National Repository of Grey Literature 25 records found  previous11 - 20next  jump to record: Search took 0.00 seconds. 
Mobile Application for Scanning Sudoku from Newspapers and Finishing It
Lazorík, Juraj ; Kanich, Ondřej (referee) ; Dyk, Tomáš (advisor)
This bachelor thesis describes the creation of a mobile application, that scans sudoku layout from the newspaper and allows its solving. The application is developed for the Android and is implemented in Kotlin. Scanning is done by taking picture of layout with camera. Basic image processing methods such as thresholding or Canny's edge detector are used to detect the sudoku layout. Number recognition is provided by convolution neural network with 99.08 % accuracy. The application allows solving sudoku with hints. Elimination methods and backtracking are used to find solution. Each scanned sudoku is stored in the database so the user can always return to any game. The final version of the application is published in the Google Play store.
Tutorial for Playing Non-Traditional Forms of SUDOKU
Strnadová, Iveta ; Rozman, Jaroslav (referee) ; Zbořil, František (advisor)
This thesis aims to explore aspects of the sudoku riddle from the user's perspective and create a tool to help him solve it. It deals with both classic sudoku and its popular subtypes. The tool is a website application made in Django. It implements an app for solving sudoku with hints, explained sudoku strategies and a tool for finding the next logical step.
Mobile Application with Computer Vision Elements
Dyk, Tomáš ; Bartl, Vojtěch (referee) ; Špaňhel, Jakub (advisor)
Bachelor thesis describes development of mobile applications for loading and solving sudoku. Mobile application is developed for Android. The user loads a sudoku into the application by taking a picture of sudoku from a newspaper or a magazine. The application then detects the sudoku position in the photo, recognizes the numbers in each sudoku field and allows the user to solve the sudoku in the mobile phone. All unresolved sudoku, including newly uploaded, is stored in the application so that the user can solve it at any time.
Magic squares
SUCHÁ, Lucie
This diploma thesis deals with basic features of magic squares and analyses these features with regard to usability during the teaching at elementary schools. Magic squares are known for hundreds years and since then they have changed due to various modifications, from which other kinds were derived. The first part of the thesis is therefore dedicated to the history. Next chapter deals with the construction of magic squares. The following chapters study similar games as Sudoku, Kakuro and Latin squares. The final part of the thesis is dedicated to the usability of magic squares in teaching mathematics. To practice the given topic, the worksheets which are divided according to their difficulty, were created.
Developing software application for solving linear programming problems by using development tools of Microsoft Solver Foundation
VYSUŠIL, Pavel
The goal of this thesis is to create a software application for solving selected problem of linear programming by using tools of Microsoft Solver Foundation library. This software library is finally integrated into the target application in order to accomplish solving Sudoku puzzle. It contains description of a mathematical model of Sudoku game that is implemented. Problem is defined as an Integer Linear Programming problem which is solved using Simplex method.
Use of Japanese Puzzles in Teaching Mathematics at Primary School
Pěničková, Barbora ; Kloboučková, Jaroslava (advisor) ; Jančařík, Antonín (referee)
This diploma thesis deals with Japanese puzzles and their use in teaching mathematics at primary school. Its main aim is to verify if it is possible for the pupils to achieve comparable results with older pupils and adult Sudoku solvers supposing that these learners are systematically guided through an escalating set of Sudoku puzzles. The theoretical part of the thesis is focused on the history of Sudoku, several strategies of its solving, other examples of Japanese puzzles and also on Sudoku in the context of its use at school. The practical part describes a series of experiments with pupils of the first, later second grade of a primary school, which were conducted in order to verify the hypothesis of this thesis.
Solving of Problems using MCTS
Malý, Dominik ; Hric, Jan (advisor) ; Majerech, Vladan (referee)
Title: Solving problems using MCTS Author: Dominik Malý Department: Department of theoretical informatics and mathematical logic Supervisor: RNDr. Jan Hric Supervisor's e-mail address: Jan.Hric@mff.cuni.cz Abstract: MCTS (Monte Carlo Tree Search) methods are a state-of-the-art approach to the computer solution of strategic board game Go. Because of their versatility and successfulness, these techniques show great potential for all kinds of problems. This paper aims to explore the suitability of MCTS for solving different kind of problems, specifically games of one player, like Sudoku or SameGame. I've created a computer player based on MCTS, who can solve not only Sudoku and SameGame, but also other tasks of similar kind. I've experimentally examined many MCTS extensions and their eligibility for solving these games and through extensive testing I've also compared the suitability of various kinds of UCT selection fun- ctions and used heuristics. In case of SameGame I've compared my algorithm to another exi- sting one undertaking the same problem. In the end I've described what kind of problems has a MCTS-based computer player to overcome, if it is to successfully solve games of this type, and what characteristics should these problems posses to be suitable for MCTS solution. Keywords: MCTS, Go, Sudoku,...
Sudoku - algorithmization of solution
Buchta, Martin ; Sekora, Jiří (referee) ; Mézl, Martin (advisor)
In this paper, we present an overview of techniques that can be used by people to solve a Sudoku Puzzle. The individual algorithms were theoretically described using real tasks and were implemented on this basis to appropriate graphical user interface in Matlab with the possibility of webcam task loading.
Sudoku Generator and Solver
Polínková, Eliška ; Čermák, Martin (referee) ; Goldefus, Filip (advisor)
This thesis discusses ways of generating and solving Sudoku games. It describes possible approaches to problem solving, namely: the use of logical methods and the use of state space search methods. Practical part of this work involves the design and implementation of application enabling the generating, solving, verification of attributes, creating your own sudoku problem and export games to XML file.
Hardware Acceleration of the SUDOKU Game
Jurinek, Róbert ; Puš, Viktor (referee) ; Kaštil, Jan (advisor)
This work deals with the implementation of a hardware-based SUDOKU solver. SUDOKU terminology is described as well as SUDOKU puzzle metrics related to computer puzzle solvers. Solving techniques are introduced and possibilities of a hardware-based implementation are discussed. The implementation of the SUDOKU solver is described and the performance of the implemented unit is assessed. The designed solver was also verified on a real hardware platform. In conclusions possible unit extensions are proposed.

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