You are given an integer power and two integer arrays damage and health, both having length n.
Bob has n enemies, where enemy i will deal Bob damage[i] points of damage per second while they are alive (i.e. health[i] > 0).
Every second, after the enemies deal damage to Bob, he chooses one of the enemies that is still alive and deals power points of damage to them.
Determine the minimum total amount of damage points that will be dealt to Bob before all n enemies are dead.
Example 1:
Input: power = 4, damage = [1,2,3,4], health = [4,5,6,8]
Output: 39
Explanation:
10 + 10 = 20 points.6 + 6 = 12 points.3 points.2 + 2 = 4 points.Example 2:
Input: power = 1, damage = [1,1,1,1], health = [1,2,3,4]
Output: 20
Explanation:
4 points.3 + 3 = 6 points.2 + 2 + 2 = 6 points.1 + 1 + 1 + 1 = 4 points.Example 3:
Input: power = 8, damage = [40], health = [59]
Output: 320
Constraints:
1 <= power <= 1041 <= n == damage.length == health.length <= 1051 <= damage[i], health[i] <= 104When 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 goal is to figure out the smallest amount of damage Bob can take by strategically using shields to block attacks. The brute force approach involves trying every possible combination of shield placements against the sequence of attacks.
Here's how the algorithm would work step-by-step:
def minimum_damage_brute_force(attacks, shield_strength):
number_of_attacks = len(attacks)
minimum_total_damage = float('inf')
# Iterate through all possible combinations of shield usage.
for i in range(2 ** number_of_attacks):
total_damage_taken = 0
# Check each attack to see if the shield is used.
for attack_index in range(number_of_attacks):
# Calculate the damage taken for the current shield combination.
if (i >> attack_index) & 1:
#Shield is used. Reduce damage or make it zero
damage_taken = max(0, attacks[attack_index] - shield_strength)
total_damage_taken += damage_taken
else:
#No shield used
total_damage_taken += attacks[attack_index]
# Update the minimum damage if the current combination is lower.
minimum_total_damage = min(minimum_total_damage, total_damage_taken)
return minimum_total_damageThe goal is to find the smallest damage amount when hitting Bob, which we achieve by strategically selecting attacks. We will evaluate the attacks and choose the combination that results in the absolute least amount of damage.
Here's how the algorithm would work step-by-step:
def minimum_damage_dealt(attack_damages, bob_health):
attack_damages.sort()
total_damage = 0
minimum_damage = 0
# Iterate through sorted attacks to find minimum damage
for attack_damage in attack_damages:
while total_damage < bob_health:
# Add the lowest damage until Bob is hit
total_damage += attack_damage
minimum_damage += attack_damage
if total_damage >= bob_health:
return minimum_damage
# Handle cases where Bob cannot be hit
return minimum_damage| Case | How to Handle |
|---|---|
| Null or empty input array | Return 0 immediately as no damage can be dealt. |
| Array with a single element | Return 0, since dealing damage requires at least two actions. |
| Input array contains only zeros | Return 0, as no damage can be dealt using only zeros. |
| Input array contains very large numbers leading to potential integer overflow during damage calculation. | Use appropriate data types (e.g., long in Java/C++) to prevent integer overflow during the damage calculation step. |
| No possible damage dealing combination exists (e.g., all actions have negative impact) | Return 0, since our objective is to minimize the damage dealt and not deal any at all, if possible. |
| Input array with a very large number of elements, potentially exceeding memory limits. | Consider algorithmic approaches with lower space complexity, or streaming data if applicable to reduce memory footprint |
| Input array contains negative values | Account for negative values in the damage calculation, as some action may require negative damage, which could minimize damage dealt |
| Actions with extreme values (both very large positive and very large negative) | Handle edge cases and prioritize extremely negative action values to reduce damage dealt as much as possible. |