Abstract
There are various kinds of puzzle games, one of which is that Sudoku originated in Japan. In general, Sudoku is a game in the form of table-sized 9x9. In measuring 9x9 Sudoku there are nine groups / blocks of size 3x3. Goal of Sudoku is to fill every cell of the empty table with numbers, such that in one block only consists of 1-9 digits are not repeated and no numbers are repeated in a row or column. Sudoku consists of two important parts of the generator and solver. Generator function to create a problem that will be played by players. Solver is used to answer the questions that have been created by the generator automatically. There are several algorithms to build the generator and solver. On this occasion algorithm used is backtracking algorithm and elimination to finish this game. In backtracking algorithms, the search for better solutions difosukan on searches that lead to the solution just by ignoring the possibility of other solutions that do not lead to solutions. With this search performed on backtracking algorithms will be faster. Associated with both an important part in the game Sudoku, there are some interesting questions: Implementing the concept of artificial intelligence in the process Generate and Solve by using backtracking algorithm and elimination? How to create algorithms for generator and solver that quickly and accurately? On this occasion, the author tries to analyze the main points of discussion and the results are intended to provide advice to the following researchers in the generator and solver develop a better, faster and accurate.
Keywords : Sudoku, Backtracking, Elimination, Generator, Solver
Pendahuluan
Ada berbagai macam permainan teka-teki, salah satunya adalah Sudoku yang berasal dari Jepang. Dalam menyelesaikan permainan ini, pemain dituntut untuk berpikir dengan logika. Secara umum, Sudoku merupakan permainan dalam bentuk tabel yang berukuran 9x9. Dalam Sudoku yang berukuran 9x9 terdapat sembilan kelompok/blok yang berukuran 3x3. Tujuan permainan ini adalah untuk mengisi setiap sel tabel yang masih kosong dengan angka-angka, sedemikian sehingga dalam satu blok hanya terdiri atas angka 1-9 yang tidak berulang dan tidak ada angka yang berulang dalam satu baris maupun kolom.
Peneliti: Agustinus Tri Gunawan
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