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auto start = std::chrono::high_resolution_clock::now();
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solve_recurse();
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auto end = std::chrono::high_resolution_clock::now();
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std::cout << std::endl;
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std::cout << "Time: " << std::chrono::duration_cast<std::chrono::microseconds>(end - start).count() << " microseconds" << std::endl;
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print_board();
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}
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// Recurisvely solve the CSP
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bool solve_recurse() {
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// If there are no more possible moves in the heap...
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if (heap.empty()) {
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@ -139,28 +154,37 @@ public:
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// If not, we're done!
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return true;
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}
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if (heap.empty()) return true;
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Cell cell = get_next_best_empty_cell();
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for (int value : cell.possible_values) {
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board->set(cell.x, cell.y, value);
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update_all_cells();
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// Sort the possible values by how often that value has been used in the board.
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// This is a simple heuristic based on the thought that a value which hasn't been used often is likely the safer choice.
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cell.possible_values.sort([&](const int& a, const int& b) {return value_count[a - 1] > value_count[b - 1];});
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// Iterate over all possible values this cell can take
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for (int value : cell.possible_values) {
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// Apply this value
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board->set(cell.x, cell.y, value);
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update_all_cells(); // TODO: We'd only need to re-rate the neighbours
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// Recurse; if we find a solution, we're done and can return true
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if (solve_recurse()) {
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return true;
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}
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// Seems like this was a dead end -- reset this move
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board->set(cell.x, cell.y, 0);
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update_all_cells();
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update_all_cells(); // TODO: We could save and reuse the rating from before
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}
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// Put the cell back into the heap -- it couldn't be used for any valid solution, so we'll need it somewhere else later
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heap.push_back(cell);
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std::push_heap(heap.begin(), heap.end(), sort_cells);
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return false;
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}
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// Print the game board in a nice format
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void print_board() {
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std::cout << board->values[0] << " ";
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for (unsigned int i = 1; i < BOARD_SIZE; i++) {
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@ -188,6 +212,6 @@ int main() {
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//Sudoku solver("850002400720000009004000000000107002305000900040000000000080070017000000000036040");
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solver.solve();
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//solver.print_board();
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return 0;
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}
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