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---
layout: post
title: "Sudoku and Haskell: A Sudoku Solver"
date: 2013-03-09 23:35
comments: true
categories: programming haskell sudoku
published: false
---
Sudoku a popular number placement puzzle. It is played on a 9 by 9 grid where the objective is to
fill each cell in the grid with digits from 1 to 9 such that each column, each row and each 3 by 3
sub-grids (called blocks) have every digit from 1 to 9. The puzzle starts with some cells pre-filled
and the player has to fill the rest to reach the solution. Since each unit (column, row or block) has
9 cells and has to be filled with all 9 digits - 1 to 9 - there cannot be any duplicates in a unit.
{% img https://upload.wikimedia.org/wikipedia/commons/thumb/f/ff/Sudoku-by-L2G-20050714.svg/250px-Sudoku-by-L2G-20050714.svg.png 200 A typical Sudoku puzzle %}
{% img https://upload.wikimedia.org/wikipedia/commons/thumb/3/31/Sudoku-by-L2G-20050714_solution.svg/250px-Sudoku-by-L2G-20050714_solution.svg.png 200 The same puzzle with solution numbers marked in red %}
In this post we look at how to solve a Sudoku with Haskell.
<!-- more -->
The code in this post has dependencies on the [`split`][1] package from Hackage.
Basic setup
-----------
> {-# LANGUAGE BangPatterns, RecordWildCards #-}
>
> module Sudoku where
>
> import qualified Data.Set as S
> import qualified Data.Map as M
> import Data.Char (digitToInt, intToDigit)
> import Data.List (foldl', intersperse, intercalate, sortBy, nub)
> import Data.List.Split (chunksOf)
> import Data.Maybe (fromJust)
> import Data.Ord (comparing)
> import Control.Monad (foldM, guard)
>
Now that the imports are out of the way let's setup the basic functionalities.
> data Digit = ONE | TWO | TRE | FOR | FIV | SIX | SVN | EGT | NIN
> deriving (Eq, Ord, Enum)
>
> instance Show Digit where
> show digit = show $ fromEnum digit + 1
>
> allDigits = S.fromList [ONE .. NIN]
>
> data Cell = Cell { cellIdx :: Int, cellVals :: S.Set Digit }
> deriving (Eq, Ord)
>
> instance Show Cell where
> show Cell{..} = "<" ++ show cellIdx ++ " " ++ show (S.toList cellVals) ++">"
>
> newtype Board = Board (M.Map Int Cell)
> deriving (Eq, Ord)
>
> boardCells :: Board -> [Cell]
> boardCells (Board ixMap) = M.elems ixMap
>
> cellAt :: Board -> Int -> Maybe Cell
> cellAt (Board ixMap) idx = M.lookup idx ixMap
>
> updateBoard :: Board -> Cell -> Board
> updateBoard (Board ixMap) cell@Cell{..} = Board (M.insert cellIdx cell ixMap)
>
> emptyBoard :: Board
> emptyBoard =
> Board $ foldl' (\m i -> M.insert i (Cell i allDigits) m) M.empty [0 .. 80]
>
A `Digit` is just one of the nine possible values. It derives `Eq`, `Ord` and `Enum`. We use the
fact the `Digit` is enumerable to create a custom `Show` instance which is just the `Digit`'s ordinal
plus one so that `show ONE` gives "1".
A `Cell` has an index `cellIdx` and a set of possible digit values `cellVals`. The cell index is a
number between 0 to 80 inclusive. The cell values denote the possible values the cell holds
without violating the rules of Sudoku. If a cell is filled, it holds only one value. We create a
custom `Show` instance of `Cell` to pretty print it.
A `Board` is just a wrapper over a map from the cell index to the corresponding cell. We use a map
instead of a simple list of `Cell`s for faster lookups.
`boardCells`, `cellAt` and `updateBoard` are some convenience functions to manipulate a board.
`boardCells` returns a list of all the cells in a board, `cellAt` returns a cell in a board at
a given index and `updateBoard` update a given cell in a board.
`emptyBoard` creates an empty board, with all the cells, unfilled by folding over all the
index list and inserting a cell with all possible digits in the map corresponding to each index.
Reading and printing the Sudoku
-------------------------------
Next let's write some functions to read a Sudoku board from a string and to print a board so that we
can start playing with the actual examples. The board is represented as a single line with one
digit for each cell if it is filled otherwise a dot `.`. The cells are read row first, left to
right column. An example:
<pre>
6..3.2....4.....1..........7.26............543.........8.15........4.2........7..
</pre>
> readBoard :: String -> Maybe Board
> readBoard str = do
> guard $ length str == 81
> foldM (\board (i, chr) -> do
> guard $ chr == '.' || (chr `S.member` S.fromList ['1' .. '9'])
> let cellVals = if chr == '.'
> then allDigits
> else S.singleton $ toEnum $ digitToInt chr - 1
> return $ updateBoard board (Cell i cellVals))
> emptyBoard
> $ zip [0 .. 80 ] str
>
`readBoard` converts a string to a `Board`. It returns `Just Board` if the string represents a valid
Sudoku board, otherwise it returns `Nothing`. We use the `Monad` nature of `Maybe` to guard against the
possible failures. The guards fail if the string length is not exactly 81 or if it contains characters
other than 1 to 9 and `.`. The cells in the board returned have exactly one cell value if the
string contained a digit at the cell index else they have all the digits as cell values.
> showBoard :: Board -> String
> showBoard =
> map (\Cell{..} ->
> if S.size cellVals == 1
> then intToDigit . (+ 1) . fromEnum . head . S.toList $ cellVals
> else '.')
> . boardCells
>
> asciiShowBoard :: Board -> String
> asciiShowBoard =
> (\t -> border ++ "\n" ++ t ++ border ++ "\n")
> . unlines . intercalate [border] . chunksOf 3
> . map ((\r -> "| " ++ r ++ " |")
> . intercalate " | " . map (intersperse ' ') . chunksOf 3)
> . chunksOf 9
> . showBoard
> where border = "+-------+-------+-------+"
>
> instance Show Board where
> show = showBoard
>
`showBoard` does the reverse of `readBoard`. It takes a board and creates a valid string
representation of it. It does so by mapping over each cell of the board in the order of their index
and outputting the digit if the cell is filled else `.`.
`asciiShowBoard` converts a board to an ASCII graphic Sudoku board like we are used to see. It does
so by taking the output of `showBoard`, breaking it into chunks corresponding to rows and blocks,
inserting spaces and `|` at appropriate places and then joining them with the borders made of `-`.
Lastly, we add a `Show` instance of `Board` using `showBoard`.
Here is an example run in _ghci_:
<pre>haskell
*Sudoku> let boardStr = "6..3.2....4.....1..........7.26............543.........8.15........4.2........7.."
*Sudoku> let (Just board) = readBoard boardStr
*Sudoku> showBoard board
"6..3.2....4.....1..........7.26............543.........8.15........4.2........7.."
*Sudoku> putStr (asciiShowBoard board)
+-------+-------+-------+
| 6 . . | 3 . 2 | . . . |
| . 4 . | . . . | . 1 . |
| . . . | . . . | . . . |
+-------+-------+-------+
| 7 . 2 | 6 . . | . . . |
| . . . | . . . | . 5 4 |
| 3 . . | . . . | . . . |
+-------+-------+-------+
| . 8 . | 1 5 . | . . . |
| . . . | . 4 . | 2 . . |
| . . . | . . . | 7 . . |
+-------+-------+-------+
</pre>
Is it solved yet?
--------------------
Before we proceed to write a full-fledged Sudoku solver, we must have a function which tells us
whether a board is filled completely and whether that solution is a valid one.
> data BoardState = SOLVED | INCOMPLETE | INVALID
> deriving (Eq, Show)
>
> boardState :: Board -> BoardState
> boardState board
> | any (\Cell{..} -> S.size cellVals /= 1) $ boardCells board = INCOMPLETE
> | any isUnitInvalid units = INVALID
> | otherwise = SOLVED
> where
> isUnitInvalid unitCells =
> (S.fromList . map (head . S.toList . cellVals) $ unitCells) /= allDigits
>
> units = map (map (fromJust . cellAt board)) unitIxs
>
> unitIxs = rowIxs ++ columnIxs ++ blockIxs
> rowIxs = map (\i -> [i * 9 .. i * 9 + 8]) [0..8]
> columnIxs = map (\i -> take 9 [i, i + 9 ..]) [0..8]
> blockIxs =
> concatMap (\(row1:row2:row3:_) ->
> zipWith3 (\blockRow1 blockRow2 blockRow3 ->
> blockRow1 ++ blockRow2 ++ blockRow3)
> row1 row2 row3)
> . chunksOf 3 . map (chunksOf 3) $ rowIxs
>
We start by defining the board state as an enumeration of three value corresponding to the solved,
incomplete and invalid states. The `boardState` function takes a board and gives its current state.
It does so by checking three conditions:
1. if any cell in the board does not have only one possible value then the board is incomplete
2. if any unit of the board is invalid then the solution is invalid
3. else the board is solved
To find if an unit is invalid, we take all the cells of the unit and check if they have all the digits
in between them as per the rules of Sudoku.
Units are found just by looking up the indexes from the board for each unit. Unit indexes are all the
row, column and block indexes taken together. Row and column indexes can be obtained from the simple
mathematical formulas. Block indexes are a little trickier to get. It involves taking the row indexes,
splitting each row into chunks of three columns, then taking three rows at a time and mapping and
concatenating them with a function which zips three rows at a time creating the block indexes.
A run in _ghci_ shows the indexes to be correct:
<pre>haskell
*Sudoku> mapM_ print rowIxs
[0,1,2,3,4,5,6,7,8]
[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]
*Sudoku> mapM_ print columnIxs
[0,9,18,27,36,45,54,63,72]
[1,10,19,28,37,46,55,64,73]
[2,11,20,29,38,47,56,65,74]
[3,12,21,30,39,48,57,66,75]
[4,13,22,31,40,49,58,67,76]
[5,14,23,32,41,50,59,68,77]
[6,15,24,33,42,51,60,69,78]
[7,16,25,34,43,52,61,70,79]
[8,17,26,35,44,53,62,71,80]
*Sudoku> mapM_ print blockIxs
[0,1,2,9,10,11,18,19,20]
[3,4,5,12,13,14,21,22,23]
[6,7,8,15,16,17,24,25,26]
[27,28,29,36,37,38,45,46,47]
[30,31,32,39,40,41,48,49,50]
[33,34,35,42,43,44,51,52,53]
[54,55,56,63,64,65,72,73,74]
[57,58,59,66,67,68,75,76,77]
[60,61,62,69,70,71,78,79,80]
</pre>
See how the row indexes follow the grid indexes as we have taken our grid indexes to be rows first,
left to right. If we take row indexes column-wise we get the column indexes. If we take the row
indexes block-wise we get the block indexes.
Let's do a few sample runs of `boardState` in _ghci_:
<pre>haskell
*Sudoku> let (Just board) = readBoard "483921657967345821251876493548132976729564138136798245372689514814253769695417382"
*Sudoku> putStr (asciiShowBoard board)
+-------+-------+-------+
| 4 8 3 | 9 2 1 | 6 5 7 |
| 9 6 7 | 3 4 5 | 8 2 1 |
| 2 5 1 | 8 7 6 | 4 9 3 |
+-------+-------+-------+
| 5 4 8 | 1 3 2 | 9 7 6 |
| 7 2 9 | 5 6 4 | 1 3 8 |
| 1 3 6 | 7 9 8 | 2 4 5 |
+-------+-------+-------+
| 3 7 2 | 6 8 9 | 5 1 4 |
| 8 1 4 | 2 5 3 | 7 6 9 |
| 6 9 5 | 4 1 7 | 3 8 2 |
+-------+-------+-------+
*Sudoku> boardState board
SOLVED
*Sudoku> let (Just board) = readBoard "48392165796734582125187649354813297672956413.136798245372689514814253769695417382"
*Sudoku> boardState board
INCOMPLETE
*Sudoku> let (Just board) = readBoard "183921657967345821251876493548132976729564138136798245372689514814253769695417382"
*Sudoku> boardState board
INVALID
</pre>
That seems to be working. Now let's move on to actually solving the Sudoku!
Depth first search
-------------------
One way to solve Sudoku is to think of it as a graph search problem. Each board configuration becomes
a node in the search graph with the moves linking them as edges. A move is filling a particular cell
with a digit. So now we can solve the board just by finding a path from the given board configuration
to a configuration where all cells are filled.
We can use [Depth first Search][5] (DFS) algorithm to accomplish this. DFS is a brute force
technique and in worst case it may visit all the nodes in the search graph. In case of Sudoku, this
search graph is very large (approximately 6.67×10<sup>21</sup>) so this is not a very efficient way
of solving Sudoku. For now, we'll add one optimization in DFS: while listing the next possible
configurations for a particular configuration, we start with the cell with smallest number of cell
values. This does not help us in the worst case but it will generally speed up things a little.
We can write this in two parts: a general DFS function and a solver which uses it to solve a Sudoku.
> dfs :: Ord a => a -> (a -> [a]) -> (a -> Bool) -> [a]
> dfs start getNext isGoal = go start S.empty
> where
> go node visited
> | isGoal node = [node]
> | S.member node visited = []
> | otherwise = concatMap (\nextNode ->
> go nextNode (S.insert node visited))
> (getNext node)
>
> dfsSolver :: Board -> [Board]
> dfsSolver board = dfs board nextBoards ((== SOLVED) . boardState)
> where
> nextBoards board =
> map (updateBoard board)
> . concatMap (\Cell{..} -> map (Cell cellIdx . S.singleton) . S.toList $ cellVals)
> . sortBy (comparing (S.size . cellVals))
> . filter ((/= 1) . S.size . cellVals)
> . boardCells
> $ board
>
The `dfs` functions is a literal translation of the DFS algorithm. It visits the graph node by node,
keeping a track of the nodes visited and the goals seen till now. It first checks if the current
node is a goal and if so it just returns it wrapped in a list. If the current node is not a goal, it
checks if has already been visited and if so just returns an empty list. This is done to avoid getting
stuck into infinite loops, going down the same path again and again. If both of these checks fail then
it gets to the general case in which it just finds all the next nodes for the current node,
recursively maps itself over them accumulating all the goals found (by flattening the lists) and
returns them.
`dfsSolver` uses `dfs` to solve Sudoku as a DFS by supplying the `getNext` and `isGoal` functions.
the `isGoal` function is simple, it just checks if the current board is solved by calling the
`boardState` function. `nextBoards` is a little complicated so let's go over it step by step,
reading from bottom to up:
1. it gets all the cells in the board
2. filters in only the empty cells, the cells with more than one cell values
3. sorts the empty cells comparing the count of their cell values
4. for each cell, it takes each cell value and create a cell containing only that cell value and
flattens this list of list of cells into a list of cells
5. for each cell so created, it creates a board by updating the current board with that cell
So in effect, it goes over all the empty cells in the board in ascending order of their cell value
count, picking each cell value in turn and creating a board where that cell is filled with that cell
value. Hence it outputs all the next board configurations for the current board.
And then `dfs` goes to work; it goes over all the whole graph and finds all the solutions. Note that
since a solution is reachable from more than one path (fill cell 1 first and then cell 2 or do it in
reverse order), the solutions returned are in general not unique. Also, because of the `concatMap` in
`dfs`, it finds the solutions one by one in a lazy fashion. So it is possible to stop the search early
and just get the first solution found.
Let's try this out now in _ghci_:
<pre>haskell
*Sudoku> let boardStr = ".839216579.734582125187649354813297672956413813679824537268951481425376969541738."
*Sudoku> let (Just board) = readBoard boardStr
*Sudoku> :set +s
*Sudoku> (mapM_ print . nub . dfsSolver) board
483921657967345821251876493548132976729564138136798245372689514814253769695417382
(1.75 secs, 356010984 bytes)
</pre>
<pre>haskell
*Sudoku> let boardStr = ".839216579.734582125187.49354813297672956413813679824537268951481425376969541738."
*Sudoku> let (Just board) = readBoard boardStr
*Sudoku> :set +s
*Sudoku> (mapM_ print . nub . dfsSolver) board
483921657967345821251876493548132976729564138136798245372689514814253769695417382
(66.64 secs, 13136374896 bytes)
*Sudoku> (print . head . dfsSolver) board
483921657967345821251876493548132976729564138136798245372689514814253769695417382
(7.32 secs, 1322834576 bytes)
</pre>
And it solves the Sudoku as expected! Note how we have to use `nub` to find the unique solutions. Also
note how the time take increases from 1.75 secs for 3 empty cells to 66.64 secs for 4 empty cells,
indicating the exponential nature of the problem graph and the brute force nature of the solver. The
first solution in case of 4 empty cells is however found in just 7.32 secs using `head` to stop the
search early.
So we have now successfully written our first Sudoku solver. Too bad it can't be used for solving boards
with more than few empty cells. Let's see a way to improve the solver drastically, in the next section.
Constraint propagation
----------------------
The finale
----------
What's next
-----------
Get the code
------------
This post can be downloaded as a compilable Literate Haskell file [here][2]. The Haskell code in the
post can be downloaded [here][3] or can be forked [here][4].
[1]: http://hackage.haskell.org/package/split
[2]: /downloads/code/sudoku1.lhs
[3]: /downloads/code/sudoku1.hs
[4]: https://github.com/abhin4v/abhin4v.github.com/blob/source/source/downloads/code/sudoku1.hs
[5]: http://en.wikipedia.org/wiki/Depth_first_search