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I wouldn't call constraint propagation 'brute-force'. It isn't enumerating every combination of values and backtracking (as either a non-contstraint Prolog program or a C program with up to 81 nested for-loops would). Rather, it's removing every possibility that has already been canceled out (constraint propagation), then saving undo information, making one guess, and seeing if that sets off another chain reaction or reaches a solution. Fsx Aerosoft Weeze X 1000 Islands. He acknowledges the possibility of using more 'reasoning' in the article, but dismisses it: ' We could try to code more sophisticated strategies. For example, the naked twins strategy looks for two squares in the same unit that both have the same two possible digits. [. Authorize Code Autocad 2004 On Windows there. ] Coding up strategies like this is a possible route, but would require hundreds of lines of code (there are dozens of these strategies), and we'd never be sure if we could solve every puzzle.'
If you want to read more about constraint programming, there is an excellent overview chapter in CTM (). 'The Art of the Propagator' () is also good, though it focuses more on arithmetic value propagation than set propagation problems like sudoku. For more advanced material, look at the clp(FD) papers by Danial Diaz (); familiarity with Prolog terminology will be helpful. You are right that 'the purpose of many the constraint techniques seem to be aimed at creating puzzles that are amenable to humans, not solving them' I shared the link because I found his sudoku generator and the constraint methods interesting. >That would be backtracking.
Let me quote the first para in full: The solver uses depth first and/or breadth first tree search with constraint propagation to prune the search for the next best move (forms of forward checking.) There are space/time tradeoffs between depth/breadth first search and the constraints used; sudoku(1) has options to control the combinations. The common characteristic for all constraints, here and elsewhere, is that they avoid trial and error. Its fine for a computer to guess and backtrack but a definite breach of puzzle manners to require a human to do so. I could be wrong but, yes, it does use backtracking to find the constraint that can give a number for an empty cell but it never has to change a number it has put in a cell. That differs from the trial and error approach that moves forward by guessing values and checking if it leads to a valid solution. That is not true. Connect Xbox 360 Controller Pc Vista.
They're typically designed to be unambiguous (only one correct solution), so in that sense there is always a 'correct' move. However, finding that correct move is exactly as hard, in the computational sense, as finding the solution to the entire puzzle. 1 2 >... ... .. >------+-------+------ >.. >------+-------+------ >.. There should only be one solution.
Enjoy yourself, and remember: No guessing!