Sudoku

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Sudoku

In this example one can see two properties of behavioral programming

  • How different heuristics and pieces of knowledge about the problem domain can be used separately to program an application
  • How model-checking can be used to help find a desired scenario.

Requirements

In the cells of a 9X9 grid which is also divided into 9 3X3 boxes, place the digits 1-9 such that in each row, column and box, each digit appears exactly once.

Events

  • Move: A single event class with 9X9X9 = 721 instances. The class has 5 data fields:
    • number: the number written in the cell (1-9)
    • row: The row of the cell (1-9)
    • col: the column of the cell (1-9)
    • boxrow: The row of the 3X3 box in which this cell resides (1-3)
    • boxcol: the column of the 3X3 box in which this cell resides (1-3)

The triggering of the event symbolizes the writing of the digit in the associated cell.


b-threads

  • DefaultMove: Each of the 81 instances of this b-thread class, is associated with a cell, and requests all possible 9 digits