* @copyright copyright @ 2005 by Dick Munroe, Cottage Software Works, Inc. * @license http://www.csworks.com/publications/ModifiedNetBSD.html * @version 2.2.0 * @package Sudoku */ /** * Basic functionality needed for ObjectSs in the Sudoku solver. * * Technically speaking these aren't restricted to the Sudoku classes * and are of use generally. * * @package Sudoku */ class ObjectS { /** * @desc Are two array's equal (have the same contents). * @param array * @param array * @return boolean */ function array_equal($theArray1, $theArray2) { if (!(is_array($theArray1) && is_array($theArray2))) { return false ; } if (count($theArray1) != count($theArray2)) { return false ; } $xxx = array_diff($theArray1, $theArray2) ; return (count($xxx) == 0) ; } /** * Deep copy anything. * * @access public * @param array $theArray [optional] Something to be deep copied. [Default is the current * ObjectS. * @return mixed The deep copy of the input. All references embedded within * the array have been resolved into copies allowing things like the * board array to be copied. */ function deepCopy($theArray = NULL) { if ($theArray === NULL) { return unserialize(serialize($this)) ; } else { return unserialize(serialize($theArray)) ; } } /** * @desc Debugging output interface. * @access public * @param mixed $theValue The "thing" to be pretty printed. * @param boolean $theHTMLFlag True if the output will be seen in a browser, false otherwise. */ function print_d(&$theValue, $theHTMLFlag = true) { print SDD::dump($theValue, $theHTMLFlag) ; } } /** * The individual cell on the Sudoku board. * * These cells aren't restricted to 9x9 Sudoku (although pretty much everything else * at the moment). This class provides the state manipulation and searching capabilities * needed by the inference engine (class RCS). * * @package Sudoku */ class Cell extends ObjectS { var $r ; var $c ; var $state = array() ; var $applied = false ; /** * @desc Constructor * @param integer $r row address of this cell (not used, primarily for debugging purposes). * @param integer $c column address of this cell (ditto). * @param integer $nStates The number of states each cell can have. Looking forward to * implementing Super-doku. */ function Cell($r, $c, $nStates = 9) { $this->r = $r ; $this->c = $c ; for ($i = 1; $i <= $nStates; $i++) { $this->state[$i] = $i ; } } /** * @desc This cell has been "applied", i.e., solved, to the board. */ function applied() { $this->applied = true ; } /** * Only those cells which are not subsets of the tuple have the * contents of the tuple removed. * * @desc apply a 23Tuple to a cell. * @access public * @param array $aTuple the tuple to be eliminated. */ function apply23Tuple($aTuple) { if (is_array($this->state)) { $xxx = array_intersect($this->state, $aTuple) ; if ((count($xxx) > 0) && (count($xxx) != count($this->state))) { return $this->un_set($aTuple) ; } else { return false ; } } else { return false ; } } /** * For more details on the pair tuple algorithm, see RCS::_pairSolution. * * @desc Remove all values in the tuple, but only if the cell is a superset. * @access public * @param array A tuple to be eliminated from the cell's state. */ function applyTuple($aTuple) { if (is_array($this->state)) { if (!$this->array_equal($aTuple, $this->state)) { return $this->un_set($aTuple) ; } } return false ; } /** * @desc Return the string representation of the cell. * @access public * @param boolean $theFlag true if the intermediate states of the cell are to be visible. * @return string */ function asString($theFlag = false) { if (is_array($this->state)) { if (($theFlag) || (count($this->state) == 1)) { return implode(", ", $this->state) ; } else { return " " ; } } else { return $this->state ; } } /** * Used to make sure that solved positions show up at print time. * The value is used as a candidate for "slicing and dicing" by elimination in * Sudoku::_newSolvedPosition. * * @desc Assert pending solution. * @access public * @param integer $value The value for the solved position. */ function flagSolvedPosition($value) { $this->state = array($value => $value) ; } /** * @desc return the state of a cell. * @access protected * @return mixed Either solved state or array of state pending solution. */ function &getState() { return $this->state ; } /** * @desc Has the state of this cell been applied to the board. * @access public * @return boolean True if it has, false otherwise. Implies that IsSolved is true as well. */ function IsApplied() { return $this->applied ; } /** * @desc Has this cell been solved? * @access public * @return boolean True if this cell has hit a single state. */ function IsSolved() { return !is_array($this->state) ; } /** * This is used primarily by the pretty printer, but has other applications * in the code. * * @desc Return information about the state of a cell. * @access public * @return integer 0 => the cell has been solved. * 1 => the cell has been solved but not seen a solved. * 2 => the cell has not been solved. */ function solvedState() { if (is_array($this->state)) { if (count($this->state) == 1) { return 1 ; } else { return 2 ; } } else { return 0 ; } } /** * This is the negative inference of Sudoku. By eliminating values the * cells approach solutions. Once a cell has been completely eliminated, * the value causing the complete elimination must be the solution and the * cell is promoted into the solved state. * * @desc Eliminate one or more values from the state information of the cell. * @access public * @param mixed The value or values to be removed from the cell state. * @return boolean True if the cell state was modified, false otherwise. */ function un_set($theValues) { if (is_array($theValues)) { $theReturn = FALSE ; foreach ($theValues as $theValue) { $theReturn |= $this->un_set($theValue) ; } return $theReturn ; } if (is_array($this->state)) { $theReturn = isset($this->state[$theValues]) ; unset($this->state[$theValues]) ; if (count($this->state) == 0) { $this->state = $theValues ; } return $theReturn ; } else { return false ; } } } /** * The individual row column or square on the Sudoku board. * * @package Sudoku */ class RCS extends ObjectS { var $theIndex ; var $theRow = array() ; var $theHeader = "" ; var $theTag = "" ; /** * This * @desc Constructor * @access public * @param string $theTag "Row", "Column", "Square", used primarily in debugging. * @param integer $theIndex 1..9, where is this on the board. Square are numbered top * left, ending bottom right * @param ObjectS $a1..9 of class Cell. The cells comprising this entity. This interface is what * limts things to 9x9 Sudoku currently. */ function RCS($theTag, $theIndex, &$a1, &$a2, &$a3, &$a4, &$a5, &$a6, &$a7, &$a8, &$a9) { $this->theTag = $theTag ; $this->theIndex = $theIndex ; $this->theRow[1] = &$a1 ; $this->theRow[2] = &$a2 ; $this->theRow[3] = &$a3 ; $this->theRow[4] = &$a4 ; $this->theRow[5] = &$a5 ; $this->theRow[6] = &$a6 ; $this->theRow[7] = &$a7 ; $this->theRow[8] = &$a8 ; $this->theRow[9] = &$a9 ; } /** * There is a special case that comes up a lot in Sudoku. If there * are values i, j, k and cells of the form (i, j), (j, k), (i, j, k) * the the values i, j, and k cannot appear in any other cells. The * proof is a simple "by contradiction" proof. Assume that the values * do occur elsewhere and you always get a contradiction for these * three cells. I'm pretty sure that this is a general rule, but for * 9x9 Sudoku, they probably aren't of interested. * * @desc * @access private * @return boolean True if a 23 solution exists and has been applied. */ function _23Solution() { $theCounts = array() ; $theTuples = array() ; $theUnsolved = 0 ; for ($i = 1; $i <= 9; $i++) { $j = count($this->theRow[$i]->getState()); $theCounts[ $j][] = $i ; $theUnsolved++ ; } if( array_key_exists( 2, $theCounts) and array_key_exists( 3, $theCounts)) { if ((count($theCounts[2]) < 2) || (count($theCounts[3]) < 1)) return false ; } /* * Look at each pair of 2 tuples and see if their union exists in the 3 tuples. * If so, eliminate everything from the set and bail. */ $the2Tuples = &$theCounts[2] ; $the3Tuples = &$theCounts[3] ; $theCount2 = count($the2Tuples) ; $theCount3 = count($the3Tuples) ; for ($i = 0; $i < $theCount2 - 1; $i++) { for ($j = $i + 1; $j < $theCount2; $j++) { $xxx = array_unique(array_merge($this->theRow[$the2Tuples[$i]]->getState(), $this->theRow[$the2Tuples[$j]]->getState())) ; for ($k = 0; $k < $theCount3; $k++) { if ($this->array_equal($xxx, $this->theRow[$the3Tuples[$k]]->getState())) { $theTuples[] = $xxx ; break ; } } } } /* * Since it takes 3 cells to construct the 23 tuple, unless there are more than 3 * unsolved cells, further work doesn't make any sense. */ $theReturn = false ; if ((count($theTuples) != 0) && ($theUnsolved > 3)) { foreach ($theTuples as $aTuple) { foreach($this->theRow as $theCell) { $theReturn |= $theCell->apply23Tuple($aTuple) ; } } } if ($theReturn) { $this->theHeader[] = sprintf("
Apply %s[%d] 23 Tuple Inference:", $this->theTag, $this->theIndex) ; } return $theReturn ; } /** * @desc apply a tuple to exclude items from within the row/column/square. * @param array $aTuple the tuple to be excluded. * @access private * @return boolean true if anything changes. */ function _applyTuple(&$aTuple) { $theReturn = FALSE ; for ($i = 1; $i <=9; $i++) { $theReturn |= $this->theRow[$i]->applyTuple($aTuple) ; } return $theReturn ; } /** * This is a placeholder to be overridden to calculate the "coupling" for * a cell. Coupling is defined to be the sum of the sizes of the intersection * between this cell and all others in the row/column/square. This provides * a metric for deciding placement of clues within puzzles. In effect, this * forces the puzzle generator to select places for new clues depending upon * how little information is changed by altering the state of a cell. The larger * the number returned by the coupling, function, the less information is currently * available for the state of the cell. By selecting areas with the least information * the clue sets are substantially smaller than simple random placement. * * @desc Calculate the coupling for a cell within the row/column/square. * @access abstract * @param integer $theRow the row coordinate on the board of the cell. * @param integer $theColumn the column coordinate on the board of the cell. * @return integer the degree of coupling between the cell and the rest of the cells * within the row/column/square. */ function coupling($theRow, $theColumn) { return 0 ; } /** * I think that the goal of the inference engine is to eliminate * as much "junk" state as possible on each pass. Therefore the * order of the inferences should be 23 tuple, pair, unique because * the 23 tuple allows you to eliminate 3 values (if it works), and the * pair (generally) only 2. The unique solution adds no new information. * * @desc Run the inference engine for a row/column/square. * @access public * @param array theRow A row/column/square data structure. * @param string theType A string merged with the standard headers during * intermediate solution printing. * @return boolean True when at least one inference has succeeded. */ function doAnInference() { $this->theHeader = NULL ; $theReturn = $this->_23Solution() ; $theReturn |= $this->_pairSolution() ; $theReturn |= $this->_uniqueSolution() ; return $theReturn ; } /** * @desc Find all tuples with the same contents. * @param array Array of n size tuples. * @returns array of tuples that appear the same number of times as the size of the contents */ function _findTuples(&$theArray) { $theReturn = array() ; for ($i = 0; $i < count($theArray); $i++) { $theCount = 1 ; for ($j = $i + 1; $j < count($theArray); $j++) { $s1 = &$this->theRow[$theArray[$i]] ; $s1 =& $s1->getState() ; $s2 = &$this->theRow[$theArray[$j]] ; $s2 =& $s2->getState() ; $aCount = count($s1) ; if ($this->array_equal($s1, $s2)) { $theCount++ ; if ($theCount == $aCount) { $theReturn[] = $s1 ; break ; } } } } return $theReturn ; } /** * @desc Get a reference to the specified cell. * @access public * @return reference to ObjectS of class Cell. */ function &getCell($i) { return $this->theRow[$i] ; } /** * @desc Get the header set by the last call to doAnInference. * */ function getHeader() { return $this->theHeader ; } /** * Turns out if you every find a position of n squares which can only contain * the same values, then those values cannot appear elsewhere in the structure. * This is a second positive inference that provides additional negative information. * Thanks to Ghica van Emde Boas (also an author of a Sudoku class) for convincing * me that these situations really occurred. * * @desc Eliminate tuple-locked alternatives. * @access private * @return boolean True if something changed. */ function _pairSolution() { $theCounts = array() ; $theTuples = array() ; for ($i = 1; $i <= 9; $i++) { $c = &$this->theRow[$i] ; $theCounts[count($c->getState())][] = $i ; } unset($theCounts[1]) ; /* ** Get rid of any set of counts which cannot possibly meet the ** requirements. */ $thePossibilities = $theCounts ; foreach ($theCounts as $theKey => $theValue) { if (count($theValue) < $theKey) { unset($thePossibilities[$theKey]) ; } } if (count($thePossibilities) == 0) { return false ; } /* * At this point there are 1 or more tuples which MAY satisfy the conditions. */ $theReturn = false ; foreach ($thePossibilities as $theValue) { $theTuples = $this->_findTuples($theValue) ; if (count($theTuples) != 0) { foreach ($theTuples as $aTuple) { $theReturn |= $this->_applyTuple($aTuple) ; } } } if ($theReturn) { $this->theHeader[] = sprintf("
Apply %s[%d] Pair Inference:", $this->theTag, $this->theIndex) ; } return $theReturn ; } function un_set($theValues) { $theReturn = false ; for ($i = 1; $i <= 9; $i++) { $c = &$this->theRow[$i] ; $theReturn |= $c->un_set($theValues) ; } return $theReturn ; } /** * Find a solution to a row/column/square. * * Find any unique numbers within the row/column/square under consideration. * Look through a row structure for a value that appears in only one cell. * When you find one, that's a solution for that cell. * * There is a second inference that can be taken. Given "n" cells in a row/column/square * and whose values can only consist of a set of size "n", then those values may obtain * there and ONLY there and may be eliminated from consideration in the rest of the set. * For example, if two cells must contain the values 5 or 6, then no other cell in that * row/column/square may contain those values, similarly for 3 cells, etc. * * @access private * @return boolean True if one or more values in the RCS has changed state. */ function _uniqueSolution() { $theSet = array() ; for ($i = 1; $i <= 9; $i++) { $c = &$this->theRow[$i] ; if (!$c->IsSolved()) { foreach ($c->getState() as $theValue) { $theSet[$theValue][] = $i ; } } } /* * If there were no unsolved positions, then we're done and nothing has * changed. */ if (count($theSet) == 0) { return false ; } /* * Pull out all those keys having only one occurrance in the RCS. */ foreach ($theSet as $theKey => $theValues) { if (count($theValues) != 1) { unset($theSet[$theKey]) ; } } /* * If there aren't any unique values, we're done. */ if (count($theSet) == 0) { return false ; } foreach ($theSet as $theValue => $theIndex) { $this->theRow[$theIndex[0]]->flagSolvedPosition($theValue) ; } $this->theHeader[] = sprintf("
Apply %s[%d] Unique Inference:", $this->theTag, $this->theIndex) ; return true ; } /** * @desc Check to see if the RCS contains a valid state. * @access public * @return boolean True if the state of the RCS could be part of a valid * solution, false otherwise. */ function validateSolution() { $theNewSet = array() ; foreach ($this->theRow as $theCell) { if ($theCell->solvedState() == 0) { $theNewSet[] = $theCell->getState() ; } } $xxx = array_unique($theNewSet) ; return (count($xxx) == count($this->theRow)) ; } /** * Validate a part of a trial solution. * * Check a row/column/square to see if there are any invalidations on this solution. * Only items that are actually solved are compared. This is used during puzzle * generation. * * @access public * @return True if the input parameter contains a valid solution, false otherwise. */ function validateTrialSolution() { $theNewSet = array() ; foreach($this->theRow as $theCell) { if ($theCell->solvedState() == 0) { $theNewSet[] = $theCell->getState() ; } } $xxx = array_unique($theNewSet) ; return ((count($xxx) == count($theNewSet) ? TRUE : FALSE)) ; } } /** * Row ObjectS. * * @package Sudoku */ class R extends RCS { /** * @desc Constructor * @access public * @param string $theTag "Row", "Column", "Square", used primarily in debugging. * @param integer $theIndex 1..9, where is this on the board. Square are numbered top * left, ending bottom right * @param ObjectS $a1..9 of class Cell. The cells comprising this entity. This interface is what * limts things to 9x9 Sudoku currently. */ function R($theTag, $theIndex, &$a1, &$a2, &$a3, &$a4, &$a5, &$a6, &$a7, &$a8, &$a9) { $this->RCS($theTag, $theIndex, $a1, $a2, $a3, $a4, $a5, $a6, $a7, $a8, $a9) ; } /** * @see RCS::coupling */ function coupling($theRow, $theColumn) { return $theState = $this->_coupling($theColumn) ; } /** * @see RCS::coupling * @desc Heavy lifting for row/column coupling calculations. * @access private * @param integer $theIndex the index of the cell within the row or column. * @return integer the "coupling coefficient" for the cell. The sum of the * sizes of the intersection between this and all other * cells in the row or column. */ function _coupling($theIndex) { $theCommonState =& $this->getCell($theIndex) ; $theCommonState =& $theCommonState->getState() ; $theCoupling = 0 ; for ($i = 1; $i <= count($this->theRow); $i++) { if ($i != $theIndex) { $theCell =& $this->getCell($i) ; if ($theCell->solvedState() != 0) { $theCoupling += count(array_intersect($theCommonState, $theCell->getState())) ; } } } return $theCoupling ; } } /** * The column ObjectS. * * @package Sudoku */ class C extends R { /** * @desc Constructor * @access public * @param string $theTag "Row", "Column", "Square", used primarily in debugging. * @param integer $theIndex 1..9, where is this on the board. Square are numbered top * left, ending bottom right * @param ObjectS $a1..9 of class Cell. The cells comprising this entity. This interface is what * limts things to 9x9 Sudoku currently. */ function C($theTag, $theIndex, &$a1, &$a2, &$a3, &$a4, &$a5, &$a6, &$a7, &$a8, &$a9) { $this->R($theTag, $theIndex, $a1, $a2, $a3, $a4, $a5, $a6, $a7, $a8, $a9) ; } /** * @see R::coupling */ function coupling($theRow, $theColumn) { return $theState = $this->_coupling($theRow) ; } } /** * The Square ObjectS. * * @package Sudoku */ class S extends RCS { /** * The cells within the 3x3 sudoku which participate in the coupling calculation for a square. * Remember that the missing cells have already participated in the row or column coupling * calculation. * * @access private * @var array */ var $theCouplingOrder = array( 1 => array(5, 6, 8, 9), 2 => array(4, 6, 7, 9), 3 => array(4, 5, 7, 8), 4 => array(2, 3, 8, 9), 5 => array(1, 3, 7, 9), 6 => array(1, 2, 7, 8), 7 => array(2, 3, 5, 6), 8 => array(1, 3, 4, 6), 9 => array(1, 2, 4, 5)) ; /** * @desc Constructor * @access public * @param string $theTag "Row", "Column", "Square", used primarily in debugging. * @param integer $theIndex 1..9, where is this on the board. Square are numbered top * left, ending bottom right * @param ObjectS $a1..9 of class Cell. The cells comprising this entity. This interface is what * limts things to 9x9 Sudoku currently. */ function S($theTag, $theIndex, &$a1, &$a2, &$a3, &$a4, &$a5, &$a6, &$a7, &$a8, &$a9) { $this->RCS($theTag, $theIndex, $a1, $a2, $a3, $a4, $a5, $a6, $a7, $a8, $a9) ; } /** * @see RCS::coupling */ function coupling($theRow, $theColumn) { $theIndex = ((($theRow - 1) % 3) * 3) + (($theColumn - 1) % 3) + 1 ; $theCommonState =& $this->getCell($theIndex) ; $theCommonState =& $theCommonState->getState() ; $theCoupling = 0 ; foreach ($this->theCouplingOrder[$theIndex] as $i) { $theCell =& $this->getCell($i) ; if ($theCell->solvedState() != 0) { $theCoupling += count(array_intersect($theCommonState, $theCell->getState())) ; } } return $theCoupling ; } } /** * Solve and generate Sudoku puzzles. * * Solve and generate Sudoku. A simple output interface is provided for * web pages. The primary use of this class is as infra-structure for * Sudoku game sites. * * The solver side of this class (solve) relies on the usual characteristic * of logic puzzles, i.e., at any point in time there is one (or more) * UNIQUE solution to some part of the puzzle. This solution can be * applied, then iterated upon to find the next part of the puzzle. A * properly constructed Sudoku can have only one solution which guarangees * that this is the case. (Sudoku with multiple solutions will always * require guessing at some point which is specifically disallowed by * the rules of Sudoku). * * While the solver side is algorithmic, the generator side is much more * difficult and, in fact, the generation of Sudoku appears to be NP * complete. That being the case, I observed that most successful * generated initial conditions happened quickly, typically with < 40 * iterations. So the puzzle generator runs "for a while" until it * either succeeds or doesn't generated a solveable puzzle. If we get * to that position, I just retry and so far I've always succeeded in * generating an initial state. Not guarateed, but in engineering terms * "close enough". * * @package Sudoku * @example ./example.php * @example ./example1.php * @example ./example2.php * @example ./example3.php */ class Sudoku extends ObjectS { /** * An array of Cell ObjectSs, organized into rows and columns. * * @access private * @var array of ObjectSs of type Cell. */ var $theBoard = array() ; /** * True if debugging output is to be provided during a run. * * @access private * @var boolean */ var $theDebug = FALSE ; /** * An array of RCS ObjectSs, one ObjectS for each row. * * @access private * @var ObjectS of type R */ var $theRows = array() ; /** * An array of RCS ObjectSs, one ObjectS for each Column. * * @access private * @var ObjectS of type C */ var $theColumns = array() ; /** * An array of RCS ObjectSs, one ObjectS for each square. * * @access private * @var ObjectS of type S */ var $theSquares = array() ; /** * Used during puzzle generation for debugging output. There may * eventually be some use of theLevel to figure out where to stop * the backtrace when puzzle generation fails. * * @access private * @var integer. */ var $theLevel = 0 ; /** * Used during puzzle generation to determine when the generation * will fail. Failure, in this case, means to take a LONG time. The * backtracing algorithm used in the puzzle generator will always find * a solution, it just might take a very long time. This is a way to * limit the damage before taking another guess. * * @access private * @var integer. */ var $theMaxIterations = 50 ; /** * Used during puzzle generation to limit the number of trys at * generation a puzzle in the event puzzle generation fails * (@see Suduko::$theMaxIterations). I've never seen more than * a couple of failures in a row, so this should be sufficient * to get a puzzle generated. * * @access private * @var integer. */ var $theTrys = 10 ; /** * Used during puzzle generation to count the number of iterations * during puzzle generation. It the number gets above $theMaxIterations, * puzzle generation has failed and another try is made. * * @access private * @var integer. */ var $theGenerationIterations = 0 ; function Sudoku($theDebug = FALSE) { $this->theDebug = $theDebug ; for ($i = 1; $i <= 9; $i++) { for ($j = 1; $j <= 9; $j++) { $this->theBoard[$i][$j] = new Cell($i, $j) ; } } $this->_buildRCS() ; } /** * Apply a pending solved position to the row/square/column. * * At this point, the board has been populated with any pending solutions. * This applies the "negative" inference that no row, column, or square * containing the value within the cell. * * @access private * @param integer $row The row of the board's element whose value is now fixed. * @param integer $col The column of the board's element whose value is now fixed. */ function _applySolvedPosition($row, $col) { $theValue = $this->theBoard[$row][$col]->getState() ; /* ** No other cell in the row, column, or square can take on the value "value" any longer. */ $i = (((int)(($row - 1) / 3)) * 3) ; $i = $i + ((int)(($col - 1) / 3)) + 1 ; $this->theRows[$row]->un_set($theValue) ; $this->theColumns[$col]->un_set($theValue) ; $this->theSquares[$i]->un_set($theValue) ; } /** * @desc Apply all pending solved positions to the board. * @access private * @return boolean True if at least one solved position was applied, false * otherwise. */ function _applySolvedPositions() { $theReturn = false ; for ($i = 1; $i <= 9; $i++) { for ($j = 1; $j <= 9; $j++) { if (!$this->theBoard[$i][$j]->IsApplied()) { if ($this->theBoard[$i][$j]->solvedState() == 0) { $this->_applySolvedPosition($i, $j) ; /* ** Update the solved position matrix and make sure that the board actually ** has a value in place. */ $this->theBoard[$i][$j]->applied() ; $theReturn = TRUE ; } } } } return $theReturn ; } /** * @desc build the row/column/square structures for the board. * @access private */ function _buildRCS() { for ($i = 1; $i <= 9; $i++) { $this->theRows[$i] = new R("Row", $i, $this->theBoard[$i][1], $this->theBoard[$i][2], $this->theBoard[$i][3], $this->theBoard[$i][4], $this->theBoard[$i][5], $this->theBoard[$i][6], $this->theBoard[$i][7], $this->theBoard[$i][8], $this->theBoard[$i][9]) ; $this->theColumns[$i] = new C("Column", $i, $this->theBoard[1][$i], $this->theBoard[2][$i], $this->theBoard[3][$i], $this->theBoard[4][$i], $this->theBoard[5][$i], $this->theBoard[6][$i], $this->theBoard[7][$i], $this->theBoard[8][$i], $this->theBoard[9][$i]) ; $r = ((int)(($i - 1) / 3)) * 3 ; $c = (($i - 1) % 3) * 3 ; $this->theSquares[$i] = new S("Square", $i, $this->theBoard[$r + 1][$c + 1], $this->theBoard[$r + 1][$c + 2], $this->theBoard[$r + 1][$c + 3], $this->theBoard[$r + 2][$c + 1], $this->theBoard[$r + 2][$c + 2], $this->theBoard[$r + 2][$c + 3], $this->theBoard[$r + 3][$c + 1], $this->theBoard[$r + 3][$c + 2], $this->theBoard[$r + 3][$c + 3]) ; } } /** * Seek alternate solutions in a solution set. * * Given a solution, see if there are any alternates within the solution. * In theory this should return the "minimum" solution given any solution. * * @access public * @param array $theInitialState (@see Sudoku::initializePuzzleFromArray) * @return array A set of triples containing the minimum solution. */ function findAlternateSolution($theInitialState) { $j = count($theInitialState) ; for ($i = 0; $i < $j; $i++) { $xxx = $theInitialState ; $xxx = array_splice($xxx, $i, 1) ; $this->Sudoku() ; $this->initializePuzzleFromArray($xxx) ; if ($this->solve()) { return $this->findAlternateSolution($xxx) ; } } return $theInitialState ; } /** * Initialize Sudoku puzzle generation and generate a puzzle. * * Turns out that while the solution of Sudoku is mechanical, the creation of * Sudoku is an NP-Complete problem. Which means that I can use the inference * engine to help generate puzzles, but I need to test the solution to see if * I've gone wrong and back up and change my strategy. So something in the * recursive descent arena will be necessary. Since the generation can take * a long time to force a solution, it's easier to probe for a solution * if you go "too long". * * @access public * @param integer $theDifficultyLevel [optional] Since virtually everybody who * plays sudoku wants a variety of difficulties this controls that. * 1 is the easiest, 10 the most difficult. The easier Sudoku have * extra information. * @param integer $theMaxInterations [optional] Controls the number of iterations * before the puzzle generator gives up and trys a different set * of initial parameters. * @param integer $theTrys [optional] The number of attempts at resetting the * initial parameters before giving up. * @return array A set of triples suitable for initializing a new Sudoku class * (@see Sudoku::initializePuzzleFromArray). */ function generatePuzzle($theDifficultyLevel = 10, $theMaxIterations = 50, $theTrys = 10) { $theDifficultyLevel = min($theDifficultyLevel, 10) ; $theDifficultyLevel = max($theDifficultyLevel, 1) ; $this->theLevel = 0 ; $this->theTrys = $theTrys ; $this->theMaxIterations = $theMaxIterations ; $this->theGenerationIterations = 0 ; for ($theTrys = 0; $theTrys < $this->theTrys ; $theTrys++) { $theAvailablePositions = array() ; $theCluesPositions = array() ; $theClues = array() ; for ($i = 1; $i <= 9; $i++) { for ($j = 1; $j <= 9; $j++) $theAvailablePositions[] = array($i, $j) ; } $theInitialState = $this->_generatePuzzle($theAvailablePositions, $theCluesPositions, $theClues) ; if ($theInitialState) { if ($theDifficultyLevel != 10) { $xxx = array() ; foreach ($theInitialState as $yyy) $xxx[] = (($yyy[0] - 1) * 9) + ($yyy[1] - 1) ; /* ** Get rid of the available positions already used in the initial state. */ sort($xxx) ; $xxx = array_reverse($xxx) ; foreach ($xxx as $i) array_splice($theAvailablePositions, $i, 1) ; /* ** Easy is defined as the number of derivable clues added to the minimum ** required information to solve the puzzle as returned by _generatePuzzle. */ for ($i = 0; $i < (10 - $theDifficultyLevel); $i++) { $xxx = mt_rand(0, count($theAvailablePositions)-1) ; $row = $theAvailablePositions[$xxx][0] ; $col = $theAvailablePositions[$xxx][1] ; $theInitialState[] = array($row, $col, $this->theBoard[$row][$col]) ; array_splice($theAvailablePositions, $xxx, 1) ; } } //echo "found $theTrys
"; return $theInitialState ; } if ($this->theDebug) printf("
Too many iterations (%d), %d\n", $this->theMaxIterations, $theTrys); $this->Sudoku($this->theDebug) ; } /* ** No solution possible, we guess wrong too many times. */ //echo "try=$theTrys
"; return array() ; } /** * Sudoku puzzle generator. * * This is the routine that does the heavy lifting * for the puzzle generation. It works by taking a guess for a value of a cell, applying * the solver, testing the solution, and if it's a valid solution, calling itself * recursively. If during this process, a solution cannot be found, the generator backs * up (backtrace in Computer Science parlance) and trys another value. Since the generation * appears to be an NP complete problem (according to the literature) limits on the number * of iterations are asserted. Once these limits are passed, the generator gives up and * makes another try. If enough tries are made, the generator gives up entirely. * * @access private * @param array $theAvailablePositions A set of pairs for all positions which have not been * filled by the solver or the set of guesses. When we run out of available * positions, the solution is in hand. * @param array $theCluesPositions A set of pairs for which values have been set by the * puzzle generator. * @param array $theClues A set of values for each pair in $theCluesPositions. * @return array NULL array if no solution is possible, otherwise a set of triples * suitable for feeding to {@link Sudoku::initializePuzzleFromArray} */ function _generatePuzzle($theAvailablePositions, $theCluesPositions, $theClues) { $this->theLevel++ ; $this->theGenerationIterations++ ; /* ** Since the last solution sequence may have eliminated one or more positions by ** generating forced solutions for them, go through the list of available positions ** and get rid of any that have already been solved. */ $j = count($theAvailablePositions) ; for ($i = 0; $i < $j; $i++) { if ($this->theBoard[$theAvailablePositions[$i][0]][$theAvailablePositions[$i][1]]->IsApplied()) { array_splice($theAvailablePositions, $i, 1) ; $i = $i - 1; $j = $j - 1; } } if (count($theAvailablePositions) == 0) { /* ** We're done, so we can return the clues and their positions to the caller. ** This test is being done here to accommodate the eventual implementation of ** generation from templates in which partial boards will be fed to the solver ** and then the remaining board fed in. */ for ($i = 0; $i < count($theCluesPositions); $i++) array_push($theCluesPositions[$i], $theClues[$i]) ; return $theCluesPositions ; } /* ** Calculate the coupling for each available position. ** ** "coupling" is a measure of the amount of state affected by any change ** to a given cell. In effect, the larger the coupling, the less constrained ** the state of the cell is and the greater the effect of any change made to ** the cell. There is some literature to this effect associated with Roku puzzles ** (4x4 grid). I'm trying this attempting to find a way to generate consistently ** more difficult Sudoku and it seems to have worked; the clue count drops to 25 or ** fewer, more in line with the numbers predicted by the literature. The remainder ** of the work is likely to be associated with finding better algorithms to solve ** Sudoku (which would have the effect of generating harder ones). */ $theCouplings = array() ; foreach ($theAvailablePositions as $xxx) { $theRowCoupling = $this->theRows[$xxx[0]]->coupling($xxx[0], $xxx[1]) ; $theColumnCoupling = $this->theColumns[$xxx[1]]->coupling($xxx[0], $xxx[1]) ; $theSquareCoupling = $this->theSquares[$this->_squareIndex($xxx[0], $xxx[1])]->coupling($xxx[0], $xxx[1]) ; $theCouplings[$theRowCoupling + $theColumnCoupling + $theSquareCoupling][] = $xxx ; } $theMaximumCoupling = max(array_keys($theCouplings)) ; /* ** Pick a spot on the board and get the clues set up. */ $theChoice = mt_rand(0, count($theCouplings[$theMaximumCoupling])-1) ; $theCluesPositions[] = $theCouplings[$theMaximumCoupling][$theChoice] ; $theRow = $theCouplings[$theMaximumCoupling][$theChoice][0] ; $theColumn = $theCouplings[$theMaximumCoupling][$theChoice][1] ; /* ** Capture the necessary global state of the board */ $theCurrentBoard = $this->deepCopy($this->theBoard) ; /* ** This is all possible states for the chosen cell. All values will be ** randomly tried to see if a solution results. If all solutions fail, ** the we'll back up in time and try again. */ $thePossibleClues = array_keys($this->theBoard[$theRow][$theColumn]->getState()) ; while (count($thePossibleClues) != 0) { if ($this->theGenerationIterations > $this->theMaxIterations) { $this->theLevel = $this->theLevel - 1 ; return array() ; } $theClueChoice = mt_rand(0, count($thePossibleClues)-1) ; $theValue = $thePossibleClues[$theClueChoice] ; array_splice($thePossibleClues, $theClueChoice, 1) ; $theClues[] = $theValue ; $this->theBoard[$theRow][$theColumn]->flagSolvedPosition($theValue) ; if ($this->theDebug ) { printf("
(%03d, %03d) Trying (%d, %d) = %d\n", $this->theLevel, $this->theGenerationIterations, $theRow, $theColumn, $theValue) ; } ; $theFlag = $this->solve(false) ; if ($this->_validateTrialSolution()) { if ($theFlag) { /* ** We're done, so we can return the clues and their positions to the caller. */ for ($i = 0; $i < count($theCluesPositions); $i++) { array_push($theCluesPositions[$i], $theClues[$i]) ; } return $theCluesPositions ; } else { $xxx = $this->_generatePuzzle($theAvailablePositions, $theCluesPositions, $theClues) ; if ($xxx) { return $xxx ; } } } /* ** We failed of a solution, back out the state and try the next possible value ** for this position. */ $this->theBoard = $theCurrentBoard ; $this->_buildRCS() ; array_pop($theClues) ; } $this->theLevel = $this->theLevel - 1 ; /* ** If we get here, we've tried all possible values remaining for the chosen ** position and couldn't get a solution. Back out and try something else. */ return array() ; } /** * Return the contents of the board as a string of digits and blanks. Blanks * are used where the corresponding board item is an array, indicating the cell * has not yet been solved. * * @desc Get the current state of the board as a string. * @access public */ function getBoardAsString() { $theString = "" ; for ($i = 1; $i <= 9; $i++) { for ($j = 1; $j <= 9; $j++) { $theString .= $this->theBoard[$i][$j]->asString() ; } } return $theString ; } function &getCell($r, $c) { return $this->theBoard[$r][$c] ; } /** * Each element of the input array is a triple consisting of (row, column, value). * Each of these values is in the range 1..9. * * @access public * @param array $theArray */ function initializePuzzleFromArray($theArray) { foreach ($theArray as $xxx) { $c =& $this->getCell($xxx[0], $xxx[1]) ; $c->flagSolvedPosition($xxx[2]) ; } } /** * Initialize puzzle from an input file. * * The input file is a text file, blank or tab delimited, with each line being a * triple consisting of "row column value". Each of these values is in the range * 1..9. Input lines that are blank (all whitespace) or which begin with whitespace * followed by a "#" character are ignored. * * @access public * @param mixed $theHandle [optional] defaults to STDIN. If a string is passed * instead of a file handle, the file is opened. */ function initializePuzzleFromFile($theHandle = STDIN) { $theOpenedFileFlag = FALSE ; /* ** If a file name is passed instead of a resource, open the ** file and process it. */ if (is_string($theHandle)) { $theHandle = fopen($theHandle, "r") ; if ($theHandle === FALSE) { exit() ; } } $yyy = array() ; if ($theHandle) { while (!feof($theHandle)) { $theString = trim(fgets($theHandle)) ; if (($theString != "") && (!preg_match('/^\s*#/', $theString))) { $xxx = preg_split('/\s+/', $theString) ; if (!feof($theHandle)) { $yyy[] = array((int)$xxx[0], (int)$xxx[1], (int)$xxx[2]) ; } } } } $this->initializePuzzleFromArray($yyy) ; if ($theOpenedFileFlag) { fclose($theHandle) ; } } /** * The input parameter consists of a string of 81 digits and blanks. If fewer characters * are provide, the string is padded on the right. * * @desc Initialize puzzle from a string. * @access public * @param string $theString The initial state of each cell in the puzzle. */ function initializePuzzleFromString($theString) { $theString = str_pad($theString, 81, " ") ; for ($i = 0; $i < 81; $i++) { if ($theString{$i} != " ") { $theArray[] = array((int)($i/9) + 1, ($i % 9) + 1, (int)$theString{$i}) ; } } $this->initializePuzzleFromArray($theArray) ; } /** * @desc predicate to determine if the current puzzle has been solved. * @access public * @return boolean true if the puzzle has been solved. */ function isSolved() { for ($i = 1; $i <= 9; $i++) { for ($j = 1; $j <=9; $j++) { if (!$this->theBoard[$i][$j]->IsSolved()) { return false ; } } } return true ; } /** * Convert pending to actual solutions. * * This step is actually unnecessary unless you want a pretty output of the * intermediate. * * @access private * @return boolean True if at least on pending solution existed, false otherwise. */ function _newSolvedPosition() { $theReturn = false ; for ($i = 1; $i <= 9; $i++) { for ($j = 1; $j <= 9; $j++) { if ($this->theBoard[$i][$j]->solvedState() == 1) { $this->theBoard[$i][$j]->un_set($this->theBoard[$i][$j]->getState()) ; $theReturn = true ; } } } return $theReturn ; } /** * Print the contents of the board in HTML format. * * A "hook" so that extension classes can show all the steps taken by * the solve function. * * @see SudokuIntermediateSolution. * * @access private * @param string $theHeader [optional] The header line to be output along * with the intermediate solution. */ function _printIntermediateSolution($theHeader = NULL) { if ($this->theDebug) $this->printSolution($theHeader) ; } /** * Print the contents of the board in HTML format. * * Simple output, is tailored by hand so that an initial state and * a solution will find nicely upon a single 8.5 x 11 page of paper. * * @access public * @param mixed $theHeader [optional] The header line[s] to be output along * with the solution. */ function printSolution($theHeader = NULL) { if (($this->theDebug) && ($theHeader != NULL)) { if (is_array($theHeader)) { foreach ($theHeader as $aHeader) print $aHeader ; } else print $theHeader ; } $theColors = array("green", "blue", "red") ; $theFontSize = array("1em", "1em", ".8em") ; $theFontWeight = array("bold", "bold", "lighter") ; printf("
\n") ; $theLast = 2 ; for ($i = 1; $i <= 9; $i++) { if ($theLast == 2) printf("\n") ; printf("\n") ; $theLast = ($i - 1) % 3 ; if ($theLast == 2) printf("\n") ; } printf("
\n") ; $theLast1 = 2 ; for ($j = 1; $j <=9; $j++) { if ($theLast1 == 2) printf("\n") ; $c = &$this->theSquares[$i] ; $c =& $c->getCell($j) ; ; $theSolvedState = $c->solvedState() ; printf("\n") ; $theLast1 = ($j - 1) % 3 ; if ($theLast1 == 2) printf("\n") ; } printf("
", $theColors[$theSolvedState], $theFontWeight[$theSolvedState], $theFontSize[$theSolvedState]) ; $xxx = $c->asString($this->theDebug) ; print ($xxx == " " ? " " : $xxx) ; printf("
\n") ; } /** * Solve a Sudoku. * * As explained earlier, this works by iterating upon three different * types of inference: * * 1. A negative one, in which a value used within a row/column/square * may not appear elsewhere within the enclosing row/column/square. * 2. A positive one, in which any value with is unique in a row * or column or square must be the solution to that position. * 3. A tuple based positive one which comes in a number of flavors: * 3a. The "Pair" rule as stated by the author of the "other" Sudoku * class on phpclasses.org and generalized by me, e.g., in any RCS * two cells containing a pair of values eliminate those values from * consideration in the rest of the RC or S. * 3b. The n/n+1 set rule as discovered by me, e.g., in any RCS, three cells * containing the following pattern, (i, j)/(j, k)/(i, j, k) eliminate * the values i, j, k from consideration in the rest of the RC or S. * * During processing I explain which structures (row, column, square) * are being used to infer solutions. * * @access public * @param boolean $theInitialStateFlag [optional] True if the initial * state of the board is to be printed upon entry, false * otherwise. [Default = true] * @return boolean true if a solution was possible, false otherwise. */ function solve($theInitialStateFlag = true) { $theHeader = "
Initial Position:" ; do { do { $this->_applySolvedPositions() ; if ($theInitialStateFlag) { $this->_printIntermediateSolution($theHeader) ; $theHeader = NULL ; } else { $theInitialStateFlag = true ; $theHeader = "
Apply Slice and Dice:" ; } } while ($this->_newSolvedPosition()) ; $theRowIteration = FALSE ; for ($i = 1; $i <= 9; $i++) { if ($this->theRows[$i]->doAnInference()) { $theHeader = $this->theRows[$i]->getHeader() ; $theRowIteration = TRUE ; break ; } } $theColumnIteration = FALSE ; if (!$theRowIteration) { for ($i = 1; $i <= 9; $i++) { if ($this->theColumns[$i]->doAnInference()) { $theHeader = $this->theColumns[$i]->getHeader() ; $theColumnIteration = TRUE ; break ; } } } $theSquareIteration = FALSE ; if (!($theRowIteration || $theColumnIteration)) { for ($i = 1; $i <= 9; $i++) { if ($this->theSquares[$i]->doAnInference()) { $theHeader = $this->theSquares[$i]->getHeader() ; $theSquareIteration = TRUE ; break ; } } } } while ($theRowIteration || $theColumnIteration || $theSquareIteration) ; return $this->IsSolved() ; } /** * Here there be dragons. In conversations with other Sudoku folks, I find that there ARE Sudoku with * unique solutions for which a clue set may be incomplete, i.e., does not lead to a solution. The * solution may only be found by guessing the next move. I'm of the opinion that this violates the * definition of Sudoku (in which it's frequently said "never guess") but if it's possible to find * a solution, this will do it. * * The problem is that it can take a LONG time if there ISN'T a solution since this is basically a * backtracing solution trier. * * The basic algorithm is pretty simple: * * 1. Find the first unsolved cell. * 2. For every possible value, substutite value for the cell, apply inferences. * 3. If a solution was found, we're done. * 4. Recurse looking for the next cell to try a value for. * * There's a bit of bookkeeping to keep the state right when backing up, but that's pretty * straightforward and looks a lot like that of generatePuzzle. * * @desc Brute force additional solutions. * @access public * @returns array The clues added sufficient to solve the puzzle. */ function solveBruteForce($i = 1, $j = 1) { for (; $i <= 9; $i++) { for (; $j <= 9; $j++) { if ($this->theBoard[$i][$j]->solvedState() != 0) { if ($this->theDebug) { printf("
Applying Brute Force to %d, %d\n", $i, $j) ; } $theCurrentBoard = $this->deepCopy($this->theBoard) ; $theValues = $this->theBoard[$i][$j]->getState() ; foreach ($theValues as $theValue) { $this->theBoard[$i][$j]->flagSolvedPosition($theValue) ; $theSolutionFlag = $this->solve() ; $theTrialSolutionFlag = $this->_validateTrialSolution() ; if ($theTrialSolutionFlag && $theSolutionFlag) { return array(array($i, $j, $theValue)) ; } if ($theTrialSolutionFlag) { $theNewGuesses = $this->solveBruteForce($i, $j+1) ; if ($theNewGuesses) { $theNewGuesses[] = array($i, $j, $theValue) ; return $theNewGuesses ; } } if ($this->theDebug) { printf("
Backing out\n") ; } $this->theBoard = $theCurrentBoard ; $this->_buildRCS() ; } return array() ; } } } } /** * @desc Calculate the index of the square containing a specific cell. * @param integer $theRow the row coordinate. * @param integer $theColumn the column coordinate. * @return integer the square index in the range 1..9 */ function _squareIndex($theRow, $theColumn) { $theIndex = ((int)(($theRow - 1) / 3) * 3) + (int)(($theColumn - 1) / 3) + 1 ; return $theIndex ; } /** * Validate a complete solution. * * After a complete solution has been generated check the board and * report any inconsistencies. This is primarily intended for debugging * purposes. * * @access public * @return mixed true if the solution is valid, an array containing the * error details. */ function validateSolution() { $theReturn = array() ; for ($i = 1; $i <= 9; $i++) { if (!$this->theRows[$i]->validateSolution()) { $theReturn[0][] = $i ; } if (!$this->theColumns[$i]->validateSolution()) { $theReturn[1][] = $i ; } if (!$this->theSquares[$i]->validateSolution()) { $theReturn[2][] = $i ; } } return (count($theReturn) == 0 ? TRUE : $theReturn) ; } /** * Validate an entire trial solution. * * Used during puzzle generation to determine when to backtrace. * * @access private * @return True when the intermediate soltuion is valid, false otherwise. */ function _validateTrialSolution() { for ($i = 1; $i <= 9; $i++) { if (!(($this->theRows[$i]->validateTrialSolution()) && ($this->theColumns[$i]->validateTrialSolution()) && ($this->theSquares[$i]->validateTrialSolution()))) { return FALSE ; } } return TRUE ; } } /** * Extend Sudoku to generate puzzles based on templates. * * Templates are either input files or arrays containing doubles. * * @package Sudoku */ class SudokuTemplates extends Sudoku { function SudokuTemplates($theDebug = FALSE) { $this->Sudoku($theDebug) ; } function generatePuzzleFromFile($theHandle = STDIN, $theDifficultyLevel = 10) { $yyy = array() ; if ($theHandle) { while (!feof($theHandle)) { $theString = trim(fgets($theHandle)) ; $xxx = preg_split("/\s+/", $theString) ; if (!feof($theHandle)) { $yyy[] = array((int)$xxx[0], (int)$xxx[1]) ; } } } return $this->generatePuzzleFromArray($yyy, $theDifficultyLevel) ; } function generatePuzzleFromArray($theArray, $theDifficultyLevel = 10) { $this->_generatePuzzle($theArray, array(), array()) ; /* ** Because the generation process may infer values for some of the ** template cells, we construct the clues from the board and the ** input array before continuing to generate the puzzle. */ foreach ($theArray as $theKey => $thePosition) { $theTemplateClues[] = array($thePosition[0], $thePosition[1], $this->theBoard[$thePosition[0]][$thePosition[1]]) ; } $theOtherClues = $this->generatePuzzle($theDifficultyLevel) ; return array_merge($theTemplateClues, $theOtherClues) ; } } /** * Extend Sudoku to print all intermediate results. * * @package Sudoku */ class SudokuIntermediateSolution extends Sudoku { function SudokuIntermediateResults($theDebug = FALSE) { $this->Sudoku($theDebug) ; } function _printIntermediateSolution($theHeader = NULL) { $this->printSolution($theHeader) ; } } function make_seed() { list($usec, $sec) = explode(' ', microtime()); return (float) $sec + ((float) $usec * 100000); } ?>