You are given an n x n
integer matrix board
representing a Snakes and Ladders board game. The cells are labeled from 1
to n^2
in a boustrophedon (snake-like) pattern, starting from the bottom left.
You start on square 1
. In each move, you roll a standard 6-sided die and move up to 6 squares. If you land on a square with a snake or ladder, you must move to the destination of that snake or ladder. The game ends when you reach square n^2
.
Return the least number of dice rolls required to reach square n^2
. If it is not possible to reach the square, return -1
.
Example:
Consider the following board:
[[-1,-1,-1,-1,-1,-1],
[-1,-1,-1,-1,-1,-1],
[-1,-1,-1,-1,-1,-1],
[-1,35,-1,-1,13,-1],
[-1,-1,-1,-1,-1,-1],
[-1,15,-1,-1,-1,-1]]
Starting from square 1:
The minimum number of moves is 4.
Constraints:
2 <= n <= 20
board[i][j]
is either -1
or in the range [1, n^2]
.1
and n^2
do not have snakes or ladders.Can you provide an efficient algorithm to solve this problem?
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 Snakes and Ladders involves exploring every possible path a player can take on the board. We will simulate every possible sequence of dice rolls and moves until we find the shortest path to the end. It's like trying out every single option to guarantee finding the solution.
Here's how the algorithm would work step-by-step:
def snakes_and_ladders_brute_force(board, number_of_rows, number_of_columns):
board_size = number_of_rows * number_of_columns
queue = [(1, 0)]
visited = {1}
while queue:
current_square, moves = queue.pop(0)
if current_square == board_size:
return moves
# Consider all possible dice rolls (1 through 6).
for dice_roll in range(1, 7):
next_square = current_square + dice_roll
if next_square <= board_size:
# Account for snakes and ladders
row = (next_square - 1) // number_of_columns
col = (next_square - 1) % number_of_columns
if number_of_rows % 2 == 0:
if row % 2 == 0:
board_index = next_square - 1
else:
board_index = (row + 1) * number_of_columns - col - 1
else:
if row % 2 == 0:
board_index = (row + 1) * number_of_columns - col - 1
else:
board_index = next_square - 1
if board[number_of_rows - 1 - (board_index // number_of_columns)][board_index % number_of_columns] != -1:
next_square = board[number_of_rows - 1 - (board_index // number_of_columns)][board_index % number_of_columns]
# Only explore unvisited squares.
if next_square not in visited:
visited.add(next_square)
queue.append((next_square, moves + 1))
# If no path is found, return -1.
return -1
The goal is to find the shortest path to the end of the board. We can treat the board as a graph and use a common graph search algorithm to find the quickest route.
Here's how the algorithm would work step-by-step:
from collections import deque
def snakes_and_ladders(board):
board_size = len(board)
squares = board_size * board_size
def get_coordinates(square_number):
row = (square_number - 1) // board_size
col = (square_number - 1) % board_size
row = board_size - 1 - row
if (board_size % 2 == 0 and (board_size - 1 - row) % 2 != 0) or \
(board_size % 2 != 0 and (board_size - 1 - row) % 2 == 0):
col = board_size - 1 - col
return row, col
queue = deque([(1, 0)])
visited = {1}
while queue:
current_square, moves_made = queue.popleft()
if current_square == squares:
return moves_made
for dice_roll in range(1, 7):
next_square = current_square + dice_roll
if next_square > squares:
continue
row, col = get_coordinates(next_square)
# Account for snakes and ladders
if board[row][col] != -1:
next_square = board[row][col]
if next_square not in visited:
visited.add(next_square)
# Breadth-first search guarantees shortest path
queue.append((next_square, moves_made + 1))
return -1
Case | How to Handle |
---|---|
Null or empty board | Return -1 immediately as no game can be played. |
Board size of 1x1 | Return 0 immediately since the start is already the end. |
No ladders or snakes on the board | The shortest path will be the number of cells minus 1, proceed with standard BFS. |
Start and end are directly connected by a ladder or snake | The BFS algorithm will prioritize this direct connection. |
Board filled entirely with snakes leading to the start | The algorithm should correctly determine that the end cannot be reached and return -1. |
Cyclic snakes and ladders leading nowhere | The visited set prevents infinite loops, allowing the algorithm to terminate if there's no path. |
Integer overflow when calculating the next cell position | Use long data type to store cell positions before converting to row and column. |
Maximum sized board (e.g., 20x20) | The BFS will still work, but the time and memory complexity may increase depending on the distribution of snakes and ladders; analyze for potential optimizations. |