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AI Sodoku Solver

Problem Statement

Given a 9x9 Sudoku Puzzle as a Constraint Satisfaction Problem (“CSP”), the program outputs a complete and consistent assignment.

CSP Presentation

A sudoku puzzle is considered as a CSP by using a combination of dictionaries and lists. The most important part of any CSP is the process of defining and storing constraints. Since our program imposes arc-consistency, we define the constraints for each cell as binary constraints. For instance, given the first cell of the puzzle (indexed as A1), one of the constraints (based on the rules of the game) is A1!=A2. In addition to the latter, which is a constraint on the row, we also have constraints on the column, and the 3x3 box in which the cell is located. There are a total of 24 constraints for variables that do not have a value assigned to them (assignment=0) and 25 constraints for variables that have a value assigned to them.

Implementation

The basics of the implementation process was briefly discussed in the CSP presentation section above. In this section, we will further discuss the actual implementation process in depth by explaining the major decisions that were taken along with the modifications done to the AC-3, revise, and the backtracking algorithm.

Dictionary Based Implementation

The dictionary based implementation was chosen, after encountering difficulties using DS for backtracking, because of the following reasons:

  • Dictionaries are essentially identical to hash maps, in the sense that they are faster for lookup purposes. O(1) for key based lookups.
  • Dictionaries are also easier for debugging. The latter was really useful when implementing backtrack-search since differentiating between passing by reference and value were integral.

For the dictionary based implementation, we used the following dictionaries:

  • Domains: This dictionary contains the variable (i.e., the row and column identified by a letter and number respectively) a key and the domain (i.e., a list of domain values) as the key’s value.
  • Assignments: Similar to the first dictionary, this dictionary contains the variable as a key and its assigned value as the value. Variables that do not have a value assigned to them hold a 0 as the value. 0 was chosen since the actual domain for a variable in the sudoku puzzle is restricted to numbers from 1 to 9. There is an evaluative function that checks if the assignments for a variable are consistent with the constraints dictionary discussed below.
  • Constraints: Similar to the previous dictionary, this dictionary contains the variable as the key and the constraints for the respective variable in a list. Each constraint (item) in the list of constraints is of type string. There is an evaluative function that iterates over the assignments dictionary given a list of variables (used as keys while iterating) and determines if they meet the constraints.
  • In addition to the previous three dictionaries, we also had a dictionary called indexes. This contained the index of each variable (i.e., cell in sudoku puzzle) as the value for any variable which is the key. Although this is outputted when the function loadSudoku() was called, we did not use it anywhere in the program.

AC-3 and Revise Implementation

For the data structure based implementation, AC-3 generated a queue. The queue was in-essence a list that contained all the edges. Following the initialization of the queue, a while loop was entered, and until the queue was empty, each edge from the queue was popped, assigned to a variable called arc, and had the function revise() called upon it. Revise would then loop through the edges associated constraints and trim the from_nodes domain. In the dictionary based implementation, since the number of elements in the queue reduced linearly, we decided that there was no need to use a graph and edge system. Instead, we iterated over the list of variables in AC-3 and called revise on each of the variables. Without elaborating on the logic specifications, revise simply just iterated over the constraints for the given variable and trimmed its domain.

Backtracking Implementation

All the implementations of backtracking used AC-3 for inference. The data structure based implementation followed the pseudocode provided by the m5-csp slides and called AC-3 directly. Unfortunately, the latter failed due to reference related issues. When we parsed data structures to the recursive calls of backtracking, it was relatively difficult to debug bugs that were encountered. Additionally, the inference calls made changes directly to the data structure and there was an issue related to assigning values to variables. To avoid this issue, we used dictionaries. With the dictionary based implementation, we used deepcopy (i.e., pass by value rather than reference) to ensure that each recursive call used a unique copy of the three dictionaries discussed above. Additionally, we wrote a separate infer function which extended the AC-3 algorithm to operate on deep copies of the parameters (i.e., the three dictionaries). This resolved the problem we encountered with data structures.

Conclusion

Therefore, the dictionary based implementation of AC-3, revise, and backtrack-search is able to solve any sudoku given as an input in a matter of seconds. Please download the attached .zip file to view the code for the dictionary based implementation (required dependencies: numpy, pygame).