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Solving Sudoku with Consistency: A Visual and Interactive Approach

Ian Howell, Robert Woodward, Berthe Y. Choueiry, Christian Bessiere
2018 Proceedings of the Twenty-Seventh International Joint Conference on Artificial Intelligence  
We describe an online, interactive system with a graphical interface to illustrate the power and operation of consistency algorithms in a friendly and popular context, namely, solving Sudoku puzzles.  ...  From a scientific standpoint, we propose a new consistency property that can solve the hardest known 9×9 Sudoku instances without search, but leave open the question of the lowest level of consistency  ...  RI-1619344 and a UNL UCARE grant. Proceedings of the Twenty-Seventh International Joint Conference on Artificial Intelligence  ... 
doi:10.24963/ijcai.2018/852 dblp:conf/ijcai/HowellWCB18 fatcat:gblkpcqfzjfjtjxexvqjiyfe5i

A Prefiltered Cuckoo Search Algorithm with Geometric Operators for Solving Sudoku Problems

Ricardo Soto, Broderick Crawford, Cristian Galleguillos, Eric Monfroy, Fernando Paredes
2014 The Scientific World Journal  
In this paper, we present a new cuckoo search algorithm for solving Sudoku puzzles combining prefiltering phases and geometric operations.  ...  This integration leads to a more efficient domain filtering and as a consequence to a faster solving process.  ...  In [6] , a hill-climbing algorithm for Sudokus is reported. The approach succeeds in solving easy Sudoku instances, failing for medium and hard ones.  ... 
doi:10.1155/2014/465359 pmid:24707205 pmcid:PMC3953653 fatcat:swqgx7vumrfodjez4kto5jqtbi

A Novel Hybrid Flower Pollination Algorithm with Chaotic Harmony Search for Solving Sudoku Puzzles
English

Osama Abdel-Raouf, Mohamed Abdel-Baset, Ibrahim El-henawy
2014 International Journal of Engineering Trends and Technoloy  
The FPCHS algorithm is used to solve Sudoku puzzles. Numerical results show that the FPCHS is accurate and efficient in comparison with standard Harmony Search, (HS) algorithm.  ...  Flower Pollination algorithm (FP) is a new nature-inspired algorithm, based on the characteristics of flowering plants .In this paper, a new hybrid optimization method called improved Flower Pollination  ...  Deng and Li [13] used a hybrid approach by combining genetic algorithms and particle swarm optimization to solve Sudoku puzzles.  ... 
doi:10.14445/22315381/ijett-v7p225 fatcat:dyj6w37wwndwldlodiv2cpwvoe

A Novel Hybrid Flower Pollination Algorithm with Chaotic Harmony Search for Solving Sudoku Puzzles

Osama Abdel Raouf, Ibrahim El henawy, Mohamed Abdel Baset
2014 International Journal of Modern Education and Computer Science  
The FPCHS algorithm is used to solve Sudoku puzzles. Numerical results show that the FPCHS is accurate and efficient in comparison with standard Harmony Search, (HS) algorithm.  ...  Flower Pollination algorithm (FP) is a new nature-inspired algorithm, based on the characteristics of flowering plants .In this paper, a new hybrid optimization method called improved Flower Pollination  ...  Deng and Li [13] used a hybrid approach by combining genetic algorithms and particle swarm optimization to solve Sudoku puzzles.  ... 
doi:10.5815/ijmecs.2014.03.05 fatcat:hoerjjwgg5gallc6fc42b7mlpq

Rhythmic Inhibition Allows Neural Networks to Search for Maximally Consistent States

Hesham Mostafa, Lorenz K. Müller, Giacomo Indiveri
2015 Neural Computation  
We use the described networks to reproduce perceptual multi-stability phenomena with switching times that are a good match to experimental data and show that they provide a general neural framework which  ...  We show that a model of Gamma-band rhythmic inhibition allows networks of coupled cortical circuit motifs to search for network configurations that best reconcile external inputs with an internal consistency  ...  Discussion Several theories postulate that the key computational machinery of sensory and association cortices is devoted to solving best-match problems [39] where a number of interacting areas try to  ... 
doi:10.1162/neco_a_00785 pmid:26496042 fatcat:rplw6ikygrbtddkofrc66gij3y

An Exploration of HCI Design Features and Usability Techniques in Gaming

Venkata Krishna
2013 IOSR Journal of Computer Engineering  
And suggestions are given to develop the Simple Sudoku as per HCI standards and expectations.  ...  The HCI user design interface development and HCI Usability expectations are discussed in this paper. HCI design features of Simple Sudoku and Contemporary HCI Expectations are also discussed.  ...  Algorithmic approaches used in the development of Sudoku are recommend from the research studies of HCI and is good enough to solve complex rated puzzles with reduced problem search place [12] .  ... 
doi:10.9790/0661-1535357 fatcat:z736pydeivcafmk527l3dc3eqy

Hybrid Classification and Reasoning for Image-based Constraint Solving [article]

Maxime Mulamba, Jayanta Mandi, Rocsildes Canoy, Tias Guns
2020 arXiv   pre-print
We will use "visual sudoku" as a prototype problem, where the given cell digits are handwritten and provided as an image thereof.  ...  Our results show that such hybrid approaches vastly outperform a separate approach, which encourages a further integration of prediction (probabilities) and constraint solving.  ...  Visual sudoku and solution methods We first introduce the visual sudoku problem as an example of an image-based constraint solving problem, and then propose three different approaches to solving it by  ... 
arXiv:2003.11001v1 fatcat:vyydjgmdsndk7dwh5e4ics352u

Techniques for Symbol Grounding with SATNet [article]

Sever Topan, David Rolnick, Xujie Si
2021 arXiv   pre-print
The recently proposed differentiable MAXSAT solver, SATNet, was a breakthrough in its capacity to integrate with a traditional neural network and solve visual reasoning problems.  ...  We additionally introduce a proofreading method that further improves the performance of SATNet architectures, beating the state-of-the-art on Visual Sudoku.  ...  While this is a significant limitation to our approach, solving Ungrounded Visual Sudoku was not at all possible with SATNet prior to this work.  ... 
arXiv:2106.11072v1 fatcat:y4di2d4abjh4xhki6bb6mdqww4

How digital scaffolds in games direct problem-solving behaviors

Chuen-Tsai Sun, Dai-Yi Wang, Hui-Ling Chan
2011 Computers & Education  
We used a digital Sudoku game named Professor Sudoku to classify built-in critical features, frustration control and demonstration scaffolds, and to investigate their effects on player/learner behaviors  ...  Providing players with critical features and demonstration scaffolds at the same time increases reliance on available support for some players, but for most it encourages the development of solving strategies  ...  Acknowledgments This research was supported in part by the Republic of China National Science Council (grants NSC96-2520-S-009-004-MY3 and NSC 96-2520-S-126-002-MY3).  ... 
doi:10.1016/j.compedu.2011.05.022 fatcat:zc4m72av5vd3ddmngveidzbx3y

A Sudoku Game for People with Motor Impairments [article]

Stephane Norte
2007 arXiv   pre-print
However, for people with motor disabilities this task can be a barrier. We present a new Sudoku game for people whose motion is impaired, called Sudoku 4ALL.  ...  With this special interface a person can control the game with the voice or with a single switch.  ...  We provide, in the Sudoku 4ALL a speech-to-text system to interact with the Sudoku grid and configure several options.  ... 
arXiv:0709.1056v3 fatcat:wfh4ojq6snddzjyyxzjzpoupiu

Two Visual Training Paradigms Associated with Enhanced Critical Flicker Fusion Threshold

Tianyou Zhou, Jose E. Náñez, Daniel Zimmerman, Steven R. Holloway, Aaron Seitz
2016 Frontiers in Psychology  
in reading, provide a possible mechanistic link of how these different training approaches impact reading abilities.  ...  Sudoku.  ...  ACKNOWLEDGMENT This research was supported by funding from the Cognitive and Vision Science Laboratory at Arizona State University for research participant pay and research materials.  ... 
doi:10.3389/fpsyg.2016.01597 pmid:27833569 pmcid:PMC5080338 fatcat:pcjiuyz7wzhdxgbrhvc3kydz5e

Page 762 of Behavior Research Methods Vol. 43, Issue 3 [page]

2011 Behavior Research Methods  
In Batliner et al. (2004) study, children interacted with a robot AIBO dog that either followed or disobeyed their commands, and Bell et al. (2()0.s) devised a fun interactive computer game where S- to  ...  Dv-year-olds were asked to collaborate with cooperative and uncooperative embodied characters in the game. fhe most widely used problem-solv ing approach is the Map fask (Brown, Anderson, Yule. tY Shilleoek  ... 

Fast Game Content Adaptation Through Bayesian-based Player Modelling [article]

Miguel González-Duque, Rasmus Berg Palm, Sebastian Risi
2021 arXiv   pre-print
We deploy this framework in two different domains: the puzzle game Sudoku, and a simple Roguelike game.  ...  By modifying the acquisition function's optimization, we are reliably able to present a content with a bespoke difficulty for players with different skill levels in less than five iterations for Sudoku  ...  ACKNOWLEDGEMENTS This work was funded by a Google Faculty Award 2019, Sapere Aude DFF grant (9063-00046B), the Danish Ministry of Education and Science, Digital Pilot Hub and Skylab Digital.  ... 
arXiv:2105.08484v2 fatcat:mn4qvse7x5a2peh2p3cwjrhhoe

Role of prefrontal cortex during Sudoku task: fNIRS study

Patil Ashlesh, Kishore K. Deepak, Kochhar Kanwal Preet
2020 Translational Neuroscience  
× 9 Sudoku) when compared with the rest (p < 0.0001).  ...  Many studies have been directed toward finding an algorithm to solve Sudoku, but the investigation of the neural substrates involved in Sudoku has been challenging.MethodsSudoku task was divided into two  ...  Step 2 consisted of an easy-level Sudoku (9 × 9 matrix with subgrids of 3 × 3) composed of 3 × 3 grids used in step 1.  ... 
doi:10.1515/tnsci-2020-0147 pmid:33335780 pmcid:PMC7718610 fatcat:clgmo2ri35dl3ipm7ylson4lpu

Supporting casual interactions between board games on public tabletop displays and mobile devices

Florian Echtler, Simon Nestler, Andreas Dippon, Gudrun Klinker
2009 Personal and Ubiquitous Computing  
We then go on to investigate interaction between a Sudoku game running in parallel on the public display and on mobile devices carried by passing users.  ...  Finally, we explore the results of a study which we conducted to determine the effectiveness and intrusiveness of interactions between users on the tabletop and users with mobile devices.  ...  In this paper, we present an approach for easy and natural interaction between users which collaboratively play a Sudoku game.  ... 
doi:10.1007/s00779-009-0246-3 fatcat:updexqny6fhvjmhigldue5m4ca
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