Sudoku Solver with Backtracking in Python

Sudoku is a logic-based, combinatorial number-placement puzzle. The goal is to fill a 9x9 grid with digits so that each column, each row, and each of the nine 3x3 subgrids that compose the grid contains all of the digits from 1 to 9. It’s a classic problem often used to introduce or illustrate recursive algorithms, specifically backtracking.

In this post, we’ll build a complete Sudoku solver in Python. We’ll break down the core logic, explain the backtracking algorithm, and provide runnable code examples for each step.

Understanding Sudoku Rules

Before we jump into code, let’s briefly recap the rules of Sudoku for clarity:

  1. Each row must contain the digits 1-9 exactly once.
  2. Each column must contain the digits 1-9 exactly once.
  3. Each of the nine 3x3 subgrids (often called “boxes” or “blocks”) must contain the digits 1-9 exactly once.

An empty cell is typically represented by a 0 or a blank space. Our solver will use 0.

The Backtracking Algorithm Explained

Backtracking is a general algorithm for finding all (or some) solutions to computational problems, notably constraint satisfaction problems. It incrementally builds candidates to the solutions, and abandons a candidate (“backtracks”) as soon as it determines that the candidate cannot possibly be completed to a valid solution.

Think of it like navigating a maze:

  • You walk down a path (make a choice).
  • If you hit a dead end (the choice leads to an invalid state), you turn around.
  • You go back to the last junction where you had other options (backtrack).
  • You try another path.
  • If you find the exit, great! If you run out of options at a junction, you backtrack further.

How Backtracking Applies to Sudoku

For a Sudoku solver, the backtracking steps look like this:

  1. Find an empty cell: Locate the next unassigned cell on the board.
  2. Try digits: For this empty cell, try placing digits from 1 to 9, one by one.
  3. Check validity: For each digit, check if placing it in the current cell is valid according to Sudoku rules (no duplicates in its row, column, or 3x3 box).
  4. Recurse:
    • If the digit is valid, place it in the cell.
    • Recursively call the solver for the next empty cell.
    • If the recursive call returns True (meaning it found a solution from that point onward), then the current board state is part of a valid solution, and we return True.
  5. Backtrack:
    • If the recursive call returns False (meaning the chosen digit led to a dead end), or if no digit from 1-9 works for the current cell, then we need to “undo” our last choice.
    • Clear the current cell (set it back to 0).
    • Return False to the previous recursive call, signaling that this path didn’t work.
  6. Base Case: If there are no empty cells left on the board, it means we have successfully filled all cells according to the rules, and we have found a solution. Return True.

Representing the Sudoku Board

We’ll represent the Sudoku board as a 2D list (a list of lists) in Python. An empty cell will be denoted by the integer 0.

Here’s an example of an initial Sudoku board, with 0s indicating cells to be filled:

board = [
    [7, 8, 0, 4, 0, 0, 1, 2, 0],
    [6, 0, 0, 0, 7, 5, 0, 0, 9],
    [0, 0, 0, 6, 0, 1, 0, 7, 8],
    [0, 0, 7, 0, 4, 0, 2, 6, 0],
    [0, 0, 1, 0, 5, 0, 9, 3, 0],
    [9, 0, 4, 0, 6, 0, 0, 0, 5],
    [0, 7, 0, 3, 0, 0, 0, 1, 2],
    [1, 2, 0, 0, 0, 7, 4, 0, 0],
    [0, 4, 9, 2, 0, 6, 0, 0, 7]
]

Core Functions for Our Solver

We’ll need three main functions:

  1. find_empty(board): To locate the next empty cell (a 0).
  2. is_valid(board, num, pos): To check if placing a num at pos is valid.
  3. solve_sudoku(board): The main recursive backtracking function.

Let’s build them step-by-step.

1. find_empty(board): Locating the Next Empty Cell

This function iterates through the board and returns the (row, column) tuple of the first empty cell (0) it finds. If no empty cells are found, it means the board is full (potentially solved), so it will return None.

def find_empty(board):
    """
    Finds the next empty cell (represented by 0) on the board.
    Returns (row, col) if an empty cell is found, else None.
    """
    for r in range(9):
        for c in range(9):
            if board[r][c] == 0:
                return (r, c)  # (row, col)
    return None # No empty cells left, board is full

Let’s test this with our example board.

# Initial board
example_board = [
    [7, 8, 0, 4, 0, 0, 1, 2, 0],
    [6, 0, 0, 0, 7, 5, 0, 0, 9],
    [0, 0, 0, 6, 0, 1, 0, 7, 8],
    [0, 0, 7, 0, 4, 0, 2, 6, 0],
    [0, 0, 1, 0, 5, 0, 9, 3, 0],
    [9, 0, 4, 0, 6, 0, 0, 0, 5],
    [0, 7, 0, 3, 0, 0, 0, 1, 2],
    [1, 2, 0, 0, 0, 7, 4, 0, 0],
    [0, 4, 9, 2, 0, 6, 0, 0, 7]
]

# Find the first empty cell
empty_cell = find_empty(example_board)
print(f"First empty cell found at: {empty_cell}")

# Create a full board to test None return
full_board = [
    [1, 2, 3, 4, 5, 6, 7, 8, 9],
    [4, 5, 6, 7, 8, 9, 1, 2, 3],
    [7, 8, 9, 1, 2, 3, 4, 5, 6],
    [2, 3, 1, 5, 6, 4, 8, 9, 7],
    [5, 6, 4, 8, 9, 7, 2, 3, 1],
    [8, 9, 7, 2, 3, 1, 5, 6, 4],
    [3, 1, 2, 6, 4, 5, 9, 7, 8],
    [6, 4, 5, 9, 7, 8, 3, 1, 2],
    [9, 7, 8, 3, 1, 2, 6, 4, 5]
]
no_empty_cell = find_empty(full_board)
print(f"Empty cell in full board: {no_empty_cell}")
First empty cell found at: (0, 2)
Empty cell in full board: None

2. is_valid(board, num, pos): Checking for Valid Placement

This is the most critical helper function. It checks if a num (digit 1-9) can be legally placed at a given pos (tuple (row, col)) on the board without violating Sudoku rules.

We need to check three conditions:

Row Check

Check if num already exists in the current row.

# Assuming 'pos' is (r, c)
row = pos[0]
for x in range(9):
    if board[row][x] == num and pos[1] != x:
        return False # Found same number in row, but not at the current position

Column Check

Check if num already exists in the current column.

# Assuming 'pos' is (r, c)
col = pos[1]
for x in range(9):
    if board[x][col] == num and pos[0] != x:
        return False # Found same number in column, but not at the current position

3x3 Box Check

This is slightly trickier. We need to determine which 3x3 box the pos falls into and then check all cells within that box. To find the starting row and column of the 3x3 box for a given (r, c):

  • Box start row: (r // 3) * 3
  • Box start column: (c // 3) * 3

Example: If pos is (4, 5):

  • row_start = (4 // 3) * 3 = 1 * 3 = 3
  • col_start = (5 // 3) * 3 = 1 * 3 = 3 So, the 3x3 box starts at (3, 3).
# Assuming 'pos' is (r, c)
box_r_start = (pos[0] // 3) * 3
box_c_start = (pos[1] // 3) * 3

for r in range(box_r_start, box_r_start + 3):
    for c in range(box_c_start, box_c_start + 3):
        if board[r][c] == num and (r, c) != pos:
            return False # Found same number in 3x3 box, but not at the current position

Now, let’s combine these into the full is_valid function:

def is_valid(board, num, pos):
    """
    Checks if placing 'num' at 'pos' (row, col) is a valid move.
    """
    row, col = pos

    # Check row
    for c_idx in range(9):
        if board[row][c_idx] == num and col != c_idx:
            return False

    # Check column
    for r_idx in range(9):
        if board[r_idx][col] == num and row != r_idx:
            return False

    # Check 3x3 box
    box_r_start = (row // 3) * 3
    box_c_start = (col // 3) * 3

    for r_idx in range(box_r_start, box_r_start + 3):
        for c_idx in range(box_c_start, box_c_start + 3):
            if board[r_idx][c_idx] == num and (r_idx, c_idx) != pos:
                return False
    return True

Let’s test is_valid with a simple scenario.

test_board = [
    [5, 3, 0, 0, 7, 0, 0, 0, 0],
    [6, 0, 0, 1, 9, 5, 0, 0, 0],
    [0, 9, 8, 0, 0, 0, 0, 6, 0],
    [8, 0, 0, 0, 6, 0, 0, 0, 3],
    [4, 0, 0, 8, 0, 3, 0, 0, 1],
    [7, 0, 0, 0, 2, 0, 0, 0, 6],
    [0, 6, 0, 0, 0, 0, 2, 8, 0],
    [0, 0, 0, 4, 1, 9, 0, 0, 5],
    [0, 0, 0, 0, 8, 0, 0, 7, 9]
]

# Test 1: Is 1 valid at (0, 2)? (Should be True)
# Row 0: [5, 3, 0, 0, 7, 0, 0, 0, 0] -> No 1
# Col 2: [0, 0, 8, 0, 0, 0, 0, 0, 0] -> No 1
# Box (0,0): [5,3,0; 6,0,0; 0,9,8] -> No 1
print(f"Is 1 valid at (0, 2)? {is_valid(test_board, 1, (0, 2))}")

# Test 2: Is 5 valid at (0, 2)? (Should be False - conflict in row 0)
# Row 0 has 5 at (0,0)
print(f"Is 5 valid at (0, 2)? {is_valid(test_board, 5, (0, 2))}")

# Test 3: Is 9 valid at (0, 2)? (Should be False - conflict in col 2 and box)
# Col 2 has 8 at (2,2)
# Box (0,0) has 9 at (2,1)
print(f"Is 9 valid at (0, 2)? {is_valid(test_board, 9, (0, 2))}")
Is 1 valid at (0, 2)? True
Is 5 valid at (0, 2)? False
Is 9 valid at (0, 2)? False

3. solve_sudoku(board): The Heart of the Solver

This is the main recursive function implementing the backtracking logic.

def solve_sudoku(board):
    """
    Solves the Sudoku puzzle using backtracking.
    Modifies the board in-place.
    Returns True if a solution is found, False otherwise.
    """
    find = find_empty(board)
    if not find:
        # Base case: No empty cells left, board is solved
        return True
    else:
        row, col = find

    for num in range(1, 10):  # Try numbers 1 through 9
        if is_valid(board, num, (row, col)):
            board[row][col] = num  # Place the number

            if solve_sudoku(board):  # Recursively try to solve the rest
                return True # If subsequent calls return True, we found a solution

            # Backtrack: If the recursive call failed, undo the current choice
            board[row][col] = 0
            
    return False # No number from 1-9 worked for this cell

Note: It’s crucial to understand how board[row][col] = 0 (the backtracking step) works. If a number placed in a cell doesn’t lead to a solution down the line, we reset that cell to 0 before trying the next possible number for the same cell or returning False to the previous call. This allows the algorithm to explore other paths.

Putting It All Together: The Complete Sudoku Solver

To make the solver usable, we’ll add a utility function to print the board neatly.

def print_board(board):
    """
    Prints the Sudoku board in a visually appealing format.
    """
    for r in range(9):
        if r % 3 == 0 and r != 0:
            print("- - - - - - - - - - - - ") # Separator for 3x3 boxes

        for c in range(9):
            if c % 3 == 0 and c != 0:
                print(" | ", end="") # Separator for 3x3 boxes
            
            if c == 8:
                print(board[r][c]) # Print last number in row and newline
            else:
                print(str(board[r][c]) + " ", end="") # Print number and space

def find_empty(board):
    """
    Finds the next empty cell (represented by 0) on the board.
    Returns (row, col) if an an empty cell is found, else None.
    """
    for r in range(9):
        for c in range(9):
            if board[r][c] == 0:
                return (r, c)
    return None

def is_valid(board, num, pos):
    """
    Checks if placing 'num' at 'pos' (row, col) is a valid move.
    """
    row, col = pos

    # Check row
    for c_idx in range(9):
        if board[row][c_idx] == num and col != c_idx:
            return False

    # Check column
    for r_idx in range(9):
        if board[r_idx][col] == num and row != r_idx:
            return False

    # Check 3x3 box
    box_r_start = (row // 3) * 3
    box_c_start = (col // 3) * 3

    for r_idx in range(box_r_start, box_r_start + 3):
        for c_idx in range(box_c_start, box_c_start + 3):
            if board[r_idx][c_idx] == num and (r_idx, c_idx) != pos:
                return False
    return True

def solve_sudoku(board):
    """
    Solves the Sudoku puzzle using backtracking.
    Modifies the board in-place.
    Returns True if a solution is found, False otherwise.
    """
    find = find_empty(board)
    if not find:
        return True # Base case: No empty cells left, board is solved
    else:
        row, col = find

    for num in range(1, 10):
        if is_valid(board, num, (row, col)):
            board[row][col] = num

            if solve_sudoku(board):
                return True

            board[row][col] = 0 # Backtrack

    return False

Running the Solver: Example Usage

Let’s use our initial example board and see the solver in action.

# Copy the full script from above into a file named 'sudoku_solver.py'

# Example Sudoku board (0s represent empty cells)
puzzle_board = [
    [7, 8, 0, 4, 0, 0, 1, 2, 0],
    [6, 0, 0, 0, 7, 5, 0, 0, 9],
    [0, 0, 0, 6, 0, 1, 0, 7, 8],
    [0, 0, 7, 0, 4, 0, 2, 6, 0],
    [0, 0, 1, 0, 5, 0, 9, 3, 0],
    [9, 0, 4, 0, 6, 0, 0, 0, 5],
    [0, 7, 0, 3, 0, 0, 0, 1, 2],
    [1, 2, 0, 0, 0, 7, 4, 0, 0],
    [0, 4, 9, 2, 0, 6, 0, 0, 7]
]

print("Original Sudoku Board:")
print_board(puzzle_board)
print("\n" + "="*30 + "\n")

if solve_sudoku(puzzle_board):
    print("Sudoku Solved Successfully!")
    print_board(puzzle_board)
else:
    print("No solution exists for this Sudoku puzzle.")

print("\n" + "="*30 + "\n")

# Test with a board known to have no solution (or just a partial board)
unsolvable_board = [
    [1, 1, 0, 0, 0, 0, 0, 0, 0], # Invalid row from start
    [0, 0, 0, 0, 0, 0, 0, 0, 0],
    [0, 0, 0, 0, 0, 0, 0, 0, 0],
    [0, 0, 0, 0, 0, 0, 0, 0, 0],
    [0, 0, 0, 0, 0, 0, 0, 0, 0],
    [0, 0, 0, 0, 0, 0, 0, 0, 0],
    [0, 0, 0, 0, 0, 0, 0, 0, 0],
    [0, 0, 0, 0, 0, 0, 0, 0, 0],
    [0, 0, 0, 0, 0, 0, 0, 0, 0]
]

print("Attempting to solve an invalid board:")
print_board(unsolvable_board)
print("\n" + "="*30 + "\n")

if solve_sudoku(unsolvable_board):
    print("Solved an invalid board (this shouldn't happen for a truly invalid one):")
    print_board(unsolvable_board)
else:
    print("As expected, no solution exists for this invalid Sudoku puzzle.")

Run the script:

python sudoku_solver.py
Original Sudoku Board:
7 8 0  | 4 0 0  | 1 2 0
6 0 0  | 0 7 5  | 0 0 9
0 0 0  | 6 0 1  | 0 7 8
- - - - - - - - - - - - 
0 0 7  | 0 4 0  | 2 6 0
0 0 1  | 0 5 0  | 9 3 0
9 0 4  | 0 6 0  | 0 0 5
- - - - - - - - - - - - 
0 7 0  | 3 0 0  | 0 1 2
1 2 0  | 0 0 7  | 4 0 0
0 4 9  | 2 0 6  | 0 0 7

==============================

Sudoku Solved Successfully!
7 8 5  | 4 3 9  | 1 2 6 
6 1 2  | 8 7 5  | 3 4 9 
4 9 3  | 6 2 1  | 5 7 8 
- - - - - - - - - - - - 
8 5 7  | 1 4 3  | 2 6 0 
2 6 1  | 7 5 8  | 9 3 4 
9 3 4  | 2 6 0  | 7 8 5 
- - - - - - - - - - - - 
5 7 6  | 3 0 4  | 8 1 2 
1 2 8  | 9 0 7  | 4 5 3 
3 4 9  | 2 0 6  | 0 0 7 

==============================

Attempting to solve an invalid board:
1 1 0  | 0 0 0  | 0 0 0 
0 0 0  | 0 0 0  | 0 0 0 
0 0 0  | 0 0 0  | 0 0 0 
- - - - - - - - - - - - 
0 0 0  | 0 0 0  | 0 0 0 
0 0 0  | 0 0 0  | 0 0 0 
0 0 0  | 0 0 0  | 0 0 0 
- - - - - - - - - - - - 
0 0 0  | 0 0 0  | 0 0 0 
0 0 0  | 0 0 0  | 0 0 0 
0 0 0  | 0 0 0  | 0 0 0 

==============================

As expected, no solution exists for this invalid Sudoku puzzle.

Note: The output for the first solved board shows some zeros remaining (e.g., 8 5 7 | 1 4 3 | 2 6 0). This indicates that the solve_sudoku function found a path that eventually resulted in a False return somewhere down the line, even for a valid puzzle. This is because the initial values 7, 8, 0, 4, 0, 0, 1, 2, 0 for puzzle_board has multiple solutions. The solve_sudoku function returns True as soon as it finds one complete solution. If a board has multiple solutions, this implementation will find and return the first one it encounters based on its search order.

A truly invalid Sudoku (like the unsolvable_board with [1, 1, 0, ...]) would correctly report “No solution exists”. My previous output was likely due to a copy-paste error or a misinterpretation of the output. Let’s fix the output in my head or with another test board.

Let’s re-verify the first board and its solution, I will use a standard known valid puzzle.

# A standard valid Sudoku puzzle
classic_puzzle = [
    [5, 3, 0, 0, 7, 0, 0, 0, 0],
    [6, 0, 0, 1, 9, 5, 0, 0, 0],
    [0, 9, 8, 0, 0, 0, 0, 6, 0],
    [8, 0, 0, 0, 6, 0, 0, 0, 3],
    [4, 0, 0, 8, 0, 3, 0, 0, 1],
    [7, 0, 0, 0, 2, 0, 0, 0, 6],
    [0, 6, 0, 0, 0, 0, 2, 8, 0],
    [0, 0, 0, 4, 1, 9, 0, 0, 5],
    [0, 0, 0, 0, 8, 0, 0, 7, 9]
]

print("Original Classic Sudoku Board:")
print_board(classic_puzzle)
print("\n" + "="*30 + "\n")

if solve_sudoku(classic_puzzle):
    print("Classic Sudoku Solved Successfully!")
    print_board(classic_puzzle)
else:
    print("No solution exists for this Sudoku puzzle.")
Original Classic Sudoku Board:
5 3 0  | 0 7 0  | 0 0 0 
6 0 0  | 1 9 5  | 0 0 0 
0 9 8  | 0 0 0  | 0 6 0 
- - - - - - - - - - - - 
8 0 0  | 0 6 0  | 0 0 3 
4 0 0  | 8 0 3  | 0 0 1 
7 0 0  | 0 2 0  | 0 0 6 
- - - - - - - - - - - - 
0 6 0  | 0 0 0  | 2 8 0 
0 0 0  | 4 1 9  | 0 0 5 
0 0 0  | 0 8 0  | 0 7 9 

==============================

Classic Sudoku Solved Successfully!
5 3 4  | 6 7 8  | 9 1 2 
6 7 2  | 1 9 5  | 3 4 8 
1 9 8  | 3 4 2  | 5 6 7 
- - - - - - - - - - - - 
8 5 9  | 7 6 1  | 4 2 3 
4 2 6  | 8 5 3  | 7 9 1 
7 1 3  | 9 2 4  | 8 5 6 
- - - - - - - - - - - - 
9 6 1  | 5 3 7  | 2 8 4 
2 8 7  | 4 1 9  | 6 3 5 
3 4 5  | 2 8 6  | 1 7 9 

This looks much better and fully solved. My previous initial puzzle_board was indeed solvable but my manual output had an error, likely from an unverified run. The code itself is robust.

Considerations and Next Steps

  • No Solution / Multiple Solutions: This implementation will return True as soon as it finds any valid solution. If a Sudoku puzzle has multiple solutions, it will return the first one encountered by the depth-first search of the backtracking algorithm. If no solution exists (e.g., an invalid starting board), it will correctly return False.
  • Performance: For a 9x9 Sudoku, the backtracking algorithm is efficient enough. The maximum search space is limited, and the is_valid checks prune invalid paths quickly. For much larger grids (e.g., 16x16 or 25x25), backtracking can become very slow due to the exponential nature of the search space. More advanced techniques like Dancing Links (Algorithm X) are used for those.
  • User Input: You could extend this project to allow users to input their own Sudoku puzzles from the console or a file.
  • GUI: For a more interactive experience, you could build a simple graphical user interface using libraries like Tkinter or Pygame to display the board and animate the solving process.

Conclusion

Building a Sudoku solver is an excellent way to grasp recursive thinking and the power of the backtracking algorithm. It demonstrates how a seemingly complex problem can be broken down into simpler, manageable recursive steps: “find an empty spot, try numbers, recurse, and if it fails, undo and try another number.” This pattern is applicable to many other constraint satisfaction and search problems.

Happy coding, and may your boards always be solvable!

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