You are given a 50 x 50
chessboard with one knight and some pawns on it. You are given two integers kx
and ky
where (kx, ky)
denotes the position of the knight, and a 2D array positions
where positions[i] = [x_i, y_i]
denotes the position of the pawns on the chessboard.
Alice and Bob play a turn-based game, where Alice goes first. In each player's turn:
Alice is trying to maximize the sum of the number of moves made by both players until there are no more pawns on the board, whereas Bob tries to minimize them.
Return the maximum total number of moves made during the game that Alice can achieve, assuming both players play optimally.
Note that in one move, a chess knight has eight possible positions it can move to. Each move is two cells in a cardinal direction, then one cell in an orthogonal direction.
Example 1:
kx = 1, ky = 1, positions = [[0,0]]
Output: 4
Explanation: The knight takes 4 moves to reach the pawn at (0, 0)
.
Example 2:
kx = 0, ky = 2, positions = [[1,1],[2,2],[3,3]]
Output: 8
Explanation:
(2, 2)
and captures it in two moves: (0, 2) -> (1, 4) -> (2, 2)
.(3, 3)
and captures it in two moves: (2, 2) -> (4, 1) -> (3, 3)
.(1, 1)
and captures it in four moves: (3, 3) -> (4, 1) -> (2, 2) -> (0, 3) -> (1, 1)
.Example 3:
kx = 0, ky = 0, positions = [[1,2],[2,4]]
Output: 3
Explanation:
(2, 4)
and captures it in two moves: (0, 0) -> (1, 2) -> (2, 4)
. Note that the pawn at (1, 2)
is not captured.(1, 2)
and captures it in one move: (2, 4) -> (1, 2)
.Constraints:
0 <= kx, ky <= 49
1 <= positions.length <= 15
positions[i].length == 2
0 <= positions[i][0], positions[i][1] <= 49
positions[i]
are unique.positions[i] != [kx, ky]
for all 0 <= i < positions.length
.When you get asked this question in a real-life environment, it will often be ambiguous (especially at FAANG). Make sure to ask these questions in that case:
The brute force approach to this pawn game is like trying every single possible move sequence. We want to find the longest sequence that eliminates all the pawns, so we explore every possible path of attacks until no pawns are left.
Here's how the algorithm would work step-by-step:
def max_moves_to_kill_all_pawns_brute_force(board):
def get_possible_knight_moves(board_state):
knight_moves = []
board_size = len(board_state)
for row_index in range(board_size):
for col_index in range(board_size):
if board_state[row_index][col_index] == 'K':
knight_row = row_index
knight_col = col_index
break
else:
return []
moves = [
(-2, -1), (-2, 1), (-1, -2), (-1, 2),
(1, -2), (1, 2), (2, -1), (2, 1)
]
for move_row, move_col in moves:
new_row = knight_row + move_row
new_col = knight_col + move_col
if 0 <= new_row < board_size and 0 <= new_col < board_size:
knight_moves.append((new_row, new_col))
return knight_moves
def is_valid_move(row, col, board_state):
board_size = len(board_state)
return 0 <= row < board_size and 0 <= col < board_size
def apply_move(board_state, row, col):
new_board_state = [row[:] for row in board_state]
knight_row, knight_col = -1, -1
for row_index in range(len(new_board_state)):
for col_index in range(len(new_board_state)):
if new_board_state[row_index][col_index] == 'K':
knight_row, knight_col = row_index, col_index
break
new_board_state[knight_row][knight_col] = '.'
if new_board_state[row][col] == 'P':
new_board_state[row][col] = 'K'
else:
new_board_state[row][col] = 'K'
return new_board_state
def pawns_left(board_state):
for row in board_state:
if 'P' in row:
return True
return False
def solve_recursive(current_board_state):
# Base case: if no pawns left, return the number of moves.
if not pawns_left(current_board_state):
return 0
max_moves = -1
possible_moves = get_possible_knight_moves(current_board_state)
# Iterate through all possible moves
for new_row, new_col in possible_moves:
# Apply the move and recursively call solve_recursive.
new_board = apply_move(current_board_state, new_row, new_col)
moves_from_here = solve_recursive(new_board)
# If the recursive call resulted in a valid solution
if moves_from_here != -1:
max_moves = max(max_moves, moves_from_here + 1)
return max_moves
# Initiate the depth-first search to find the maximum moves
result = solve_recursive(board)
return result
The best way to solve this is to think of it like a game where you're strategically matching attackers to pawns. The key is to focus on the weakest points first, using attackers to eliminate pawns that are most vulnerable.
Here's how the algorithm would work step-by-step:
def maximum_moves_to_kill_all_pawns(attackers, pawns):
number_of_moves = 0
while pawns:
# Find the most vulnerable pawn.
most_vulnerable_pawn = None
fewest_attackers = float('inf')
for pawn in pawns:
possible_attackers = 0
for attacker in attackers:
if abs(attacker - pawn) <= 1:
possible_attackers += 1
if possible_attackers < fewest_attackers:
fewest_attackers = possible_attackers
most_vulnerable_pawn = pawn
# If no pawn can be attacked, stop.
if fewest_attackers == 0:
break
# Assign an attacker to eliminate the pawn.
assigned_attacker = None
for attacker in attackers:
if abs(attacker - most_vulnerable_pawn) <= 1:
assigned_attacker = attacker
break
# Remove the pawn and the attacker from consideration.
if assigned_attacker is not None:
attackers.remove(assigned_attacker)
pawns.remove(most_vulnerable_pawn)
# Increment the number of successful moves.
number_of_moves += 1
return number_of_moves
Case | How to Handle |
---|---|
Empty chessboard (zero rows or columns) | Return 0 if the chessboard dimensions are zero, as no moves are possible. |
Only one pawn exists on the board | Return 0, as there is no other pawn to make a move against. |
No pawns can attack each other (e.g., pawns are scattered in a way that no move is valid) | Return 0 if no valid moves are possible from the starting configuration. |
Maximum sized chessboard with maximum number of pawns | The algorithm should be optimized to handle a large number of pawns efficiently, considering potential time complexity issues like O(n^2) or worse. |
Chessboard where all pawns are concentrated in one area, leading to deep recursion (if applicable). | Employ memoization or dynamic programming to avoid redundant calculations and potential stack overflow in recursive solutions. |
Cases where multiple valid move sequences exist with different lengths | The algorithm must guarantee finding the maximum number of moves, possibly by exploring all valid move sequences (e.g., using BFS or DFS). |
Integer overflow when calculating the number of moves (if applicable) | Use appropriate data types (e.g., long) to store the number of moves to prevent integer overflow. |
The board contains invalid pawn positions (e.g., outside the board boundaries). | Filter out or correct these invalid pawn positions before processing them to prevent errors. |