Programming Sudoku

Voorkant
Apress, 22 nov 2006 - 232 pagina's

Sudoku is a wildly popular puzzle game. Sudoku puzzles are 9x9 grids, and each square in the grid consists of a 3x3 subgrid called a region. Your goal is to fill in the squares so that each column, row, and region contains the numbers 1 through 9 exactly once. And some squares already contain numbers or symbols, which lend clues toward the solution.

Programming Sudoku provides you with great approaches to building and solving Sudoku and other similar puzzles. Using ingenious artificial intelligence and game theory techniques, you’ll learn how to get a computer to solve these puzzles for you.

This is a fun, intriguing read, whether you're a novice or advanced programmer. It acknowledges the .NET platform as a base, but you’ll find this book interesting whatever your programming background. The core techniques in the book enable you to solve Sudoku on any programming platform.

 

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Inhoudsopgave

What Is Sudoku?
1
CHAPTER
3
CHAPTER
6
Creating the Sudoku Application
11
Basic Sudoku Solving Technique
47
Intermediate Techniques
69
Advanced Techniques
95
Generating Sudoku Puzzles
139
Implementing the PuzzleGenerating Algorithm
148
Wiring Up the Logic with the User Interface
162
Summary
170
How to Play Kakuro
171
APPENDIX The SudokuPuzzle Class
181
INDEX
207
Copyright

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Over de auteur (2006)

Wei-Meng Lee is a technologist and founder of Developer Learning Solutions, a technology company that specializes in hands-on training for the latest Microsoft technologies. Wei-Meng speaks regularly at international conferences and has authored and coauthored numerous books on .NET, XML, and wireless technologies.

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