NURIKABE. Mason Salisbury, Josh Smith, and Diyalo Manral

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1 NURIKABE Mason Salisbury, Josh Smith, and Diyalo Manral

2 Quick History Created in Japan in 1991 by Renin First appeared in a puzzle compilation book called Nikoli Named after a creature in Japanese folklore.

3 Rules Each number represents an island of that many spaces Different islands cannot touch each other Islands must be surrounded by a black sea of tiles The sea cannot form a 2x2 block called an ocean.

4 The problem and our solution It is very easy to be mistaken about whether or not the puzzle has been solved correctly. A tool that solves the board for you and produces an answer that you can compare your answer to will save time checking your solution against the rules The program displays in an intuitive easy to understand format

5 NONO-GRAMS Z A C H A RY AY E R S & D A N I E L H I L L

6 WHAT IS A NONO-GRAM? A grid puzzle game

7 FIND A RUN

8 FINISHED

9 SOLVER 1. solve(rowrule,colrule,sol2):- 2. length(rowrule,length), 3. buildboard(rowrule,length,board), 4.!, 5. row_solver(rowrule,board,sol), 6. transpose(sol,transboard), 7. col_solver(colrule,transboard,sol1), 8. transpose(sol1,sol2).

10 ROW SOLVER 1. row_solver([],[],[]). 2. row_solver([rowh RowRule],[H Board],[PermutH Sol]) :- 3. flatten(rowh,flatrowh), 4. setof(_,permutation(h,permuth),_), 5. row_checker(flatrowh,permuth), 6. row_solver(rowrule,board,sol).

11 ROW CHECKER 1. row_checker([],_). 2. row_checker([h Rules],Row) :- 3. build_simple(1,h,run), 4. append(run,[0],rrun), 5. append([0],rrun,frun), 6. reverse(row,rev_row), 7. (subset(row,frun);startset(rrun,row);startset(rrun,rev_row);run == Row), 8. row_checker(rules,row).

12 WHY SHOULD YOU BUY OUR CODE? Efficient gets rid of duplicates with setof() operation Generates all possible solutions. Can have and n x n size board (starts to slow at 6) Can use Alexa along side of it for a FUN, INTERACTIVE experience... Alex... Huh?

13 IMPLEMENTATION OF AMAZON ALEXA Uses amazon web services lambda function. Uses the amazon developer skill-kit. Each request is an intent build in the skill-kit.

14 Exam Seating Chart Generator Suhail Ghafoor

15 Problem: Generate a seating chart for an exam Solution: Enter names or number of students and if there are enough seats then assign everyone a seat. *actual program footage

16 As a user: What is the criteria for a good program? Easy to set up No external dependencies. No variables to change. Easy to use Help or readme file. Options to use it in multiple ways. User friendly UI Results are meaningful. Does not require too many steps.

17 As a programmer: What is the criteria for good code? Easy to modify Well commented Global variables in same place. Easy to extend Modular design. Can connect with other applications.

18 Problem: Program designed to take in list of variables needs to take in a single number. Helpful when assigning small number of seats but pain when there are a lot of students. Default prolog function: length([1,2,3,4,5,6], X). X = 6 length( X, 4). X = [Var, Var, Var, Var] Before After

19 CSE 259 PROJECT TIC-TAC-TOE

20 TIC-TAC-TOE HOW DID WE DO IT? Implemented UI Identified necessary rules Minimax (zero sum game)

21 TIC-TAC-TOE IMPLEMENTATION ISSUES Understanding minimax User interaction (I/O)

22 TIC-TAC-TOE END RESULT WE NEVER LOSE!

23 Lattice Paths Tain Henning, Alexander Tash

24 What is Lattice Paths? A path from point A to point B To find amount of paths from (0,0) to (A,B): Binomial coefficient (A+B,A) =

25 What is Lattice Paths? Paths can also be ruled by step sizes Step sizes are specific ways a path must take

26 Our Software Can specify any legitimate path Can go further with specified step sizes Gives all options back in detail Possible to prioritize certain steps %Note that in its current iteration, we modified the code to only return the most efficient path

27 Real Life Application #1: GPS

28 Real Life Application #2: Auto-pathing for games

29 Demonstration...

30 High Level View of the Code We could have made this a much more difficult program Measured differing distance before and after use of value By doing this we leave little room for error

31 Challenges Figuring out step-sizes Correct recursion Determining if solution is impossible Prolog s structural limitations - backtrack point elimination - redundant path solutions

32 Results Successful with multiple stress tests Tested with extremities of: Positions Step size Only moments of crashes were at the fault of memory sizes in prolog

33 Sources riangle_svg.svg

34 ?-Project Labyrinth Sohum Medon, Dallas Hancock, Adam Brossman, Q Mariha Lewis

35 People, children, animals, and animal children have traversed mazes successfully before but they're prone to take a long time or just simply give up. We are taking maze solving to the next level. Thanks to the wonders of modern computing, we no longer have to rely on hungry toddlers with crayons to solve mazes on the back of kids menus. Now, not only can we traverse a maze, we can do it fast and accurate every time. Plus, thanks to Prolog, it s virtually impossible for the computer to give up!

36 1.Simple and Sweet This is a simple maze designed to test the algorithm against infinite loops, multiple paths, corner turning, and shortcuts.

37 The Long Way Around Tests the decision making of the program, with two distinct paths of differing lengths that ultimately lead to the same destination.

38 The Long, the Bend, and Winding This tests a longer maze with more twists, alternate paths, and dead ends, additionally the nodes contain more letters with a higher potential for complexity (AA).

39 4. No Way Out Let's face it, sometimes there just isn't a solution. The program can handle that too

40 A Game of Tents ADITHYA TAMIZHMANI, LUKE DE MOUY, JOHN ASSAF

41 Tent and Tree Puzzle The objective of the game is to locate the tents via the numbers and the location of trees. The numbers represent the numbers of tents in the rows/columns, and each tree will be horizontally or vertically adjacent to one tent. A tree is only connected to one tent although it may be adjacent to multiple Tents may NOT be adjacent or diagonal to one another.

42 Facts and Rules Eliminate all zero spaces Eliminate unshared diagonal spaces from trees If a row or column has the number 1, and is bordered on both sides by a tree, the shared space must be a tent If a tree has a tent, and no other trees are nearby, eliminate the spaces * Do not add a tent if the space is adjacent or diagonal to another tent * If the number of spaces in a row or column match the row or column number, fill in the spaces with tents

43 Approach 1: A List of Lists The program used a list input separated by commas in groups of 2 and used them as X,Y coordinates This X,Y coordinate system would be the method by which we apply our rules Solves the puzzle and uses the coordinate system to output a text image solution

44 Approach 2: Logic Boxes Rather than using lists, each of the 25 squares of the problem are treated as a Logic Box Is a more Prolog approach to the solution by treating each box as an object with attributes instead of a coordinate list Is essentially hardcoded, which will reduce the likelihood of error Is incredibly long

45 Incredibly Long

46 Lessons Learned Both approaches are difficult to program in prolog due to their reliance on lists and iteration. Difficult to produce the prolog code even with sound understanding of the logic Multidimensional arrays available in other languages make this problem much simpler Prolog isn t designed for this type of task

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