Beispiel #1
0
        private void Button_Solve_Click(object sender, EventArgs e)
        {
            int[,] sudokuValues = new int[9, 9];

            for (int x = 0; x < 9; x++)
            {
                for (int y = 0; y < 9; y++)
                {
                    sudokuValues[x, y] =
                        blocks[(int)Math.Floor(x / 3.0), (int)Math.Floor(y / 3.0)]
                        .GetCellValue(x % 3, y % 3);
                }
            }

            Sudoku solver = new Sudoku();

            for (int x = 0; x < 9; x++)
            {
                for (int y = 0; y < 9; y++)
                {
                    solver.SetValue(x, y, sudokuValues[x, y]);
                }
            }

            bool solved = solver.Solve();

            if (solved)
            {
                for (int x = 0; x < 9; x++)
                {
                    for (int y = 0; y < 9; y++)
                    {
                        blocks[(int)Math.Floor(x / 3.0), (int)Math.Floor(y / 3.0)]
                        .SetCellValue(x % 3, y % 3, solver.GetValue(x, y));
                    }
                }
            }
        }
Beispiel #2
0
        /// <summary>
        /// attempts to solve the sudoku
        /// </summary>
        /// <returns>true if successful, false otherwise</returns>
        public bool Solve()
        {
            if (!IsSudokuValid())
            {
                return(false);
            }

            List <SudokuCell>[] rows    = new List <SudokuCell> [9];
            List <SudokuCell>[] columns = new List <SudokuCell> [9];
            List <SudokuCell>[] blocks  = new List <SudokuCell> [9];

            List <SudokuCell> fixedCells = new List <SudokuCell>();
            List <SudokuCell> emptyCells = new List <SudokuCell>();

            for (int i = 0; i < 9; i++)
            {
                rows[i]    = new List <SudokuCell>();
                columns[i] = new List <SudokuCell>();
                blocks[i]  = new List <SudokuCell>();
            }

            // add cells to rows, columns, blocks and to empty or fixed cells
            for (int i = 0; i < 9; i++)
            {
                for (int j = 0; j < 9; j++)
                {
                    SudokuCell cell = new SudokuCell(i, j, GetValue(i, j));

                    rows[cell.Row].Add(cell);
                    columns[cell.Column].Add(cell);
                    blocks[cell.Block].Add(cell);

                    if (cell.Value == 0)
                    {
                        emptyCells.Add(cell);
                    }
                    else
                    {
                        fixedCells.Add(cell);
                    }
                }
            }

            // eliminate fixed cell values from possible values in cells on same rows, columns or blocks
            fixedCells.ForEach(fixedCell =>
            {
                UpdatePossibleValues(rows[fixedCell.Row], fixedCell.Value);
                UpdatePossibleValues(columns[fixedCell.Column], fixedCell.Value);
                UpdatePossibleValues(blocks[fixedCell.Block], fixedCell.Value);
            });

            // keep updating cells untill sudoku is solved or no more updates are possible
            while (emptyCells.Count > 0)
            {
                int updates = 0;

                // get all cells from empty cells that now have a value
                emptyCells.ForEach(cell =>
                {
                    if (cell.Value != 0)
                    {
                        fixedCells.Add(cell);
                        SetValue(cell.Row, cell.Column, cell.Value);
                        updates += UpdatePossibleValues(rows[cell.Row], cell.Value);
                        updates += UpdatePossibleValues(columns[cell.Column], cell.Value);
                        updates += UpdatePossibleValues(blocks[cell.Block], cell.Value);
                    }
                });
                emptyCells.RemoveAll(c => fixedCells.Contains(c));

                // fill in missing values in rows, columns and blocks
                for (int i = 0; i < 9; i++)
                {
                    updates += FillInMissingValues(rows[i]);
                    updates += FillInMissingValues(columns[i]);
                    updates += FillInMissingValues(blocks[i]);
                }

                if (updates == 0)
                {
                    break;
                }
            }

            // check if sudoku is solved
            if (emptyCells.Count == 0)
            {
                return(IsSudokuValid());
            }
            else
            {
                // find the empty cell with the least number of possible values
                emptyCells.ForEach(cell =>
                {
                    if (cell.Value != 0)
                    {
                        fixedCells.Add(cell);
                        SetValue(cell.Row, cell.Column, cell.Value);
                    }
                });
                emptyCells.RemoveAll(c => fixedCells.Contains(c));
                emptyCells.Sort((a, b) => a.PossibleValues.Count - b.PossibleValues.Count);

                SudokuCell cell = emptyCells.First();

                for (int i = 1; i <= 9; i++)
                {
                    if (cell.PossibleValues.Contains(i))
                    {
                        Sudoku sudoku = new Sudoku();
                        for (int x = 0; x < 9; x++)
                        {
                            for (int y = 0; y < 9; y++)
                            {
                                sudoku.SetValue(x, y, GetValue(x, y));
                            }
                        }
                        sudoku.SetValue(cell.Row, cell.Column, i);

                        if (sudoku.Solve())
                        {
                            for (int x = 0; x < 9; x++)
                            {
                                for (int y = 0; y < 9; y++)
                                {
                                    SetValue(x, y, sudoku.GetValue(x, y));
                                }
                            }
                            return(true);
                        }
                    }
                }

                return(false);
            }
        }