Probability Selection for Solving Sudoku with Ant Colony optimization Algorithm

G. Baydogmus
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Abstract

Bringing together popular and loved games with artificial learning methods are the most effective way to increase both motivation to work and skills in understanding and solving problems. In this context, especially Japanese puzzles have been tried to be solved with metaheuristic algorithms by researchers in recent years. Among the Japanese puzzles, one of the most popular games all over the world is Sudoku. Since the traditional methods used to solve the problem in the Sudoku puzzle are quite complex, a different method was sought and this study focused on the solving Sudoku puzzle with Ant Colony optimization. In addition, since probability selection is very important in the ant colony algorithm, the effect of Roulette Wheel and Rank Based probability selection methods and the number of colonies on the solution of the Sudoku puzzle was also compared. For the results with the number of colonies, operations were carried out according to 9, 36 and 81 ants. For the study, 15 Sudoku puzzles, easy, medium and difficult, were solved with an ant colony and the time complexity of their solution was evaluated separately for each probability selection. In the results, it was seen that the Rank Based probability selection increased the time complexity of the algorithm by approximately, and it was observed that the increase in the number of ants decreased the working speed but did not affect the result.
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蚁群优化算法求解数独的概率选择
将受欢迎和喜爱的游戏与人工学习方法结合在一起是提高工作动机和理解和解决问题技能的最有效方法。在此背景下,近年来研究者们尝试用元启发式算法求解日语字谜。在日本的智力游戏中,世界上最受欢迎的游戏之一是数独。由于数独问题的传统求解方法较为复杂,因此,我们寻求一种不同的求解方法,并将研究重点放在了蚁群优化求解数独问题上。此外,由于概率选择在蚁群算法中非常重要,因此还比较了轮盘赌和基于秩的概率选择方法以及蚁群数量对数独解的影响。对于有蚁群数的结果,分别按9只、36只和81只蚂蚁进行了操作。在这项研究中,用蚁群解决了15个数独谜题,包括简单、中等和困难,并对每个概率选择的解决方案的时间复杂度分别进行了评估。从结果中可以看出,基于秩的概率选择使算法的时间复杂度近似增加,蚂蚁数量的增加会降低算法的工作速度,但不影响算法的结果。
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