A game on an undirected graph is played by two players, Mouse and Cat, who alternate turns.
The graph is given as follows: graph[a] is a list of all nodes b such that ab is an edge of the graph.
The mouse starts at node 1 and goes first, the cat starts at node 2 and goes second, and there is a hole at node 0.
During each player's turn, they must travel along one edge of the graph that meets where they are. For example, if the Mouse is at node 1, it must travel to any node in graph[1].
Additionally, it is not allowed for the Cat to travel to the Hole (node 0).
Then, the game can end in three ways:
Given a graph, and assuming both players play optimally, return
1 if the mouse wins the game,2 if the cat wins the game, or0 if the game is a draw.Example 1:
Input: graph = [[2,5],[3],[0,4,5],[1,4,5],[2,3],[0,2,3]] Output: 0
Example 2:
Input: graph = [[1,3],[0],[3],[0,2]] Output: 1
Constraints:
3 <= graph.length <= 501 <= graph[i].length < graph.length0 <= graph[i][j] < graph.lengthgraph[i][j] != igraph[i] is unique.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 the cat and mouse problem involves exploring every possible sequence of moves for both the cat and the mouse. We simulate all possible games to determine the outcome. By exhaustively searching all possible game states, we guarantee finding the solution if one exists.
Here's how the algorithm would work step-by-step:
def cat_and_mouse_brute_force(graph, cat_start, mouse_start, max_moves):
number_of_nodes = len(graph)
def get_result(cat_position, mouse_position, moves_remaining):
# Cat wins if it catches the mouse
if cat_position == mouse_position:
return 1
# Mouse wins if it reaches 0 before cat catches
if moves_remaining == 0:
return 2
# Mouse wins if it reaches hole (node 0) before cat catches
if mouse_position == 0:
return 2
# Iterate through all the possible mouse moves.
mouse_wins = False
for next_mouse_position in graph[mouse_position]:
# Assume the cat will now try to minimize the chance mouse wins.
cat_loses = True
for next_cat_position in graph[cat_position]:
if next_cat_position == 0:
continue
result = get_result(next_cat_position, next_mouse_position, moves_remaining - 1)
# If there's a path where cat can win, cat doesn't lose
if result != 2:
cat_loses = False
# If cat loses, then the mouse wins
if cat_loses:
mouse_wins = True
break
# Mouse can't win, therefore cat must win
if not mouse_wins:
return 1
else:
return 2
return get_result(cat_start, mouse_start, 2 * max_moves)This problem involves figuring out who wins a game of cat and mouse on a graph. The clever approach recognizes that certain positions are traps, leading to predictable outcomes, and avoids unnecessary searching.
Here's how the algorithm would work step-by-step:
def cat_and_mouse(graph): number_of_nodes = len(graph)
MOUSE_WIN = 1
CAT_WIN = 2
DRAW = 0
cache = {} def get_result(mouse_position, cat_position, turns): if turns > 2 * number_of_nodes: return DRAW
if (mouse_position, cat_position, turns) in cache: return cache[(mouse_position, cat_position, turns)]
# Mouse wins if it reaches hole. if mouse_position == 0: return MOUSE_WIN
# Cat wins if it reaches the mouse or hole first. if cat_position == 0 or cat_position == mouse_position: return CAT_WIN
if turns % 2 == 0: # Mouse's turn # Mouse tries to move to a losing position for the cat. mouse_can_win = False
for next_mouse_position in graph[mouse_position]: result = get_result(next_mouse_position, cat_position, turns + 1)
if result == MOUSE_WIN: mouse_can_win = True break if mouse_can_win: cache[(mouse_position, cat_position, turns)] = MOUSE_WIN return MOUSE_WIN else: # If no move leads to mouse win, it's a loss or draw. cache[(mouse_position, cat_position, turns)] = CAT_WIN return CAT_WIN else: # Cat's turn # Cat tries to move to a losing position for the mouse. cat_can_win = False
for next_cat_position in graph[cat_position]: if next_cat_position != 0: #Cat cannot move to 0 on its turn. result = get_result(mouse_position, next_cat_position, turns + 1)
if result == CAT_WIN: cat_can_win = True break if cat_can_win: cache[(mouse_position, cat_position, turns)] = CAT_WIN return CAT_WIN else: #If no move leads to cat win, it's a loss or draw. cache[(mouse_position, cat_position, turns)] = DRAW return DRAW # Start the game from position 1,2, and 0 turns. return get_result(1, 2, 0)| Case | How to Handle |
|---|---|
| Null or empty input arrays for cat and mouse positions | Return an appropriate error value, such as -1, or throw an exception if the input is invalid. |
| Cat and mouse start at the same position | If the cat and mouse positions are identical, the game is immediately over and return 0. |
| Cat's speed is zero | If the cat's speed is zero, the mouse automatically wins unless they start at the same point. |
| Mouse's speed is zero | If the mouse's speed is zero, the cat automatically wins unless they start at the same point. |
| Integer overflow when calculating distances | Use appropriate data types or modular arithmetic to prevent integer overflow when computing large distances or time steps. |
| Large speed values potentially resulting in very small time steps | Use double or long data type for speed and time step calculations to avoid precision issues. |
| The finish point is the same as the start position of the cat | If the finish point is the start position of the cat, the cat immediately wins, and return 1. |
| Negative speeds or distances provided as input | Return an appropriate error value, such as -1, or throw an IllegalArgumentException if the inputs are invalid. |