sudoko 0.6.0

A comprehensive Sudoku solving library with multiple strategies, puzzle generation, and WebAssembly support
Documentation
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
use crate::strategies::{get_all_strategies, SolvingStrategy};
use crate::sudoku::{Cell, Sudoku};
use rand::seq::SliceRandom;
use rand::{thread_rng, Rng};
use std::collections::HashMap;

#[derive(Debug, Clone)]
pub struct SolverStats {
    pub strategies_used: HashMap<String, usize>,
    pub cells_filled: usize,
    pub iterations: usize,
    pub backtrack_steps: usize,
}

impl Default for SolverStats {
    fn default() -> Self {
        Self::new()
    }
}

impl SolverStats {
    pub fn new() -> Self {
        Self {
            strategies_used: HashMap::new(),
            cells_filled: 0,
            iterations: 0,
            backtrack_steps: 0,
        }
    }
}

pub struct SudokuSolver {
    strategies: Vec<Box<dyn SolvingStrategy>>,
    max_iterations: usize,
    use_backtracking: bool,
}

impl SudokuSolver {
    pub fn new() -> Self {
        Self {
            strategies: get_all_strategies(),
            max_iterations: 1000,
            use_backtracking: true,
        }
    }

    pub fn new_with_strategies(strategies: Vec<Box<dyn SolvingStrategy>>) -> Self {
        Self {
            strategies,
            max_iterations: 1000,
            use_backtracking: true,
        }
    }

    pub fn set_max_iterations(&mut self, max_iterations: usize) {
        self.max_iterations = max_iterations;
    }

    pub fn set_use_backtracking(&mut self, use_backtracking: bool) {
        self.use_backtracking = use_backtracking;
    }

    pub fn solve(&mut self, mut sudoku: Sudoku) -> Result<Sudoku, String> {
        if !sudoku.is_valid() {
            return Err("Invalid initial state".to_string());
        }

        let mut stats = SolverStats::new();

        // First, try logical strategies
        if self.solve_with_strategies(&mut sudoku, &mut stats) {
            return Ok(sudoku);
        }

        // If logical strategies aren't enough, use backtracking
        if self.use_backtracking
            && self.solve_with_backtracking(&mut sudoku, &mut stats) {
                return Ok(sudoku);
            }

        if sudoku.is_complete() && sudoku.is_valid() {
            Ok(sudoku)
        } else {
            Err("No solution found".to_string())
        }
    }

    pub fn solve_with_stats(
        &mut self,
        mut sudoku: Sudoku,
    ) -> Result<(Sudoku, SolverStats), String> {
        if !sudoku.is_valid() {
            return Err("Invalid initial state".to_string());
        }

        let mut stats = SolverStats::new();

        // First, try logical strategies
        if self.solve_with_strategies(&mut sudoku, &mut stats) {
            return Ok((sudoku, stats));
        }

        // If logical strategies aren't enough, use backtracking
        if self.use_backtracking
            && self.solve_with_backtracking(&mut sudoku, &mut stats) {
                return Ok((sudoku, stats));
            }

        if sudoku.is_complete() && sudoku.is_valid() {
            Ok((sudoku, stats))
        } else {
            Err("No solution found".to_string())
        }
    }

    fn solve_with_strategies(&self, sudoku: &mut Sudoku, stats: &mut SolverStats) -> bool {
        let mut progress = true;

        while progress && !sudoku.is_complete() && stats.iterations < self.max_iterations {
            progress = false;
            stats.iterations += 1;

            for strategy in &self.strategies {
                let initial_empty_count = self.count_empty_cells(sudoku);

                if strategy.apply(sudoku) {
                    let final_empty_count = self.count_empty_cells(sudoku);
                    let cells_filled = initial_empty_count - final_empty_count;

                    stats.cells_filled += cells_filled;
                    *stats
                        .strategies_used
                        .entry(strategy.name().to_string())
                        .or_insert(0) += 1;

                    progress = true;

                    if !sudoku.is_valid() {
                        return false;
                    }
                }
            }
        }

        sudoku.is_complete() && sudoku.is_valid()
    }

    fn solve_with_backtracking(&self, sudoku: &mut Sudoku, stats: &mut SolverStats) -> bool {
        if sudoku.is_complete() {
            return sudoku.is_valid();
        }

        // Find the empty cell with the fewest candidates (MRV heuristic)
        let (row, col) = match self.find_best_empty_cell(sudoku) {
            Some(pos) => pos,
            None => return sudoku.is_valid(),
        };

        let candidates = sudoku.get_candidates(row, col);

        for &value in &candidates {
            if sudoku.set(row, col, value).is_ok() {
                stats.backtrack_steps += 1;

                if sudoku.is_valid()
                    && self.solve_with_backtracking(sudoku, stats) {
                        return true;
                    }

                // Backtrack
                sudoku.set(row, col, 0).unwrap();
            }
        }

        false
    }

    fn find_best_empty_cell(&self, sudoku: &Sudoku) -> Option<(usize, usize)> {
        let mut best_cell = None;
        let mut min_candidates = usize::MAX;

        for row in 0..sudoku.size {
            for col in 0..sudoku.size {
                if sudoku.grid[row][col].is_empty() {
                    let candidates = sudoku.get_candidates(row, col);
                    if candidates.len() < min_candidates {
                        min_candidates = candidates.len();
                        best_cell = Some((row, col));

                        // If we find a cell with no candidates, return immediately
                        if min_candidates == 0 {
                            return best_cell;
                        }
                    }
                }
            }
        }

        best_cell
    }

    fn count_empty_cells(&self, sudoku: &Sudoku) -> usize {
        let mut count = 0;
        for row in 0..sudoku.size {
            for col in 0..sudoku.size {
                if sudoku.grid[row][col].is_empty() {
                    count += 1;
                }
            }
        }
        count
    }

    pub fn get_hint(&mut self, sudoku: &mut Sudoku) -> Option<(usize, usize, u8)> {
        // Try to find a cell that can be filled using logical strategies
        for row in 0..sudoku.size {
            for col in 0..sudoku.size {
                if sudoku.grid[row][col].is_empty() {
                    let candidates = sudoku.get_candidates(row, col);
                    if candidates.len() == 1 {
                        let value = *candidates.iter().next().unwrap();
                        return Some((row, col, value));
                    }
                }
            }
        }

        // If no naked singles, try hidden singles
        for strategy in &self.strategies {
            if strategy.name() == "Hidden Singles" {
                let mut temp_sudoku = sudoku.clone();
                if strategy.apply(&mut temp_sudoku) {
                    // Find the difference
                    for row in 0..sudoku.size {
                        for col in 0..sudoku.size {
                            if sudoku.grid[row][col] != temp_sudoku.grid[row][col] {
                                if let Some(value) = temp_sudoku.grid[row][col].value() {
                                    return Some((row, col, value));
                                }
                            }
                        }
                    }
                }
            }
        }

        None
    }

    pub fn validate_solution(&self, sudoku: &Sudoku) -> bool {
        sudoku.is_complete() && sudoku.is_valid()
    }

    pub fn count_solutions(&mut self, mut sudoku: Sudoku, max_solutions: usize) -> usize {
        let mut count = 0;
        self.count_solutions_recursive(&mut sudoku, &mut count, max_solutions);
        count
    }

    fn count_solutions_recursive(
        &self,
        sudoku: &mut Sudoku,
        count: &mut usize,
        max_solutions: usize,
    ) {
        if *count >= max_solutions {
            return;
        }

        if sudoku.is_complete() {
            if sudoku.is_valid() {
                *count += 1;
            }
            return;
        }

        let (row, col) = match sudoku.find_empty_cell() {
            Some(pos) => pos,
            None => return,
        };

        let candidates = sudoku.get_candidates(row, col);

        for &value in &candidates {
            if sudoku.set(row, col, value).is_ok() {
                if sudoku.is_valid() {
                    self.count_solutions_recursive(sudoku, count, max_solutions);
                }
                sudoku.set(row, col, 0).unwrap();
            }
        }
    }

    pub fn generate_puzzle(
        &mut self,
        size: usize,
        difficulty: Difficulty,
    ) -> Result<Sudoku, String> {
        let mut sudoku = Sudoku::new(size);
        let mut rng = thread_rng();

        // Fill the diagonal boxes first (they don't interfere with each other)
        // Randomize the order of filling diagonal boxes for more variety
        let box_size = sudoku.box_size;
        let mut diagonal_indices: Vec<usize> = (0..box_size).collect();
        diagonal_indices.shuffle(&mut rng);

        for &i in &diagonal_indices {
            self.fill_box(&mut sudoku, i * box_size, i * box_size)?;
        }

        // Solve the complete puzzle
        let full_solution = self.solve(sudoku.clone())?;

        // Remove cells based on difficulty with some randomization
        let base_cells_to_remove = match difficulty {
            Difficulty::Easy => size * size * 40 / 100, // Remove 40%
            Difficulty::Medium => size * size * 50 / 100, // Remove 50%
            Difficulty::Hard => size * size * 60 / 100, // Remove 60%
            Difficulty::Expert => size * size * 70 / 100, // Remove 70%
        };

        // Add some randomization to the number of cells removed (±5%)
        let variation = (base_cells_to_remove as f32 * 0.05) as usize;
        let cells_to_remove = if variation > 0 {
            let min_remove = base_cells_to_remove.saturating_sub(variation);
            let max_remove = base_cells_to_remove + variation;
            rng.gen_range(min_remove..=max_remove.min(size * size - 17)) // Ensure at least 17 clues
        } else {
            base_cells_to_remove
        };

        self.remove_cells_symmetrically(full_solution, cells_to_remove)
    }

    fn fill_box(
        &self,
        sudoku: &mut Sudoku,
        start_row: usize,
        start_col: usize,
    ) -> Result<(), String> {
        let mut values: Vec<u8> = (1..=sudoku.size as u8).collect();

        // Shuffle values randomly
        values.shuffle(&mut thread_rng());

        let mut idx = 0;
        for row in start_row..start_row + sudoku.box_size {
            for col in start_col..start_col + sudoku.box_size {
                sudoku.set(row, col, values[idx])?;
                idx += 1;
            }
        }

        Ok(())
    }

    fn remove_cells_symmetrically(
        &self,
        mut sudoku: Sudoku,
        cells_to_remove: usize,
    ) -> Result<Sudoku, String> {
        let mut removed = 0;
        let size = sudoku.size;
        let mut rng = thread_rng();

        // Create a list of all cell positions
        let mut positions: Vec<(usize, usize)> = (0..size)
            .flat_map(|i| (0..size).map(move |j| (i, j)))
            .collect();

        // Shuffle the positions randomly
        positions.shuffle(&mut rng);

        // Remove cells randomly while maintaining some symmetry
        for &(row, col) in &positions {
            if removed >= cells_to_remove {
                break;
            }

            // Remove current cell
            if sudoku.grid[row][col] != Cell::Empty {
                sudoku.grid[row][col] = Cell::Empty;
                removed += 1;

                // Optionally remove symmetric cell (not always for more variety)
                if removed < cells_to_remove && rng.gen_bool(0.7) {
                    let sym_row = size - 1 - row;
                    let sym_col = size - 1 - col;
                    if (sym_row != row || sym_col != col)
                        && sudoku.grid[sym_row][sym_col] != Cell::Empty {
                            sudoku.grid[sym_row][sym_col] = Cell::Empty;
                            removed += 1;
                        }
                }
            }
        }

        Ok(sudoku)
    }

    pub fn solve_step(&self, sudoku: &mut Sudoku) -> bool {
        for strategy in &self.strategies {
            if strategy.apply(sudoku) {
                return true;
            }
        }
        false
    }
}

#[derive(Debug, Clone, Copy)]
pub enum Difficulty {
    Easy,
    Medium,
    Hard,
    Expert,
}

impl Default for SudokuSolver {
    fn default() -> Self {
        Self::new()
    }
}