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| 1 | +using SimpleSudokuSolver.Model; |
| 2 | +using System.Collections.Generic; |
| 3 | +using System.Linq; |
| 4 | + |
| 5 | +namespace SimpleSudokuSolver.Strategy |
| 6 | +{ |
| 7 | + /// <summary> |
| 8 | + /// Implements brute-force search to find a solution for the puzzle. |
| 9 | + /// </remarks> |
| 10 | + /// <remarks> |
| 11 | + /// See also: |
| 12 | + /// - https://en.wikipedia.org/wiki/Sudoku_solving_algorithms#Backtracking |
| 13 | + /// </remarks> |
| 14 | + public class Backtracking : ISudokuSolverStrategy |
| 15 | + { |
| 16 | + public string StrategyName => "Backtracking (brute-force)"; |
| 17 | + |
| 18 | + public SingleStepSolution SolveSingleStep(SudokuPuzzle sudokuPuzzle) |
| 19 | + { |
| 20 | + var sudokuPuzzleCopy = GetDeepCopy(sudokuPuzzle); |
| 21 | + bool isSolved = SolvePuzzle(sudokuPuzzleCopy); |
| 22 | + if (!isSolved) |
| 23 | + return null; |
| 24 | + |
| 25 | + // find first cell with no value |
| 26 | + var cellWithNoValue = sudokuPuzzle.Cells.OfType<Cell>().First(x => !x.HasValue); |
| 27 | + |
| 28 | + // return value of that cell |
| 29 | + return new SingleStepSolution(cellWithNoValue.RowIndex, cellWithNoValue.ColumnIndex, |
| 30 | + sudokuPuzzleCopy.Cells[cellWithNoValue.RowIndex, cellWithNoValue.ColumnIndex].Value, StrategyName); |
| 31 | + } |
| 32 | + |
| 33 | + private SudokuPuzzle GetDeepCopy(SudokuPuzzle sudokuPuzzle) |
| 34 | + { |
| 35 | + var copy = new SudokuPuzzle(sudokuPuzzle.ToIntArray()); |
| 36 | + foreach (var cell in sudokuPuzzle.Cells) |
| 37 | + { |
| 38 | + if (!cell.HasValue) |
| 39 | + { |
| 40 | + var cellInCopy = copy.Cells[cell.RowIndex, cell.ColumnIndex]; |
| 41 | + cellInCopy.CanBe.Clear(); |
| 42 | + cellInCopy.CanBe.AddRange(cell.CanBe); |
| 43 | + } |
| 44 | + } |
| 45 | + |
| 46 | + return copy; |
| 47 | + } |
| 48 | + |
| 49 | + private bool SolvePuzzle(SudokuPuzzle sudokuPuzzle) |
| 50 | + { |
| 51 | + if (sudokuPuzzle.IsSolved()) |
| 52 | + return true; |
| 53 | + |
| 54 | + var unsolvedCells = sudokuPuzzle.Cells.OfType<Cell>().Where(x => !x.HasValue).OrderBy(x => x.CanBe.Count).ToArray(); |
| 55 | + |
| 56 | + // for each cell |
| 57 | + foreach (var cell in unsolvedCells) |
| 58 | + { |
| 59 | + var row = sudokuPuzzle.Rows[cell.RowIndex]; |
| 60 | + var column = sudokuPuzzle.Columns[cell.ColumnIndex]; |
| 61 | + var blockIndex = sudokuPuzzle.GetBlockIndex(cell); |
| 62 | + var block = sudokuPuzzle.Blocks[blockIndex.RowIndex, blockIndex.ColumnIndex]; |
| 63 | + |
| 64 | + var potentialCellValues = new List<int>(cell.CanBe); |
| 65 | + |
| 66 | + // for each potential value |
| 67 | + foreach (var value in potentialCellValues) |
| 68 | + { |
| 69 | + var usedInRow = row.Cells.Count(x => x.Value == value) > 0; |
| 70 | + var usedInColumn = column.Cells.Count(x => x.Value == value) > 0; |
| 71 | + var usedInBlock = block.Cells.OfType<Cell>().Count(x => x.Value == value) > 0; |
| 72 | + |
| 73 | + // if potential value already used in row, column or block, skip it |
| 74 | + if (usedInRow || usedInColumn || usedInBlock) |
| 75 | + continue; |
| 76 | + |
| 77 | + // try to recursively solve the puzzle |
| 78 | + cell.Value = value; |
| 79 | + if (SolvePuzzle(sudokuPuzzle)) |
| 80 | + { |
| 81 | + return true; |
| 82 | + } |
| 83 | + // if puzzle cannot be solve, revert the value |
| 84 | + else |
| 85 | + { |
| 86 | + cell.Value = 0; |
| 87 | + cell.CanBe.AddRange(potentialCellValues); |
| 88 | + } |
| 89 | + } |
| 90 | + return false; |
| 91 | + } |
| 92 | + return false; |
| 93 | + } |
| 94 | + } |
| 95 | +} |
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