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package algs13.xbacktrack.xsudoku;
import algs13.xbacktrack.xframework.MyBacktrackDriver;
import algs13.xbacktrack.xframework.XBacktrackProblem;
import algs13.xbacktrack.xframework.XBacktrackResult;
import stdlib.StdOut;
import stdlib.Stopwatch;
import java.util.HashMap;
import java.util.HashSet;
import java.util.Set;
/**
* A Sudoker solver, implemented as a BacktrackProblem where each
* choice is represented by a MutableCell (a cell we can assign a
* digit as part of a possible solution to Sudoku).
*
* This project represents a more substantial Java program than
* what we have been working with so far in the course. Search in this
* file and in algs13.xbacktrack.xframework.MyBacktrackDriver
* (MyBacktrackDriver.java)for some TODOs that will direct you to what you
* need to do for this assignment.
*/
public final class MySudoku implements XBacktrackProblem<XMutableCell> {
public static final int SUBGRID_DIMENSION = 3;
public static final int GRID_SIZE = SUBGRID_DIMENSION * SUBGRID_DIMENSION;
private final XSudokuCell[][] grid;
// This is a mapping of subgrid id to the set of all cells in the subgrid.
// When the solver tries assigning a digit to a cell, that digit must
// not exist in another cell in the subgrid. This provides a quick way
// to find all the cells in a given subgrid so this property can be checked.
private final HashMap<Integer, Set<XSudokuCell>> subgrids;
final XMutableCell firstCell;
final XMutableCell lastCell;
private MyBacktrackDriver<XMutableCell> driver;
/**
* The constructor takes GRID_SIZE array of strings, each of which must be GRID_SIZE in
* length. Each character must be a digit. The index of the string corresponds to the row in the
* grid and the index of the digit in the string corresponds to the column in the grid.
*
* If a digit is 0, that signifies that the cell in the grid is mutable and the digit in that
* cell will be assigned by the solver.
*/
MySudoku(final String[] input) {
if(input.length != GRID_SIZE) {
throw new IllegalArgumentException(String.format("Input must have %d rows, found %d rows", GRID_SIZE, input.length));
}
grid = new XSudokuCell[GRID_SIZE][];
subgrids = new HashMap<>();
for(int i = 0; i < GRID_SIZE; i++) {
subgrids.put(i, new HashSet<>());
}
XMutableCell next = null;
XMutableCell last = null;
for(int x = GRID_SIZE - 1; x >= 0; x--) {
if(input[x].length() != GRID_SIZE) {
throw new IllegalArgumentException(
String.format("Input must have %d columns, found %d columns", GRID_SIZE, input[x].length())
);
}
grid[x] = new XSudokuCell[GRID_SIZE];
for(int y = GRID_SIZE - 1; y >= 0; y--) {
char c = input[x].charAt(y);
final int digit = c - 48;
if(digit < 0 || digit > GRID_SIZE) {
throw new IllegalArgumentException(String.format("Invalid digit %d at location (%d, %d)", digit, x, y));
}
if(digit == 0) {
XMutableCell cell = new XMutableCell(x, y, next);
grid[x][y] = cell;
next = cell;
if(last == null) last = next;
}
else {
grid[x][y] = new XImmutableCell(x, y, digit);
}
Set<XSudokuCell> subgrid = subgrids.get(grid[x][y].subgridId);
subgrid.add(grid[x][y]);
}
}
// Start out at a dummy cell - the first choice is what to do with the first
// cell in the grid, but if we backtrack from that choice, the framework
// we need this to be in the stack to prevent stack underflow.
firstCell = new XMutableCell(-1, -1, next);
if(last == null) {
throw new IllegalStateException("No last cell!");
}
this.lastCell = last;
}
@Override
public void initialize(final MyBacktrackDriver<XMutableCell> driver) {
this.driver = driver;
driver.track(firstCell); // ... which happens to be the dummy cell!
}
private XMutableCell findNextMove(final XMutableCell current) {
if(current != null) {
int nextDigit = current.nextDigit();
// When nextDigit wraps around to 0, we have tried all digits that
// are valid for the current cell.
while(nextDigit != 0) {
if(isValid(current)) {
return current;
}
nextDigit = current.nextDigit();
}
}
// There is no next move we can make in the current cell.
return null;
}
// Verify the puzzle solution is correct.
private boolean verify() {
for(int x = 0; x < GRID_SIZE; x++)
for(int y = 0; y < GRID_SIZE; y++)
if(!isValid(grid[x][y])) return false;
return true;
}
// Method to determine whether the cell, with the digit updated
// prior to this call, is valid given the current state of the puzzle.
private boolean isValid(final XSudokuCell cell) {
final int subgrid = cell.subgridId;
final int digit = cell.getDigit();
final int row = cell.x;
final int col = cell.y;
// Count how many times the digit for this cell occurs in its
// row, column, and subgrid. If the row, column, or subgrid has
// more than one occurrence of this digit, the cell is not valid.
int rowCount = 0;
int colCount = 0;
int subgridCount = 0;
for(int i = 0; i < GRID_SIZE; i++) {
if(grid[row][i].getDigit() == digit) rowCount++;
if(grid[i][col].getDigit() == digit) colCount++;
}
for(final XSudokuCell c : subgrids.get(subgrid)) {
if(c.getDigit() == digit) subgridCount++;
}
return rowCount <= 1 && colCount <= 1 && subgridCount <= 1;
}
// Given the previous choice of a digit on a mutable cell,
// determine whether we can advance from this choice.
@Override
public boolean advance(final XMutableCell previous) {
if(previous == lastCell) {
// The puzzle is solved!
driver.setDone();
return true;
}
// Find the next valid move for the next cell for which we need to make a choice.
// If there is none, we can't proceed with the previous choice we made.
final XMutableCell nextMove = findNextMove(previous.nextCell);
if(nextMove == null) {
return false;
}
// We found a move we can try.
// Track it.
driver.track(nextMove);
// The the framework to keep building on the choice we just tracked.
return true;
}
@Override
public String toString() {
StringBuilder builder = new StringBuilder();
for(int i = 0; i < grid.length; i++) {
for(int j = 0; j < grid[i].length; j++) {
builder.append(grid[i][j].getDigit());
builder.append(" ");
}
builder.append("\n");
}
return builder.toString();
}
// TODO: Start here. Read over the code and comments here first. Don't worry about all the
// code you see in this assignment. Focus on the TODOs I have provided. You may wish to
// explore the code in detail at some point, but you don't need to understand all of it
// in order to succeed on this assignment.
//
// This is the main program you will run to test out your solution.
public static void main(final String[] args) {
// A Sudoku grid consists of 9 rows and 9 columns, and has 9 3x3 subgrids. Each
// cell is in exactly one subgrid. The subgrids, assigned letters A-I here for
// illustration, are as follows:
//
// A A A | B B B | C C C
// A A A | B B B | C C C
// A A A | B B B | C C C
// ------+-------+------
// D D D | E E E | F F F
// D D D | E E E | F F F
// D D D | E E E | F F F
// ------+-------+------
// G G G | H H H | I I I
// G G G | H H H | I I I
// G G G | H H H | I I I
//
// Each location in the grid is a cell, which may have an immutable digit as part
// of the puzzle definition, or a mutable digit which the Sudoku solver will assign.
// Sudoku puzzles of some number of pre-filled cells that serve as clues.
//
// No digit may appear more than once in any row, column, or subgrid.
//
// The Sudoku puzzle below has 17 clues.
//
// If we were to use brute force to solve a 9x9 Sudoku puzzle with 17 clues,
// we would need to check all possible combinations of digits for the empty cells
// until we find a combination that satisfies all the constraints of Sudoku.
// Since there are 64 empty cells in a 9x9 Sudoku puzzle with 17 clues, each of
// which can be filled with 9 possible digits, the total number of possible
// combinations is 9^64.
//
// This is an astronomically large number, and it would take an incredibly long
// time to check all possible combinations, even with the most powerful computers
// available today. In fact, it's estimated that it would take billions of years
// to solve a single 9x9 Sudoku puzzle using brute force.
//
// Fortunately, there are much more efficient algorithms and strategies that can
// be used to solve Sudoku puzzles without having to resort to brute force. One
// such technique is called backtracking. With backtracking, we repeatedly try
// choices we can make to solve a problem, continually building on previous choices.
// When we determine that a particular choice will not work, we backtrack to an earlier
// decision point and try out a different choice. When we employ this strategy,
// we don't have to check every possible solution to a problem independently. When we
// backtrack, we eliminate a very, very large number of possible solutions and reduce
// the search space significantly.
//
// On my machine, the backtracking framework solves the puzzle below in about 1 minute.
// If you do everything correctly, you should see a message stating that the program
// backtracked 58,192,225 times.
//
// In this implementation of a Sudoku solver, we start at the upper left cell in the
// grid, working left to right, trying out possible digits from 1 to 9. When we cannot
// place a digit in a cell based on information we already have, we do not bother to
// try it. When we can place a digit in a cell, we need to investigate whether that choice
// can be fruitful in determining a solution. If we determine that the previous choice
// we made cannot be fruitful, all possible solutions with that digit in that cell are
// abandoned, and the next digit in that cell is tried. This process continues until all
// empty cells are filled with valid digits, and we arrive at a solution to the puzzle.
// If there is no solution, the puzzle is defective: the grid with the clues originally
// provided would not form a valid puzzle.
//
// See https://en.wikipedia.org/wiki/Backtracking for more information about backtracking.
// TODO: Scroll down to Examples in the Wikipedia article to see an animation of a Sudoku
// puzzle being solved using backtracking. That is essentially what this program is doing.
//
// TODO: Your task: Find the TODOs in algs13.xframework.MyBacktrackDriver.
// You will implement the methods that power the xframework that solves backtracking
// problems. You will know you have succeeded if the program prints a valid solution to the
// problem. This exercise should serve as a powerful example of what you can do with a stack,
// and illustrate why we study data structures, and in particular stacks.
//
// TODO: Additional question for you: Find the linked list in this class. Note that we are
// NOT using a class called Node, although there is something analogous to it. Your answer
// should indicate the name of the class that is analogous to the Node, and the name of the
// variable holding the first pointer. NOTE that the linked list I am looking for is part of
// this implementation of the specific problem (and not in the MyBacktrackDriver) and does not
// involve the stack used by the driver although the stack does happen to use a linked list.
// HINT: Look in the advance method for a "pointer" (pun intended!). If you look at the
// constructor for this class, named MySudoku, you will see the list being constructed in
// reverse, from the lower right-hand side of the grid to the upper left-hand side.
//
// TODO: The linked list "Node" class name is:
//
// TODO: The linked list first pointer is the variable in this class named:
//
String[] input = {
"000060100",
"300070000",
"000000000",
"000300620",
"400000500",
"700000000",
"000207003",
"006000080",
"010400000"
};
final MySudoku puzzle = new MySudoku(input);
final MyBacktrackDriver<XMutableCell> driver = new MyBacktrackDriver<>(puzzle);
final Stopwatch s = new Stopwatch();
final XBacktrackResult result = driver.solve();
final double time = s.elapsedTime();
StdOut.println();
if(result.isSuccess()) {
StdOut.format("Got successful result: in %f seconds\n%s", time, puzzle);
StdOut.format("Solution is verified? %s", puzzle.verify());
}
else {
StdOut.println(result);
}
}
}
|