Shodhganga Collection:
http://hdl.handle.net/10603/94087
Thu, 18 Apr 2019 13:12:01 GMT2019-04-18T13:12:01ZDesign and Analysis of an Efficient Guessed Free Sudoku Solver
http://hdl.handle.net/10603/106778
Title: Design and Analysis of an Efficient Guessed Free Sudoku Solver
Abstract: Sudoku is the Japanese abbreviation of a longer phrase, Suuji wa dokushin ni kagiru ,
newlinemeaning the digits must remain single . It is a fascinating numeric enigma that trains our
newlinerational mind. Solving a Sudoku puzzle requires no mathematics. On the contrary, the game
newlineinitiates a number of stimulating mathematical problems. Applications of solving a Sudoku
newlineinstance are found in the various fields of Steganography, Secret image sharing with necessary reversibility, Encrypting SMS, Digital watermarking, Image authentication, Image Encryption, Enhancement of genome sequence in DNA, Track maintenance through cooperating agents, and so on and so forth.
newlineAll the earlier existing Sudoku solvers that are available in literature (including Internet) are
newlineeither entirely guess based heuristics or computation intensive soft computing methodologies,
newlineand hence, extremely time consuming. In addition, each of these existing solvers solves an
newlineinstance of the problem considering the clues one-by-one for each of the blank locations. Often guessing may not be guided by selecting a desired path of computing a solution, and hence, exhaustive redundant computations are involved over there.
newlineUsually Sudoku instances are available in literature based on their classification of different
newlinelevels of difficulty like easy, moderate, diabolical, evil, etc. These classifications are based on the algorithmic approaches developed and executed in solving different Sudoku instances.
newlineSometimes, it is told that the instances are easier or harder based on the number of clues given along with their relative locations in a given instance but there is no concrete proof to support such claims.
newlineOften a Sudoku instance is defined that it has one and only one valid solution. But, in general, a Sudoku instance might have two or more solutions as well though each of the existing solvers computes only one of them. There is no assessment in the existing techniques in literature to make sure whether an instance is, in fact, having a valid solution or there exishttp://hdl.handle.net/10603/106778Study and analysis of power law transformations in image enhancement technique
http://hdl.handle.net/10603/97787
Title: Study and analysis of power law transformations in image enhancement technique
Abstract: newlinehttp://hdl.handle.net/10603/97787Design and Analysis of an Efficient Guessed Free Sudoku Solver
http://hdl.handle.net/10603/97233
Title: Design and Analysis of an Efficient Guessed Free Sudoku Solver
Abstract: Sudoku is the Japanese abbreviation of a longer phrase, Suuji wa dokushin ni kagiru ,
newlinemeaning the digits must remain single . It is a fascinating numeric enigma that trains our
newlinerational mind. Solving a Sudoku puzzle requires no mathematics. On the contrary, the game
newlineinitiates a number of stimulating mathematical problems. Applications of solving a Sudoku
newlineinstance are found in the various fields of Steganography, Secret image sharing with necessary reversibility, Encrypting SMS, Digital watermarking, Image authentication, Image Encryption, Enhancement of genome sequence in DNA, Track maintenance through cooperating agents, and so on and so forth.
newlineAll the earlier existing Sudoku solvers that are available in literature (including Internet) are
newlineeither entirely guess based heuristics or computation intensive soft computing methodologies,
newlineand hence, extremely time consuming. In addition, each of these existing solvers solves an
newlineinstance of the problem considering the clues one-by-one for each of the blank locations. Often guessing may not be guided by selecting a desired path of computing a solution, and hence, exhaustive redundant computations are involved over there.
newlineUsually Sudoku instances are available in literature based on their classification of different
newlinelevels of difficulty like easy, moderate, diabolical, evil, etc. These classifications are based on the algorithmic approaches developed and executed in solving different Sudoku instances.
newlineSometimes, it is told that the instances are easier or harder based on the number of clues given along with their relative locations in a given instance but there is no concrete proof to support such claims.
newlineOften a Sudoku instance is defined that it has one and only one valid solution. But, in general, a Sudoku instance might have two or more solutions as well though each of the existing solvers computes only one of them. There is no assessment in the existing techniques in literature to make sure whether an instance is, in fact, having a valid solution or there exist two or more solutions of the given Sudoku puzzle. Also, none of the existing Sudoku solvers used graph theory as a tool to compute all valid solutions of a given Sudoku instance, or declare if there is no solution (or the given instance is not valid).
newlineIn this thesis, we have developed a minigrid based guessed free Sudoku solver which is a more deterministic algorithmic approach in the sense that redundancy is drastically reduced in this process of computations involved and that it always guarantees a solution, if it exists in a reasonable amount of time. The Sudoku solver developed in this thesis does not differentiate the instances in terms of any level of difficulty, and each of the instances is equally easy or hard to solve using our approach, if a reasonable number of clues are given. It computes solution(s) if it exists without guessing a possible value in a blank location and primarily minigrid based irredundant deterministic computations are involved over there.
newlineLater on, inter-minigrid valid combinations are computed in some fashion, either following
newlinespiral, or zigzag, or semi-spiral sequence of considering all the minigrids to compute a desired solution. At the end, in developing the algorithm, we have generalized the approach based on a graph theoretic formulation wherein we have proved that the modified comprehensive innovation is able to generate all valid solutions of a given Sudoku instance, if there be one or more such solutions. Even the algorithm is capable to detect Sudoku puzzles that are not valid. We have also explored several domains of application of our devised solver and developed algorithms for preventing unauthorized modifications in the field of Steganography and Biometric template encryption. Algorithms for generating a large number of Sudoku instances have also been designed in this thesis.
newlinehttp://hdl.handle.net/10603/97233Analysis and Design of Cross Layer Architecture for Data Accessibility in MANETs through Efficient Routing Protocol
http://hdl.handle.net/10603/96846
Title: Analysis and Design of Cross Layer Architecture for Data Accessibility in MANETs through Efficient Routing Protocol
Abstract: Information Technology has seen vital developments with innovations in communication technologies.
newlineData communication has captive from infrastructure based to infrastructure-less methods.
newlineMobile ad-hoc networks are composed of nodes with completely different data rates, reliability,
newlinetransmission power and processing speed. This results in link spatial property causing
newlinetransmission failure attributable to link breakage between the nodes. Seamless quality across
newlineheterogeneous mobile wireless technologies is currently essential as MANET users demand
newlineefficient communication. The layered protocol designed for wired networks stand insufficient.
newlineIn this thesis work, the effort is to analyze and propose a cross-layer interaction design between
newlinetransport layer, routing layer, data link layer, and physical layer with the intentions of power
newlineefficient routing. Energy-efficient design requires a cross-layer design as power is affected by
newlineall aspects of network design ranging from silicon level to application level.
newlineAt the physical layer, the transmit power level affects the signal quality that determines the
newlineneighbouring nodes that receives the Request-to-Send packet (RTS). The link quality is set by
newlinethe received signal strength at the physical layer. The channel interference, competition, and
newlineRequest-To-Send/Clear-To-Send packets of the MAC layer are used to confirm the transmission
newlinepower and ensure the Quality of Service at the application layer.
newlineIn the MAC layer, a replacement protocol is projected that uses two communication channels
newlinethat try to resolve link spatial property. Within the network layer, hierarchical location service
newlineprotocol and a node density adaptation position-based routing protocol are proposed.Routing
newlineprotocols should contemplate power efficient information for the successful transmission to
newlinecomplete.
newlineA cross-layer approach design is a necessary part for designing power economical routing protocols.
newlineIn this thesis work, efforts are made to optimize a cross-layer interaction design between the network.http://hdl.handle.net/10603/96846