There is a ball in a maze with empty spaces and walls. The ball can go through empty spaces by rolling up (u), down (d), left (l) or right (r), but it won't stop rolling until hitting a wall. When the ball stops, it could choose the next direction. There is also a hole in this maze. The ball will drop into the hole if it rolls on to the hole.

Given the ball position, the hole position and the maze, find out how the ball could drop into the hole by moving the shortest distance. The distance is defined by the number of empty spaces traveled by the ball from the start position (excluded) to the hole (included). Output the moving directions by using 'u', 'd', 'l' and 'r'. Since there could be several different shortest ways, you should output the lexicographically smallest way. If the ball cannot reach the hole, output "impossible".

The maze is represented by a binary 2D array. 1 means the wall and 0 means the empty space. You may assume that the borders of the maze are all walls. The ball and the hole coordinates are represented by row and column indexes.

Example 1

Input 1: a maze represented by a 2D array

0 0 0 0 0
1 1 0 0 1
0 0 0 0 0
0 1 0 0 1
0 1 0 0 0 Input 2: ball coordinate (rowBall, colBall) = (4, 3)
Input 3: hole coordinate (rowHole, colHole) = (0, 1) Output: "lul"
Explanation: There are two shortest ways for the ball to drop into the hole.
The first way is left -> up -> left, represented by "lul".
The second way is up -> left, represented by 'ul'.
Both ways have shortest distance 6, but the first way is lexicographically smaller because 'l' < 'u'. So the output is "lul".

Example 2

Input 1: a maze represented by a 2D array

0 0 0 0 0
1 1 0 0 1
0 0 0 0 0
0 1 0 0 1
0 1 0 0 0 Input 2: ball coordinate (rowBall, colBall) = (4, 3)
Input 3: hole coordinate (rowHole, colHole) = (3, 0)
Output: "impossible"
Explanation: The ball cannot reach the hole.

Note:

  1. There is only one ball and one hole in the maze.
  2. Both the ball and hole exist on an empty space, and they will not be at the same position initially.
  3. The given maze does not contain border (like the red rectangle in the example pictures), but you could assume the border of the maze are all walls.
  4. The maze contains at least 2 empty spaces, and the width and the height of the maze won't exceed 30.

这道题在之前的两道The Maze IIThe Maze的基础上又做了些改变,在路径中间放了个陷阱,让球在最小步数内滚到陷阱之中,此时返回的并不是最小步数,而是滚动的方向,用u, r, d, l 这四个字母来分别表示上右下左,而且在步数相等的情况下,让我们返回按字母排序小的答案。相对于迷宫二那题来说,难度是增加了一些,但我们还是可以借鉴之前那道题的思路,我们还是需要用一个二位数组dists,其中dists[i][j]表示到达(i,j)这个位置时需要的最小步数,我们都初始化为整型最大值,在后在遍历的过程中不断用较小值来更新每个位置的步数值。我们还需要用一个哈希表来建立每个位置跟滚到该位置的方向字符串之间的映射,这里我们用一个trick,将二维坐标转(i,j)为一个数字i*n+j,这实际上就是把二维数组拉成一维数组的操作,matlab中很常见的操作。还有需要注意的是,一滚到底的操作需要稍作修改,之前我们都是一直滚到墙里面或者界外才停止,然后做退一步处理,就是小球能滚到的位置,这里我们滚的时候要判断陷阱,如果滚到了陷阱,那么我们也停下来,注意这时候不需要做后退一步处理。然后我们还是比较当前步数是否小于dists中的原有步数,小于的话就更新dists,然后更新哈希表中的映射方向字符串,然后对于不是陷阱的点,我们加入队列queue中继续滚。另一点跟迷宫二不同的之处在于,这里还要处理另一种情况,就是当最小步数相等的时候,并且新的滚法的方向字符串的字母顺序要小于原有的字符串的时候,我们也需要更新哈希表的映射,并且判断是否需要加入队列queue中,参见代码如下:

解法一:

class Solution {
public:
string findShortestWay(vector<vector<int>>& maze, vector<int>& ball, vector<int>& hole) {
int m = maze.size(), n = maze[].size();
vector<vector<int>> dists(m, vector<int>(n, INT_MAX));
vector<vector<int>> dirs{{,-},{-,},{,},{,}};
vector<char> way{'l','u','r','d'};
queue<pair<int, int>> q;
unordered_map<int, string> u;
dists[ball[]][ball[]] = ;
q.push({ball[], ball[]});
while (!q.empty()) {
auto t = q.front(); q.pop();
for (int i = ; i < ; ++i) {
int x = t.first, y = t.second, dist = dists[x][y];
string path = u[x * n + y];
while (x >= && x < m && y >= && y < n && maze[x][y] == && (x != hole[] || y != hole[])) {
x += dirs[i][]; y += dirs[i][]; ++dist;
}
if (x != hole[] || y != hole[]) {
x -= dirs[i][]; y -= dirs[i][]; --dist;
}
path.push_back(way[i]);
if (dists[x][y] > dist) {
dists[x][y] = dist;
u[x * n + y] = path;
if (x != hole[] || y != hole[]) q.push({x, y});
} else if (dists[x][y] == dist && u[x * n + y].compare(path) > ) {
u[x * n + y] = path;
if (x != hole[] || y != hole[]) q.push({x, y});
}
}
}
string res = u[hole[] * n + hole[]];
return res.empty() ? "impossible" : res;
}
};

下面这种写法是DFS的解法,可以看出来思路基本上跟上面的解法没有啥区别,写法上稍有不同,参见代码如下:

解法二:

class Solution {
public:
vector<vector<int>> dirs{{,-},{-,},{,},{,}};
vector<char> way{'l','u','r','d'};
string findShortestWay(vector<vector<int>>& maze, vector<int>& ball, vector<int>& hole) {
int m = maze.size(), n = maze[].size();
vector<vector<int>> dists(m, vector<int>(n, INT_MAX));
unordered_map<int, string> u;
dists[ball[]][ball[]] = ;
helper(maze, ball[], ball[], hole, dists, u);
string res = u[hole[] * n + hole[]];
return res.empty() ? "impossible" : res;
}
void helper(vector<vector<int>>& maze, int i, int j, vector<int>& hole, vector<vector<int>>& dists, unordered_map<int, string>& u) {
if (i == hole[] && j == hole[]) return;
int m = maze.size(), n = maze[].size();
for (int k = ; k < ; ++k) {
int x = i, y = j, dist = dists[x][y];
string path = u[x * n + y];
while (x >= && x < m && y >= && y < n && maze[x][y] == && (x != hole[] || y != hole[])) {
x += dirs[k][]; y += dirs[k][]; ++dist;
}
if (x != hole[] || y != hole[]) {
x -= dirs[k][]; y -= dirs[k][]; --dist;
}
path.push_back(way[k]);
if (dists[x][y] > dist) {
dists[x][y] = dist;
u[x * n + y] = path;
helper(maze, x, y, hole, dists, u);
} else if (dists[x][y] == dist && u[x * n + y].compare(path) > ) {
u[x * n + y] = path;
helper(maze, x, y, hole, dists, u);
}
}
}
};

类似题目:

The Maze II

The Maze

参考资料:

https://discuss.leetcode.com/topic/77116/bfs-solution-using-a-queue

https://discuss.leetcode.com/topic/77074/clear-java-accepted-dfs-solution-with-explanation

https://discuss.leetcode.com/topic/77474/similar-to-the-maze-ii-easy-understanding-java-bfs-solution

LeetCode All in One 题目讲解汇总(持续更新中...)

[LeetCode] The Maze III 迷宫之三的更多相关文章

  1. [LeetCode] 499. The Maze III 迷宫 III

    There is a ball in a maze with empty spaces and walls. The ball can go through empty spaces by rolli ...

  2. [LeetCode] The Maze II 迷宫之二

    There is a ball in a maze with empty spaces and walls. The ball can go through empty spaces by rolli ...

  3. [LeetCode] House Robber III 打家劫舍之三

    The thief has found himself a new place for his thievery again. There is only one entrance to this a ...

  4. Leetcode: The Maze III(Unsolved Lock Problem)

    There is a ball in a maze with empty spaces and walls. The ball can go through empty spaces by rolli ...

  5. [LeetCode] 505. The Maze II 迷宫 II

    There is a ball in a maze with empty spaces and walls. The ball can go through empty spaces by rolli ...

  6. [LeetCode] The Maze 迷宫

    There is a ball in a maze with empty spaces and walls. The ball can go through empty spaces by rolli ...

  7. [LeetCode] 505. The Maze II 迷宫之二

    There is a ball in a maze with empty spaces and walls. The ball can go through empty spaces by rolli ...

  8. Leetcode: The Maze II

    There is a ball in a maze with empty spaces and walls. The ball can go through empty spaces by rolli ...

  9. 3299: [USACO2011 Open]Corn Maze玉米迷宫

    3299: [USACO2011 Open]Corn Maze玉米迷宫 Time Limit: 10 Sec  Memory Limit: 128 MBSubmit: 137  Solved: 59[ ...

随机推荐

  1. Frequent Value

    Frequent Value poj-3368 题目大意:给你n个数的数列,保证它是单调递增的.给你m个询问,每个询问是询问两个节点之间最长的连续的相等的数的长度. 注释:n,m<=100000 ...

  2. php和apache工作原理?

    1.CGI和FastCGI是apache处理php脚本的其中两种工作模式,还有ISAPI,SAPI等 2.而php-fpm并不是一种工作模式,而是一个PHP在FastCGI模式运行下的进程管理器,全称 ...

  3. Hook 无侵入式埋点(页面统计)

    一.技术原理 Method-Swizzling 黑魔法 方法交换(不懂的可以查) 二.页面统计 某盟页面统计SDK需要开发者在APP基类里实现ViewDidAppear和viewDidDisappea ...

  4. Flash Builder4.7安装破解

    引用自CSDN博客,日后我会上传FlashBuilder到百度网盘谢谢 http://bbs.csdn.net/topics/391036327

  5. vue小白快速入门

    一.vue是什么 Vue 是一套用于构建用户界面的渐进式框架. 压缩后仅有17kb 二.vue环境搭建 你直接下载并用 <script> 标签引入,Vue 会被注册为一个全局变量. 但在用 ...

  6. JavaScript(第二十二天)【动态加载js和css】

    学习要点: 1.元素位置 2.动态脚本 3.动态样式 本章主要讲解上一章剩余的获取位置的DOM方法.动态加载脚本和样式.   一.元素位置 上一章已经通过几组属性可以获取元素所需的位置,那么这节课补充 ...

  7. C语言的第 次作业总结

    PTA实验作业 第一题: 使用函数输出水仙花数 1.设计思路: 2.碰到的问题及解决方法: 实验中碰到的主要问题是:虽然知道如何求每一位的数但不知道如何输出m到n之间的水仙花数,我上面截图中的和瓮恺视 ...

  8. 冲刺NO.9

    Alpha冲刺第九天 站立式会议 项目进展 项目已完成模块的模块测试工作开始进行.如学生基本信息模块和学生信用信息模块. 问题困难 框架的掌握存在一定的问题,导致项目的执行速度变慢.其他课程的作业占据 ...

  9. JAVA中GridBagLayout布局管理器应用详解

    很多情况下,我们已经不需要通过编写代码来实现一个应用程序的图形界面,而是通过强大的IDE工具通过拖拽辅以简单的事件处理代码即可很轻松的完成.但是我们不得不面对这样操作存在的一些问题,有时候我们希望能够 ...

  10. Swift 2.2 的新特性

    导读:本文来自SwiftGG翻译组,作者@walkingway基于苹果Swift官方博客中Ted Kremenek所撰写的"Swift 2.2 Released!"文章进行了关于S ...