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  1. NTU Theses and Dissertations Repository
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請用此 Handle URI 來引用此文件: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/81093
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dc.contributor.advisor趙坤茂(Kun-Mao Chao)
dc.contributor.authorFeng-Ming Changen
dc.contributor.author張峯銘zh_TW
dc.date.accessioned2022-11-24T03:30:12Z-
dc.date.available2021-09-17
dc.date.available2022-11-24T03:30:12Z-
dc.date.copyright2021-09-17
dc.date.issued2021
dc.date.submitted2021-08-23
dc.identifier.citation[1] M. Dorigo and G. Di Caro, Ant colony optimization: a new metaheuristic, in Proceedings of the 1999 Congress on Evolutionary Computation (CEC), pp. 1470–1477, 1999. [2] M. Dorigo and L. M. Gambardella, Ant colony system: a cooperative learning approach to the Traveling Salesman Problem, IEEE Transactions on Evolutionary Computation, pp. 53–66, 1997. [3] Huw Lloyd, Martyn Amos, Solving sudoku with ant colony optimization, IEEE Transactions on games, pp. 302–311, 2020 [4] James Kennedy, Russell Eberhart, Particle swarm optimization, in Proceedings of the IEEE international conference on neural networks IV, pp. 1942–1948, 1995 [5] Alberto Moraglio, Julian Togelius, Geometric Particle Swarm Optimization for the Sudoku Puzzle, Genetic and Evolutionary Computation Conference, pp. 118–125, 2007 [6] Muzaffar Eusuff, Kevin Lansey, and Fayzul Pasha, Shuffled frog-leaping algorithm: a memetic meta-heuristic for discrete optimization. Engineering Optimization, pp. 129– 154, 2006. [7] P. Norvig, Solving every sudoku puzzle. Available at http://norvig.com/sudoku.html, accessed March 13, 2018. [8] Xue-hui Luo, Ye Yang, Xia Li, Solving TSP with shuffled frog-leaping algorithm. Eighth International Conference on Intelligent Systems Design and Applications, pp. 228–232, 2008 [9] I. Sabuncu, Work-in-progress: solving sudoku puzzles using hybrid ant colony optimization algorithm, in 1st International Conference on Industrial Networks and Intelligent Systems (INISCom), pp. 181–184, 2015. [10] M. Ercsey-Ravasz and Z. Toroczkai, The chaos within sudoku, Sci. Rep., pp. 725– 733, 2012. [11] A. Inkala, AI Escargot - the most difficult sudoku puzzle. Lulu.com, Finland, 2007. [12] R. Lewis, Metaheuristics can solve sudoku puzzles, Journal of Heuristics, pp. 387–401, 2007. [13] N. Musliu and F. Winter, A hybrid approach for the sudoku problem: using constraint programming in iterated local search, IEEE Intelligent Systems, pp. 52–62, 2017.
dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/81093-
dc.description.abstract數獨是一個自2004年以來非常受歡迎的一個解謎遊戲,時常能在各大報紙上發現數獨題目的蹤跡,隨著智慧型手機和網路的普及,更多人了解數獨這個遊戲,也衍生出了不同的解法。本篇論文提出運用跳蛙演算法來解數獨題目,利用啟發示算法來產生數獨的正確答案,將每個尚未解完的數獨盤面當作一隻青蛙,依照尚未填入的格子數排序完後分配到若干個迷因複合體,每個迷因複合體演化後再重新排序一次,重複上述動作直到產生出正確答案為止,而本篇論文除了用常見的9x9大小的數獨題目來討論外,也引用較難的16x16和25x25大小的數獨盤面,和其他的啟發示演算法來比較效能。zh_TW
dc.description.provenanceMade available in DSpace on 2022-11-24T03:30:12Z (GMT). No. of bitstreams: 1
U0001-1808202122281000.pdf: 710277 bytes, checksum: b3353c9c6a98a8205a4d6d8c80c0deda (MD5)
Previous issue date: 2021
en
dc.description.tableofcontents口試委員會審定書 iii 誌謝 v 摘要 vii Abstract ix 1 Introduction 1 2 Heuristic algorithm for sudoku 3 2.1 Ant colony optimization . . . . . . . . . . . . . . . . . . . . . . . . . . 3 2.2 Particle swarm optimization . . . . . . . . . . . . . . . . . . . . . . . . 4 3 Shuffled frog-leaping algorithm 7 4 Experiments 15 4.1 Experimental environment . . . . . . . . . . . . . . . . . . . . . . . . . 15 4.2 Logic-solvable 9x9 instances . . . . . . . . . . . . . . . . . . . . . . . . 16 4.3 General instances . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 5 Conclution and the future work 21 Bibliography 23
dc.language.isoen
dc.subject元啟發算法zh_TW
dc.subject跳蛙演算法zh_TW
dc.subject數獨zh_TW
dc.subject解謎遊戲zh_TW
dc.subject迷因演算法zh_TW
dc.subjectMemetic algorithmen
dc.subjectMeta-heuristicen
dc.subjectShuffled frog-leaping algorithmen
dc.subjectSudokuen
dc.subjectPuzzle Gamesen
dc.title利用跳蛙演算法解數獨問題zh_TW
dc.titleSolving sudoku with shuffled frog-leaping algorithmen
dc.date.schoolyear109-2
dc.description.degree碩士
dc.contributor.oralexamcommittee王弘倫(Hsin-Tsai Liu),吳彥緯(Chih-Yang Tseng)
dc.subject.keyword跳蛙演算法,數獨,解謎遊戲,迷因演算法,元啟發算法,zh_TW
dc.subject.keywordShuffled frog-leaping algorithm,Sudoku,Puzzle Games,Memetic algorithm,Meta-heuristic,en
dc.relation.page24
dc.identifier.doi10.6342/NTU202102495
dc.rights.note同意授權(限校園內公開)
dc.date.accepted2021-08-24
dc.contributor.author-college電機資訊學院zh_TW
dc.contributor.author-dept資訊工程學研究所zh_TW
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