Alice and Bob take turns playing a game, with Alice starting first.
There are n
stones arranged in a row. On each player's turn, they can remove either the leftmost stone or the rightmost stone from the row and receive points equal to the sum of the remaining stones' values in the row. The winner is the one with the higher score when there are no stones left to remove.
Bob found that he will always lose this game (poor Bob, he always loses), so he decided to minimize the score's difference. Alice's goal is to maximize the difference in the score.
Given an array of integers stones
where stones[i]
represents the value of the ith
stone from the left, return the difference in Alice and Bob's score if they both play optimally.
Example 1:
Input: stones = [5,3,1,4,2] Output: 6 Explanation: - Alice removes 2 and gets 5 + 3 + 1 + 4 = 13 points. Alice = 13, Bob = 0, stones = [5,3,1,4]. - Bob removes 5 and gets 3 + 1 + 4 = 8 points. Alice = 13, Bob = 8, stones = [3,1,4]. - Alice removes 3 and gets 1 + 4 = 5 points. Alice = 18, Bob = 8, stones = [1,4]. - Bob removes 1 and gets 4 points. Alice = 18, Bob = 12, stones = [4]. - Alice removes 4 and gets 0 points. Alice = 18, Bob = 12, stones = []. The score difference is 18 - 12 = 6.
Example 2:
Input: stones = [7,90,5,1,100,10,10,2] Output: 122
Constraints:
n == stones.length
2 <= n <= 1000
1 <= stones[i] <= 1000
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 strategy involves exploring every possible game scenario. At each turn, we consider all possible moves for the current player. We then simulate the rest of the game for each of these moves, and choose the best outcome for the first player.
Here's how the algorithm would work step-by-step:
def stone_game_vii_brute_force(stones):
def get_max_score_difference(current_stones, is_alice_turn):
if not current_stones:
return 0
best_score = float('-inf') if is_alice_turn else float('inf')
# Iterate through possible moves
for i in range(2):
if i == 0:
new_stones = current_stones[1:]
removed_stone = current_stones[0]
else:
new_stones = current_stones[:-1]
removed_stone = current_stones[-1]
# Calculate the score for the current move
current_score = sum(current_stones) - removed_stone
# Recursively calculate next player's best move
next_score_difference = get_max_score_difference(new_stones, not is_alice_turn)
# Determine the best score for Alice or Bob
if is_alice_turn:
best_score = max(best_score, current_score + next_score_difference)
else:
best_score = min(best_score, -current_score + next_score_difference)
return best_score
# Alice goes first
return get_max_score_difference(stones, True)
The problem can be solved by thinking about who has the advantage at each turn. We can use a technique that avoids recalculating the same thing multiple times to speed things up.
Here's how the algorithm would work step-by-step:
def stone_game_vii(stones):
number_of_stones = len(stones)
prefix_sum = [0] * (number_of_stones + 1)
for i in range(number_of_stones):
prefix_sum[i + 1] = prefix_sum[i] + stones[i]
memo = {}
def calculate_score_difference(left_index, right_index):
if left_index == right_index:
return 0
if (left_index, right_index) in memo:
return memo[(left_index, right_index)]
# Calculate score if Alice removes the leftmost stone
score_removing_left = prefix_sum[right_index + 1] - prefix_sum[left_index + 1]
# Calculate score if Alice removes the rightmost stone
score_removing_right = prefix_sum[right_index] - prefix_sum[left_index]
# Determine bob's best move after alice removes a stone
score = max(
score_removing_left - calculate_score_difference(left_index + 1, right_index),
score_removing_right - calculate_score_difference(left_index, right_index - 1)
)
memo[(left_index, right_index)] = score
return score
# The game begins with Alice's first move
result = calculate_score_difference(0, number_of_stones - 1)
return result
Case | How to Handle |
---|---|
Null or empty input array | Return 0 as there are no stones to play with, and thus no score. |
Array with only two elements | Directly return the maximum of the two elements as that's the only possible move for Alice. |
Array with all elements being the same | The difference in scores will always be 0 as the sum removed will always be the same regardless of choice, thus dynamic programming will converge to 0. |
Array with highly skewed distribution (one very large number) | The dynamic programming approach should handle this correctly, as it considers all possible subproblems, but may increase runtime. |
Array contains negative numbers | The dynamic programming approach works regardless of negative numbers as it relies on the difference in sums. |
Large array size (maximum constraints) | Ensure dynamic programming table is efficiently implemented to avoid memory issues and the overall algorithm has a low time complexity, potentially O(n^2). |
Integer overflow when calculating sums | Use long data type to store sums to prevent integer overflow when the stone values are large. |
Recursion depth exceeding stack limit for naive recursive solutions | Utilize dynamic programming with memoization or tabulation to avoid exceeding maximum recursion depth and optimize time complexity. |