sudoku_wizard 1.0.2 → 1.1.0
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- checksums.yaml +5 -5
- data/lib/sudoku_wizard.rb +106 -19
- metadata +3 -4
checksums.yaml
CHANGED
@@ -1,7 +1,7 @@
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---
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metadata.gz:
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data.tar.gz:
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SHA256:
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metadata.gz: 2163e26041c92743bf1f60d8ee716aa538187de8118d1595f08d2d18923c2197
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data.tar.gz: 4ece90b2e7af5b7198f839ea9060be89af8a04a89ce5771517097a20ffb51e6b
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SHA512:
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metadata.gz:
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data.tar.gz:
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metadata.gz: 4949821c3b59cfcf655f7976c6a6839ab06b03d26e898979d7cbd8f55c27b49bae521d98eab6e7c2e805a9db9cc691de5eb3e2050da2879d9b1c457838928306
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data.tar.gz: be87b9700ce51e10b95900a572713cc2794474296c0690270478b3d0261717c56d7ad0fe524f8feddc0acbd8992c17da38bee4fdc40c828abac24594f7deb7df
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data/lib/sudoku_wizard.rb
CHANGED
@@ -17,11 +17,11 @@ class Sudoku
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def initialize( holes = 40, status_messages = false )
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start_time = Time.now
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holes >
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self.difficulty = holes > 54 ? 54 : holes
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@status_messages = status_messages
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puts "Generating Game..." if @status_messages
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-
generate_game
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generate_game
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return if !@status_messages
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puts "Board Generated in"
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@@ -29,16 +29,17 @@ class Sudoku
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puts " #{ Time.now - start_time } seconds"
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end
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-
def generate_game
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def generate_game
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begin
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# @start_time = Time.now
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@iteration_counter = 0
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@poke_counter = 0
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self.solution = new_solved_board
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-
self.
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-
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-
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self.starting_board = poke_holes(self.solution.map(&:clone))
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rescue => error
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puts error
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puts "#{ format_number(@iteration_counter) } iterations, Restarting" if @status_messages
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-
generate_game
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generate_game
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end
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end
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@@ -55,7 +56,7 @@ class Sudoku
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# Fill in the empty cell
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for num in (1..9).to_a.shuffle do
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@iteration_counter += 1
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-
raise if (@iteration_counter > 1_000_000)
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raise "too make buil iterations" if (@iteration_counter > 1_000_000)
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if safe(puzzle_matrix, empty_cell, num) # For a number, check if it safe to place that number in the empty cell
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puzzle_matrix[empty_cell[:row_i]][empty_cell[:col_i]] = num # if safe, place number
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return puzzle_matrix if solve(puzzle_matrix) # Recursively call solve method again.
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@@ -105,24 +106,26 @@ class Sudoku
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end
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-
def poke_holes(puzzle_matrix
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-
removed_values = []
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def poke_holes(puzzle_matrix)
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self.removed_values = []
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val = (0...81).to_a.shuffle
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-
while removed_values.length <
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-
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-
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while self.removed_values.length < self.difficulty
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next_val = val.pop
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raise "impossible game" if !next_val
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row_i = next_val / 9
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col_i = next_val % 9
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next if (puzzle_matrix[row_i][col_i] == 0)
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removed_values.push({row_i: row_i, col_i: col_i, val: puzzle_matrix[row_i][col_i] })
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self.removed_values.push({row_i: row_i, col_i: col_i, val: puzzle_matrix[row_i][col_i] })
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puzzle_matrix[row_i][col_i] = 0
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-
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proposed_board = puzzle_matrix.map(&:clone)
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-
if
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puzzle_matrix[row_i][col_i] = removed_values.pop[:val]
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end
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puzzle_matrix[row_i][col_i] = self.removed_values.pop[:val] if multiple_solutions?( proposed_board )
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end
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-
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puzzle_matrix
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end
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def render(board_name)
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@@ -151,6 +154,63 @@ class Sudoku
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end
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private
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def bring_index_to_front(index, array)
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starting_point = array.slice(index)
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array.delete_at(index)
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array.unshift(starting_point)
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end
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###############
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def multiple_solutions?(board_to_check)
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possible_solutions = []
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empty_cell_array = empty_cell_coords(board_to_check)
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empty_cell_array.each_with_index do |coord, index|
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board_clone = board_to_check.map{|row| row.map{|col| col}}
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empty_cell_array_clone = empty_cell_array.map{|coord| coord}
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bring_index_to_front(index, empty_cell_array_clone)
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this_solution = fill_from_array( board_clone, empty_cell_array_clone )
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possible_solutions.push(this_solution)
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return true if possible_solutions.uniq.length > 1
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end
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return false
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end
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def fill_from_array(board, empty_cell_array)
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empty_cell = next_still_empty_cell(board, empty_cell_array)
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return board if !empty_cell
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for num in (1..9).to_a.shuffle do
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@poke_counter += 1
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raise "too many pokes: #{@poke_counter}, #{board}, removed: #{@removed_values.length}" if (@poke_counter > 10_000_000)
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if safe(board, empty_cell, num)
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board[empty_cell[:row_i]][empty_cell[:col_i]] = num
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return board if fill_from_array(board, empty_cell_array)
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board[empty_cell[:row_i]][empty_cell[:col_i]] = 0
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end
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end
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false
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end
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def next_still_empty_cell(board, empty_cell_array)
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empty_cell_array.each do |coords|
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next if board[ coords[:row] ][ coords[:col] ] != 0
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return {row_i: coords[:row], col_i: coords[:col] }
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end
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false
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end
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def empty_cell_coords(board)
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(0..8).to_a.each_with_object( [] ) do |row, empty_cells|
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(0..8).to_a.each do |col|
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next if board[row][col] != 0
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empty_cells << {row:row, col:col}
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end
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end
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end
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#################
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def format_number(integer)
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number_of_digits = Math.log(integer, 10).floor + 1
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@@ -169,5 +229,32 @@ class Sudoku
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end
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# SOLVED_BOARD = [
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# [2, 8, 4, 7, 9, 1, 5, 3, 6],
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# [7, 3, 6, 5, 8, 2, 4, 9, 1],
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# [9, 1, 5, 3, 4, 6, 2, 7, 8],
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# [5, 4, 1, 2, 7, 3, 8, 6, 9],
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# [8, 6, 7, 9, 5, 4, 3, 1, 2],
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# [3, 9, 2, 1, 6, 8, 7, 5, 4],
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# [1, 7, 3, 4, 2, 9, 6, 8, 5],
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# [6, 2, 9, 8, 3, 5, 1, 4, 7],
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# [4, 5, 8, 6, 1, 7, 9, 2, 3]
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# ]
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# MULTIPLE_SOLUTION = [
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# [0,1,7,5,6,0,0,0,8],
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# [0,5,0,0,0,1,3,0,7],
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# [0,9,2,0,0,0,6,0,1],
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# [0,7,0,2,3,0,8,4,0],
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# [4,3,0,6,1,0,0,7,9],
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# [0,6,8,0,0,7,0,3,0],
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# [7,0,0,1,5,0,9,8,4],
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# [0,0,1,7,0,3,5,0,0],
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# [0,0,6,0,2,0,7,0,0]
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# ]
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# binding.pry
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# false
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metadata
CHANGED
@@ -1,14 +1,14 @@
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--- !ruby/object:Gem::Specification
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name: sudoku_wizard
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version: !ruby/object:Gem::Version
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version: 1.0
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version: 1.1.0
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platform: ruby
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authors:
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- Daniel Sasse
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autorequire:
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bindir: bin
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cert_chain: []
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-
date: 2021-
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date: 2021-03-01 00:00:00.000000000 Z
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dependencies: []
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description: Uses backtracking algorithm to generate random boards of specified difficulty
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and find solutions
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@@ -37,8 +37,7 @@ required_rubygems_version: !ruby/object:Gem::Requirement
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- !ruby/object:Gem::Version
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version: '0'
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requirements: []
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rubygems_version: 2.6.1
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rubygems_version: 3.0.9
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signing_key:
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specification_version: 4
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summary: Sudoku board generator & solver
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