Sudoku Hands-on Training Masters Project Presentation Yiqi Gao March 19, 2014.
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Transcript of Sudoku Hands-on Training Masters Project Presentation Yiqi Gao March 19, 2014.
Sudoku Hands-on TrainingMasters Project Presentation
Yiqi Gao
March 19, 2014
PROJECT MOTIVATION
• Passion for Sudoku
• Missing pages found on the flight to Mexico
• Thrill of building an expert system with user interface by integrating Clips with Java
BACKGROUND
• Sudoku – 数独 sūdoku, Digit-single– Originally called Number
Place, is a logic-based, combinatorial number-placement puzzle
BACKGROUND
• Sudoku– The objective is to fill the playing board
with digits so that each row, column and box contains all of the digits from 1 to 9.
– The same single integer can only appear once in each row, column or box
INTRODUCTION
• Objective– Part I: Show solution to a given Sudoku
puzzle step by step with detailed illustration– Part II: Introduce user interaction that could
tell whether user gives the answer by guessing or reasoning and only accept answers got by reasoning
INTRODUCTION
• Design Choice– Clips (Inference Engine): a public domain
software tool for building expert systems– Swing (User Interface): Java GUI widget
toolkit– Jess (IE & UI Interaction): a rule engine for
the Java platform, which is a superset of the CLIPS programming language
INTRODUCTION• User Interface
Checkerboard
Buttons
InfoBar
INTRODUCTION• Functions
– Quick Start with a built-in Sudoku puzzle
INTRODUCTION• Functions
– Initialize your own Sudoku puzzle
INTRODUCTION• Functions
– Try a number to check the correctness
INTRODUCTION• Functions
– Step to get a currently possible answer
INTRODUCTION• Functions
– Solve the puzzle immediately
INTRODUCTION• Functions
– Clear the playing board
INTRODUCTION
• Difficulties & Solutions (Part I)– How to make the sequence of outcomes
more natural (close to the sequence when done by human) ?
– Declare different salience for rules
INTRODUCTION
• Difficulties & Solutions (Part I)– How to illustrate the reasoning for each
step on the playing board?– Trace the rules that make a cell have only
one possibility, color the related cells and give the reasoning
INTRODUCTION
• Difficulties & Solutions (Part II)– How to interact with user?– Take user input as an assertion of fact,
modify the rules to make the inference engine run again with the new fact and after checking the correctness, retract the fact
INTRODUCTION
• Difficulties & Solutions (Part II)– Sudoku is a constraint satisfaction
problem, and usually more than one cell is available at a point, thus choosing different cells makes different paths.
– However, inference engine could only get one path at a point
INTRODUCTION
• Difficulties & Solutions (Part II)– How to check the correctness if the cell is
not the first on the path?– Instead of a depth-first way of thinking,
keep the possibilities of the cells before they get to one, put them in a list, thus all the currently available cells are in the list until the inference engine has no rule to trigger, then compare the cell with the list
PROJECT STRUCTURE
PROJECT STRUCTURE
Captured from lecture notes of CAP 5635 Artificial Intelligence
• System Architecture:
Sudoku Rules & Patterns
Sudoku Problem
Sudoku Board
EXPERT KNOWLEDGE
• Sudoku Rules– Each row, column and box contains all of
the digits from 1 to 9– The same single integer can only appear
once in each row, column and box
EXPERT KNOWLEDGE
• Solving Patterns– Sole Candidate– Unique Candidate– Box and column /
Row Interaction– Box / Box
Interaction
http://www.kristanix.com/sudokuepic/sudoku-solving-techniques.php
EXPERT KNOWLEDGE
• Solving Patterns– Naked
Subset – Hidden
subset
http://www.kristanix.com/sudokuepic/sudoku-solving-techniques.php
INFERENCE ENGINE
• Facts– Cell: 9×9 facts recording the information of
each cell and 20+ facts for the puzzle (box 0)
INFERENCE ENGINE
• Facts– Current: 1 fact recording current status and
currently available results
INFERENCE ENGINE
• Rules– Initialize puzzle: extract the (possibilities ?)
value from puzzle(20+ Cell facts) to board(9×9 Cell facts) and retract these facts after initialization so that there are always 9×9 Cell facts afterwards
INFERENCE ENGINE
• Rules– All elimination rules: each time eliminate
only one number from a cell; if after elimination the cell has only one possibility, then keep that number so that the cell has two possibilities and put this cell and its value in the current results list, meanwhile trace the rules and related cells
USER INTERFACE
• Sudoku Board– Board/Box/Cell– CardLayout
(JLabel/InputBox) for Cell
USER INTERFACE
• Buttons & InfoBar– JButton– JLabel
IE & UI INTERACTION
• Assert new facts for user input with Jess
• Get slot values from facts and show the information on User Interface after reorganization
EXPECTED RESULTS
• Two Parts (Both Finished)– Part I: Show solution to a given Sudoku
puzzle step by step with detailed illustration
– Part II: Introduce user interaction that could tell whether the user gives the answer by guessing or reasoning and only accept answers got by reasoning
RESULTS
RESULTS
RESULTS
RESULTS
RESULTS
RESULTS
RESULTS
RESULTS
MAIN INNOVATIONS
• Teaching with detailed illustrations– Part I : Colored cells with reasoning
• Training rather than just teaching– Part II : Be able to tell whether the user
gets the answer by guessing or reasoning and only accept answers got by reasoning
PROJECT SUMMARY
• Sudoku teaching and training tool
• Clips and Java integration
• Expert system with GUI
• User interaction