Alice and Bob take turns playing a game, with Alice starting first.
Initially, there are n stones in a pile. On each player's turn, that player makes a move consisting of removing any non-zero square number of stones in the pile.
Also, if a player cannot make a move, he/she loses the game.
Given a positive integer n, return true if and only if Alice wins the game otherwise return false, assuming both players play optimally.
Example 1:
Input: n = 1 Output: true Explanation: Alice can remove 1 stone winning the game because Bob doesn't have any moves.
Example 2:
Input: n = 2 Output: false Explanation: Alice can only remove 1 stone, after that Bob removes the last one winning the game (2 -> 1 -> 0).
Example 3:
Input: n = 4 Output: true Explanation: n is already a perfect square, Alice can win with one move, removing 4 stones (4 -> 0).
Constraints:
1 <= n <= 105When 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 stone game is all about exploring every single possible move, step by step. We imagine each player taking turns, and we try out every possible number of stones they could remove on their turn. We continue until someone wins, and repeat for every possible combination of moves from the start.
Here's how the algorithm would work step-by-step:
def stone_game_iv_brute_force(number_of_stones):
def can_win(remaining_stones):
# If no stones left, current player loses
if remaining_stones == 0:
return False
# Try all possible moves
max_square_root = int(remaining_stones**0.5)
for stone_to_remove in range(1, max_square_root + 1):
# Simulate the move and check if it leads to a loss for opponent
if not can_win(remaining_stones - stone_to_remove**2):
return True
# If all moves lead to opponent winning, then we lose
return False
# Start the game and determine if first player can win
return can_win(number_of_stones)This game involves two players taking stones. The key to winning is to realize that we can determine if a player can win from a given number of stones by knowing if the other player *loses* in the subsequent turn. We use this knowledge to build a table of who wins and loses from the beginning.
Here's how the algorithm would work step-by-step:
def stone_game_iv(number_of_stones): winning_positions = [False] * (number_of_stones + 1)
# Base case: 0 stones means the first player loses.
winning_positions[0] = False
for current_stone_count in range(1, number_of_stones + 1):
can_win = False
perfect_square = 1
# Iterate through possible moves (perfect squares).
while perfect_square * perfect_square <= current_stone_count:
# If after the move, the other player loses, we win.
if not winning_positions[current_stone_count - perfect_square * perfect_square]:
can_win = True
break
perfect_square += 1
winning_positions[current_stone_count] = can_win
#The value at the number of stones index shows who wins.
return winning_positions[number_of_stones]| Case | How to Handle |
|---|---|
| n = 0 | Alice loses immediately since there are no moves possible, so return false. |
| n = 1 | Alice removes 1, wins, return true. |
| n is a perfect square | Alice can remove n, winning immediately, return true. |
| Large n (e.g., close to integer limit) | Dynamic programming approach should scale efficiently, avoiding stack overflow or excessive recursion depth. |
| n = 2, 3 | Alice cannot remove a perfect square from 2 or 3, so Bob wins and Alice loses, return false. |
| Memory constraints with very large n | Consider using bitset or optimized boolean array implementation to reduce memory footprint if necessary. |
| Integer overflow when calculating perfect squares | Prevent potential integer overflow by using long data type or check before calculating larger perfect squares. |
| Checking if a number is a perfect square can be slow, especially when checking a lot of squares | Precompute the perfect squares less than or equal to n to speed up the check during moves. |