Araştırma Makalesi
BibTex RIS Kaynak Göster

SOLVING SUDOKU PUZZLE with NUMBERS RECOGNIZED by USING ARTIFICIAL NEURAL NETWORKS

Yıl 2017, Cilt: 17 Sayı: 1, 3239 - 3247, 27.03.2017

Öz

This paper proposed a method to solve 9×9 SUDOKU puzzles automatically. To this end, a captured puzzle
image is used, the numbers in this image are recognized by using Artificial Neural Networks (ANN) and a 9×9 number
array with these numbers is constituted, respectively. Then, the proposed method is applied to the prepared numerical
array for solving the puzzle. The validity of the proposed method is demonstrated with results from an example 9 × 9
SUDOKU puzzle image.

Kaynakça

  • [1] M. Simkova, “Using of Computer Games in Supporting Education”, Procedia - Social and Behavioral Sciences, 141, pp.1224-1227, 2014.
  • [2] Y.G. Butler, “The use of computer games as foreign language learning tasks for digital natives”, System, 54,pp.91- 102, 2015.
  • [3] G.G. Smith, M. Li, J. Drobisz, H.R. Park, D. Kim, and S.D. Smith, “Play games or study? Computer games in eBooks to learn English vocabulary”, Computers and Education, 69, pp.274-286, 2013.
  • [4] N. Alias, F. Rosman, M.N.A. Rahman and D. Dewitt, “The Potential of Video Game in Malay Language Learning for Foreign Students in a Public Higher Education Institution”, Procedia - Social and Behavioral Sciences, 176, pp.1020-1027, 2015.
  • [5] I. Ahmad and A. Jaafar, “Computer Games: Implementation into Teaching and Learning”, Procedia - Social and Behavioral Sciences, 59, pp.515-519, 2012.
  • [6] H.D. Mo and R.G. Xu, “Sudoku Square - a New Design in Field”, Acta Agronomica Sinica, 34(9), pp.1489-1493, 2008.
  • [7] R. Kampf and E. Cuhadar, “Do computer games enhance learning about conflicts? A cross-national inquiry into proximate and distant scenarios in Global Conflicts”, Computers in Human Behavior, 52(C), pp.541-549, 2015.
  • [8] H. Mahmoudi, M. Koushafar, J.A. Saribagloo, and G. Pashavi, “The Efect of Computer Games on Speed, Attention and Consistency of Learning Mathematics among Students”, Procedia - Social and Behavioral Sciences, 76, pp.419-424, 2015.
  • [9] M. Bakker, M. Heuvel-Panhuizen and A. Robitzsch, “Effects of playing mathematics computer games on primary school students multiplicative reasoning ability”, Contemporary Educational Psychology, 40, pp.55-71, 2015.
  • [10] F. Ke, “Computer-game- based tutoring of mathematics”, Computers and Education, 60(1), pp.448-457, 2013.
  • [11] F. Ke, “An implementation of design-based learning through creating educational computer games: A case study on mathematics learning during design and computing”, Computers and Education, 73, pp.26-39, 2014.
  • [12] J. Cooper and A. Kirkpatrick, “Critical sets for Sudoku and general graph colorings”, Discrete Mathematics, 315-316, pp.112-119, 2014.
  • [13] S.K. Jones, S. Perkins and P.A. Roach, “Properties, isomorphismsand enumeration of 2-Quasi- Magic Sudoku grids”, Discrete Mathematics, 311(13), pp.1098-1110, 2011.
  • [14] R. Soto, B. Crawford, C. Galleguillos, E. Monfroy and F. Paredes, “A hybrid AC3-tabu search algorithm for solving Sudoku puzzles”, Expert Systems with Applications, 40(15), pp.5817-5821, 2013.
  • [15] A.K. Maji, S. Jana and R.K. Pal, “An Algorithm for Generating only Desired Permutations for Solving Sudoku Puzzle”, Procedia Technology, 10, pp.392-399, 2013.
  • [16] D. Dor and U. Zwick, “SOKOBAN and other motion planning problems. Computational Geometry, 13(4), pp.215-228, 1999.
  • [17] R.A. Hearn and E.D. Demaine, “PSPACE-completeness of sliding-block puzzles and other problems through the nondeterministic constraintlogic model of computation”, Theoretical Computer Science, 343(1-2), pp.72-96, 2005.
  • [18] T. Anthony, D. Polani and C.L. Nehaniv, “General Self-Motivation and Strategy Identification: Case Studies Based on Sokoban and Pac-Man”, IEEE Transactions on Computational Intelligence and AI in Games, 6(1), pp.1-17, 2014.
  • [19] M. Mahdian and E.S. Mahmoodian, “Sudoku Rectangle Completion”, Electronic Notes in Discrete Mathematics, 49, pp.747-755, 2015.
  • [20] R. Bejar, C. Fernandez, C. Mateu and M. Valls, “The Sudoku completion problem with rectangular hole pattern is NP-complete”, Discrete Mathematics, 312, pp.3306-3315, 2012.
  • [21] G. Santos-Garcia and M. Palomino, “Solving Sudoku Puzzles with Rewriting Rules”, Electronic Notes in Theoretical Computer Science, 176, pp.79-93, 2007.
  • [22] K. Levenberg, “A method for the solution of certain problems in least squares”, Quarterly of Applied Mathematics, 5, pp.164-168, 1944.
  • [23] D. Marquardt, “An algorithm for least-squares estimation of nonlinear parameters”, SIAM Journal on Applied Mathematics, 11, pp.431-441, 1963.
  • [24] S. Haykin, “Neural Networks and Learning Machines” (3rd ed.). Prentice Hall.
  • [25] S. Sevgen, E. Arslan and R. Samli, “Number Recognition of Sudoku Grid Image with Artificial Neural Networks”, In Proceedings of 22nd International Conference on Neural Information Processing (ICONIP 2015), pp.540-547, 2015.
Yıl 2017, Cilt: 17 Sayı: 1, 3239 - 3247, 27.03.2017

Öz

Kaynakça

  • [1] M. Simkova, “Using of Computer Games in Supporting Education”, Procedia - Social and Behavioral Sciences, 141, pp.1224-1227, 2014.
  • [2] Y.G. Butler, “The use of computer games as foreign language learning tasks for digital natives”, System, 54,pp.91- 102, 2015.
  • [3] G.G. Smith, M. Li, J. Drobisz, H.R. Park, D. Kim, and S.D. Smith, “Play games or study? Computer games in eBooks to learn English vocabulary”, Computers and Education, 69, pp.274-286, 2013.
  • [4] N. Alias, F. Rosman, M.N.A. Rahman and D. Dewitt, “The Potential of Video Game in Malay Language Learning for Foreign Students in a Public Higher Education Institution”, Procedia - Social and Behavioral Sciences, 176, pp.1020-1027, 2015.
  • [5] I. Ahmad and A. Jaafar, “Computer Games: Implementation into Teaching and Learning”, Procedia - Social and Behavioral Sciences, 59, pp.515-519, 2012.
  • [6] H.D. Mo and R.G. Xu, “Sudoku Square - a New Design in Field”, Acta Agronomica Sinica, 34(9), pp.1489-1493, 2008.
  • [7] R. Kampf and E. Cuhadar, “Do computer games enhance learning about conflicts? A cross-national inquiry into proximate and distant scenarios in Global Conflicts”, Computers in Human Behavior, 52(C), pp.541-549, 2015.
  • [8] H. Mahmoudi, M. Koushafar, J.A. Saribagloo, and G. Pashavi, “The Efect of Computer Games on Speed, Attention and Consistency of Learning Mathematics among Students”, Procedia - Social and Behavioral Sciences, 76, pp.419-424, 2015.
  • [9] M. Bakker, M. Heuvel-Panhuizen and A. Robitzsch, “Effects of playing mathematics computer games on primary school students multiplicative reasoning ability”, Contemporary Educational Psychology, 40, pp.55-71, 2015.
  • [10] F. Ke, “Computer-game- based tutoring of mathematics”, Computers and Education, 60(1), pp.448-457, 2013.
  • [11] F. Ke, “An implementation of design-based learning through creating educational computer games: A case study on mathematics learning during design and computing”, Computers and Education, 73, pp.26-39, 2014.
  • [12] J. Cooper and A. Kirkpatrick, “Critical sets for Sudoku and general graph colorings”, Discrete Mathematics, 315-316, pp.112-119, 2014.
  • [13] S.K. Jones, S. Perkins and P.A. Roach, “Properties, isomorphismsand enumeration of 2-Quasi- Magic Sudoku grids”, Discrete Mathematics, 311(13), pp.1098-1110, 2011.
  • [14] R. Soto, B. Crawford, C. Galleguillos, E. Monfroy and F. Paredes, “A hybrid AC3-tabu search algorithm for solving Sudoku puzzles”, Expert Systems with Applications, 40(15), pp.5817-5821, 2013.
  • [15] A.K. Maji, S. Jana and R.K. Pal, “An Algorithm for Generating only Desired Permutations for Solving Sudoku Puzzle”, Procedia Technology, 10, pp.392-399, 2013.
  • [16] D. Dor and U. Zwick, “SOKOBAN and other motion planning problems. Computational Geometry, 13(4), pp.215-228, 1999.
  • [17] R.A. Hearn and E.D. Demaine, “PSPACE-completeness of sliding-block puzzles and other problems through the nondeterministic constraintlogic model of computation”, Theoretical Computer Science, 343(1-2), pp.72-96, 2005.
  • [18] T. Anthony, D. Polani and C.L. Nehaniv, “General Self-Motivation and Strategy Identification: Case Studies Based on Sokoban and Pac-Man”, IEEE Transactions on Computational Intelligence and AI in Games, 6(1), pp.1-17, 2014.
  • [19] M. Mahdian and E.S. Mahmoodian, “Sudoku Rectangle Completion”, Electronic Notes in Discrete Mathematics, 49, pp.747-755, 2015.
  • [20] R. Bejar, C. Fernandez, C. Mateu and M. Valls, “The Sudoku completion problem with rectangular hole pattern is NP-complete”, Discrete Mathematics, 312, pp.3306-3315, 2012.
  • [21] G. Santos-Garcia and M. Palomino, “Solving Sudoku Puzzles with Rewriting Rules”, Electronic Notes in Theoretical Computer Science, 176, pp.79-93, 2007.
  • [22] K. Levenberg, “A method for the solution of certain problems in least squares”, Quarterly of Applied Mathematics, 5, pp.164-168, 1944.
  • [23] D. Marquardt, “An algorithm for least-squares estimation of nonlinear parameters”, SIAM Journal on Applied Mathematics, 11, pp.431-441, 1963.
  • [24] S. Haykin, “Neural Networks and Learning Machines” (3rd ed.). Prentice Hall.
  • [25] S. Sevgen, E. Arslan and R. Samli, “Number Recognition of Sudoku Grid Image with Artificial Neural Networks”, In Proceedings of 22nd International Conference on Neural Information Processing (ICONIP 2015), pp.540-547, 2015.
Toplam 25 adet kaynakça vardır.

Ayrıntılar

Konular Mühendislik
Bölüm Makaleler
Yazarlar

Selcuk Sevgen

Emel Arslan

Ruya Samlı

Yayımlanma Tarihi 27 Mart 2017
Yayımlandığı Sayı Yıl 2017 Cilt: 17 Sayı: 1

Kaynak Göster

APA Sevgen, S., Arslan, E., & Samlı, R. (2017). SOLVING SUDOKU PUZZLE with NUMBERS RECOGNIZED by USING ARTIFICIAL NEURAL NETWORKS. IU-Journal of Electrical & Electronics Engineering, 17(1), 3239-3247.
AMA Sevgen S, Arslan E, Samlı R. SOLVING SUDOKU PUZZLE with NUMBERS RECOGNIZED by USING ARTIFICIAL NEURAL NETWORKS. IU-Journal of Electrical & Electronics Engineering. Mart 2017;17(1):3239-3247.
Chicago Sevgen, Selcuk, Emel Arslan, ve Ruya Samlı. “SOLVING SUDOKU PUZZLE With NUMBERS RECOGNIZED by USING ARTIFICIAL NEURAL NETWORKS”. IU-Journal of Electrical & Electronics Engineering 17, sy. 1 (Mart 2017): 3239-47.
EndNote Sevgen S, Arslan E, Samlı R (01 Mart 2017) SOLVING SUDOKU PUZZLE with NUMBERS RECOGNIZED by USING ARTIFICIAL NEURAL NETWORKS. IU-Journal of Electrical & Electronics Engineering 17 1 3239–3247.
IEEE S. Sevgen, E. Arslan, ve R. Samlı, “SOLVING SUDOKU PUZZLE with NUMBERS RECOGNIZED by USING ARTIFICIAL NEURAL NETWORKS”, IU-Journal of Electrical & Electronics Engineering, c. 17, sy. 1, ss. 3239–3247, 2017.
ISNAD Sevgen, Selcuk vd. “SOLVING SUDOKU PUZZLE With NUMBERS RECOGNIZED by USING ARTIFICIAL NEURAL NETWORKS”. IU-Journal of Electrical & Electronics Engineering 17/1 (Mart 2017), 3239-3247.
JAMA Sevgen S, Arslan E, Samlı R. SOLVING SUDOKU PUZZLE with NUMBERS RECOGNIZED by USING ARTIFICIAL NEURAL NETWORKS. IU-Journal of Electrical & Electronics Engineering. 2017;17:3239–3247.
MLA Sevgen, Selcuk vd. “SOLVING SUDOKU PUZZLE With NUMBERS RECOGNIZED by USING ARTIFICIAL NEURAL NETWORKS”. IU-Journal of Electrical & Electronics Engineering, c. 17, sy. 1, 2017, ss. 3239-47.
Vancouver Sevgen S, Arslan E, Samlı R. SOLVING SUDOKU PUZZLE with NUMBERS RECOGNIZED by USING ARTIFICIAL NEURAL NETWORKS. IU-Journal of Electrical & Electronics Engineering. 2017;17(1):3239-47.