<prompt> Etsa algorithm ea ho rarolla Sudokunan  <response>: Instruction in English: Design a Sudoku solving algorithm . Response in English: Creating a Sudoku solving algorithm involves several steps including checking validity, backtracking, and recursion. Heres an example algorithm that you could try implementing:1. Create a function to check whether a given number is valid in the current Sudoku configuration. It should take in the current puzzle, row, column, and number as arguments. The function should check the row, column, and 3x3 sub-grid that the current cell is in to see if the number already exists. If it does, then the number is not valid and the function should return False. Otherwise, the function should return True.2. Create a recursive function to solve the puzzle. This function should take in the current puzzle configuration as its argument. Within the function, loop through the puzzle to find the first empty cell represented by a 0. If there are no more empty cells, then the puzzle is solved and the function can return True.3. If there is an empty cell, try numbers from 1 to 9 in that cell. For each number, call the validity checking function from step 1 to see if that number is valid in its current position. If its valid, then place the number in the cell and call the recursive solve function again. 4. If the solve function returns True, then the puzzle is solved and you can return True. If the solve function returns False, then that means the current configuration is not solvable, so you should reset the current cell to 0 and continue trying other numbers.5. Implement backtracking. If youve tried all numbers from 1 to 9 in the current cell and none of them work, then youve reached a dead end. The recursive function should then return False, which will cause the function to backtrack to the previous recursive call and continue trying other numbers.6. To use this algorithm, call the recursive solve function on the initial puzzle configuration. If the function returns True, then the puzzle is solvable and the solved configuration should now be stored in the puzzle variable. If the function returns False, then the puzzle is not solvable. . Response in Sesotho: Ho theha algorithm ea ho rarolla Sudoku ho kenyelletsa mehato e maloa ho kenyelletsa ho lekola bonnete, ho khutlela morao le ho khutla. Mohlala ke ona oa algorithm oo u ka lekang ho o kenya tšebetsong: 1. Etsa tšebetso ho lekola hore na nomoro e fanoeng e ea sebetsa peakanyong ea hona joale ea Sudoku. E lokela ho nka puzzle ea hajoale, mola, kholomo, le nomoro joalo ka likhang. Mosebetsi o lokela ho hlahloba mola, kholomo, le 3x3-sub-grid eo sele ea hajoale e leng ho eona ho bona hore na nomoro e se e le teng. Haeba e etsa joalo, joale nomoro ha e sebetse me mosebetsi o lokela ho khutlisa False. Ho seng joalo, tsebetso e tlameha ho khutlisa Nete. 2. Etsa tšebetso e pheta-phetoang ho rarolla puzzle. Tsebetso ena e lokela ho nka tlhophiso ea puzzle ea hajoale e le khang ea eona. Ka hara tsebetso, bula papali ho fumana sele ea pele e se nang letho e emetsoeng ke 0. Haeba ho se ho se na lisele tse se nang letho, joale puzzle e rarolloa mme mosebetsi o ka khutlisa Nete. 3. Haeba ho na le sele e se nang letho, leka linomoro ho tloha ho 1 ho isa ho 9 seleng eo. Bakeng sa nomoro ka ngoe, letsetsa tsebetso ea ho hlahloba bonnete ho tloha mohato oa 1 ho bona hore na nomoro eo e nepahetse sebakeng sa eona sa hajoale. Haeba e nepahetse, beha nomoro ka seleng ebe o letsetsa tšebetso ea recursive solve hape. 4. Haeba mosebetsi wa ho rarolla o kgutlisetsa Nnete, ntho e tla rarollwa mme o ka kgutlisetsa Nnete. Ha tshebetso ya ho rarolla e kgutlisa Bohata, seo se bolela hore tlhophiso ya hona jwale ha e rarollehe, kahoo o lokela ho seta sele ya jwale botjha ho 0. me u tsoele pele ho leka linomoro tse ling. 5. Kenya tshebetsong kgutlela morao. Haeba o lekile dinomoro tsohle ho tloha ho 1 ho isa ho 9 seleng ya jwale mme ha ho le e nngwe ya tsona e sebetsang, jwale o fihlile pheletsong. Phetoho e tlameha ebe e khutlisa False, e leng se tla etsa hore tsebetso e khutlele morao mohala oa pele o iphetang ebe o tsoela pele ho leka linomoro tse ling. 6. Ho sebelisa algorithm ena, letsetsa tsebetso ea recursive solve tlhophiso ea pele ea puzzle. Haeba tsebetso e khutla Nete, joale puzzle e ka rarolloa me tlhophiso e rarollotsoeng joale e lokela ho bolokoa phapanong ea puzzle. Haeba tsebetso e khutlisa Mashano, joale puzzle ha e rarolloe. 