You are given a 0-indexed 2D integer matrix grid
of size 3 * 3
, representing the number of stones in each cell. The grid contains exactly 9
stones, and there can be multiple stones in a single cell.
In one move, you can move a single stone from its current cell to any other cell if the two cells share a side.
Return the minimum number of moves required to place one stone in each cell.
Example 1:
Input: grid = [[1,1,0],[1,1,1],[1,2,1]] Output: 3 Explanation: One possible sequence of moves to place one stone in each cell is: 1- Move one stone from cell (2,1) to cell (2,2). 2- Move one stone from cell (2,2) to cell (1,2). 3- Move one stone from cell (1,2) to cell (0,2). In total, it takes 3 moves to place one stone in each cell of the grid. It can be shown that 3 is the minimum number of moves required to place one stone in each cell.
Example 2:
Input: grid = [[1,3,0],[1,0,0],[1,0,3]] Output: 4 Explanation: One possible sequence of moves to place one stone in each cell is: 1- Move one stone from cell (0,1) to cell (0,2). 2- Move one stone from cell (0,1) to cell (1,1). 3- Move one stone from cell (2,2) to cell (1,2). 4- Move one stone from cell (2,2) to cell (2,1). In total, it takes 4 moves to place one stone in each cell of the grid. It can be shown that 4 is the minimum number of moves required to place one stone in each cell.
Constraints:
grid.length == grid[i].length == 3
0 <= grid[i][j] <= 9
grid
is equal to 9
.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:
Imagine you have a grid where some squares have extra stones and others are empty. The brute force approach tries every single possible way to move stones from squares with extras to squares that need them. We explore all combinations to find the fewest moves.
Here's how the algorithm would work step-by-step:
def minimum_moves_to_spread_stones_brute_force(grid):
rows = len(grid)
cols = len(grid[0])
min_moves = float('inf')
def calculate_moves(current_grid):
moves = 0
for row in range(rows):
for col in range(cols):
moves += abs(current_grid[row][col] - 1)
return moves // 2
def is_balanced(current_grid):
for row in range(rows):
for col in range(cols):
if current_grid[row][col] != 1:
return False
return True
def solve(current_grid, moves_taken):
nonlocal min_moves
if is_balanced(current_grid):
min_moves = min(min_moves, moves_taken)
return
# Find a cell with stones to move
for source_row in range(rows):
for source_col in range(cols):
if current_grid[source_row][source_col] > 1:
# Find a cell that needs stones
for dest_row in range(rows):
for dest_col in range(cols):
if current_grid[dest_row][dest_col] < 1:
# Try moving stones from the source to the destination
stones_to_move = min(current_grid[source_row][source_col] - 1, 1 - current_grid[dest_row][dest_col])
if stones_to_move > 0:
# Create a new grid to try out the move
new_grid = [row[:] for row in current_grid]
new_grid[source_row][source_col] -= stones_to_move
new_grid[dest_row][dest_col] += stones_to_move
# Recursively call solve with the updated grid and moves
solve(new_grid, moves_taken + stones_to_move)
# Make a deep copy of the input grid to avoid modifying the original
initial_grid = [row[:] for row in grid]
solve(initial_grid, 0)
if min_moves == float('inf'):
return -1
return min_moves
The core idea is to think of this as a transportation problem. We want to move 'stones' (excess amounts) from cells with too many stones to cells that need more stones, minimizing the total moves.
Here's how the algorithm would work step-by-step:
def minimum_moves_to_spread_stones(grid):
rows = len(grid)
cols = len(grid[0])
sources = []
destinations = []
for row in range(rows):
for col in range(cols):
if grid[row][col] > 1:
sources.append((row, col))
elif grid[row][col] < 1:
destinations.append((row, col))
total_moves = 0
while sources and destinations:
# Iterate through sources until empty
source_row, source_col = sources[0]
if grid[source_row][source_col] <= 1:
sources.pop(0)
continue
min_distance = float('inf')
closest_destination = None
for dest_row, dest_col in destinations:
distance = abs(source_row - dest_row) + abs(source_col - dest_col)
if distance < min_distance:
min_distance = distance
closest_destination = (dest_row, dest_col)
if closest_destination:
dest_row, dest_col = closest_destination
# Calculate the amount to move
move_amount = min(grid[source_row][source_col] - 1, 1 - grid[dest_row][dest_col])
# Update counts after the move
grid[source_row][source_col] -= move_amount
grid[dest_row][dest_col] += move_amount
total_moves += move_amount * min_distance
# Update sources and destinations lists
if grid[source_row][source_col] <= 1:
sources.pop(0)
if grid[dest_row][dest_col] >= 1:
destinations.remove((dest_row, dest_col))
return total_moves
Case | How to Handle |
---|---|
Empty grid (null or zero dimensions) | Return 0 if the grid is empty, as no moves are needed since there are no cells. |
Grid with only one cell | If only one cell exists, return 0 as no moves are possible from a single cell. |
All cells have the same number of stones (either all excess or all deficiency) | Return 0 as stones are already spread evenly, so no moves are necessary. |
The total number of stones is not divisible by the number of cells | Return -1 or throw an error indicating that a balanced distribution is impossible. |
Large grid dimensions (potential memory issues) | Optimize memory usage by considering in-place calculations or using generators if possible, and analyze the space complexity. |
Extreme stone counts in cells (potential integer overflow) | Use a data type that can handle large integers (e.g., long) to prevent overflow during calculations of excess/deficiency. |
No possible solution (e.g., stones are clustered in disconnected regions far apart) | The algorithm should explore all possible paths but may not find a valid solution; return -1 to indicate that no solution exists within a reasonable number of moves/iterations. |
Negative stone counts in cells (invalid input based on problem definition) | Handle negative stone counts either by throwing an exception or by converting them to zero and adjusting the overall stone count to compensate for the difference and maintaining total stone count consistency with the grid size. |