A JIGSAW SUDOKU GENERATOR AND SOLVER PROJECT
This report discusses the game of Jigsaw Sudoku. The main aim of the project is to create a program which can generate and solve Jigsaw Sudoku. Algorithms are discussed dealing with the creation of Jigsaw Sudoku puzzles. Strategies for solution of Sudoku and Jigsaw Sudoku are defined and a method of linking these strategies is dealt with. A discourse of the mathematics associated with Jigsaw Sudoku is provided, including sections on the Four-Colour Theorem and setting of hints. An analysis of the effects of the number of hints on solvability is carried out. Evaluations of the success of the project are made and extensions are indicated. A conclusion and summary of the project as a whole is provided.
This section introduces the reader to the games of Sudoku and Jigsaw Sudoku. The rules of the games are explained and uniqueness is discussed. A range of mathematical facts about Sudoku are imparted and the idea of using strategies to solve a grid is presented.
Here, a more specific discussion of the project shall be carried out. The main aim of the project is announced, as well as a consideration of the merits of project. Challenges identified within the project are also described.
This chapter addresses the main challenges associated with the creation of a playable Jigsaw Sudoku puzzle. The problem of creating a grid of randomly shaped pieces is considered, followed by the question of setting the hints.
Here I shall explain a selection of the strategies used in the report.To begin, there shall be an explanation of the difficulty of a strategy and the term possibility. A selection of strategies will then be outlined.
Usability covers the extra bits of implementation which makes the game usable and playable. Firstly, the functionality of the game itself is discussed. Following this is a discourse of the Four-Colour Threorem, which I have used in the game.