skip to main content
10.1145/3459104.3459176acmotherconferencesArticle/Chapter ViewAbstractPublication PagesiseeieConference Proceedingsconference-collections
short-paper

An Improved Hybrid Method Combining Backtracking with Pencil and Paper for Solving Sudoku Puzzles

Published:20 July 2021Publication History

ABSTRACT

Sudoku is a puzzle which can be solved by putting digits in a two-dimensional grid/matrix so that no row, column or sub-grid contains any digit more than once. Many methods as well as their hybrids are available to solve Sudoku puzzles. However, these methods face some shortcomings such as not being able to solve puzzles of different difficulty levels and being time-consuming. This is because of overlooking some constraints, leading to violations of Sudoku rules, and/or executing fruitless steps as well as missing potential opportunities to find a solution faster. In this paper, we propose an improved hybrid of backtracking algorithm and pencil and paper method to overcome the limitations of the existing methods. Experimental results show that the proposed method is more effective as well as efficient in solving puzzles of different difficulty levels than the other available methods.

References

  1. M.A. Al-Betar, M.A. Awadallah, A.L. Bolaji and B.O. Alijla, β-hill climbing algorithm for sudoku game. In 2017 Palestinian International Conference on Information and Communication Technology (PICICT) 2017 May 8 (pp. 84-8). IEEE.Google ScholarGoogle Scholar
  2. A.K. Maji, S. Jana and R.K. Pal, An algorithm for generating only desired permutations for solving Sudoku puzzle. Procedia Technology, 2013 Jan 1; 10:392-9.Google ScholarGoogle ScholarCross RefCross Ref
  3. E. Onokpasa, D. Bisandu and D. Bakwa, “A hybrid backtracking and pencil and paper Sudoku solver”, International Journal of Computer Applications, Volume 181, No. 47, pp. 39-43, 2019.Google ScholarGoogle ScholarCross RefCross Ref
  4. Learn-Sudoku.com, 2008, https://www.learn-sudoku.com/ [Accessed 20/11/2020]Google ScholarGoogle Scholar
  5. E. Chi and K. Lange, 2012. Techniques for Solving Sudoku Puzzles, pp 2,3 arXiv:1203.2295 [math.OC]Google ScholarGoogle Scholar
  6. Google (2019) available at https://drive.google.com/open?id=1C9ym99n7IXs QASwmZcLVDo57SGpxIX-E. (Accessed on 04/06/2019)Google ScholarGoogle Scholar
  7. www.sudoku.org.uk (2018) Available at http://www.sudoku.org.uk/Daily.asp Accessed on 20/05/2019Google ScholarGoogle Scholar
  8. www.aisudoku.com (2006) Available at http://www.aisudoku.com/index_en.html Accessed on 20/05/2019Google ScholarGoogle Scholar

Recommendations

Comments

Login options

Check if you have access through your login credentials or your institution to get full access on this article.

Sign in
  • Published in

    cover image ACM Other conferences
    ISEEIE 2021: 2021 International Symposium on Electrical, Electronics and Information Engineering
    February 2021
    644 pages
    ISBN:9781450389839
    DOI:10.1145/3459104

    Copyright © 2021 ACM

    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    • Published: 20 July 2021

    Permissions

    Request permissions about this article.

    Request Permissions

    Check for updates

    Qualifiers

    • short-paper
    • Research
    • Refereed limited

PDF Format

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

HTML Format

View this article in HTML Format .

View HTML Format