There is a ball in a maze with empty cells and walls. The ball can go through empty cells by rolling up, down, left or right, but it won't stop rolling until hitting a wall. When the ball stops, it could choose the next direction.
Given the maze, the ball's start position and the hole position, where the ball should drop into, implement the function to find the shortest distance for the ball to stop at the hole. If the ball cannot reach the hole, output -1.
The maze is represented by a binary 2D array. 1 means the wall and 0 means the empty cell. You may assume that the borders of the maze are all walls. The start and hole coordinates are represented by row and column indexes.
Example 1:
Input 1: a maze represented by a 2D array
0 0 0 0 0
1 1 0 0 1
0 0 0 0 0
0 1 0 0 1
0 1 0 0 0
Input 2: start coordinate (rowStart, colStart) = (4, 3)
Input 3: hole coordinate (rowHole, colHole) = (0, 1)
Output: 12
Explanation:
One shortest way is : left -> up -> left -> up -> right -> right. The total distance is 1 + 1 + 3 + 1 + 2 + 4 = 12.
Example 2:
Input 1: a maze represented by a 2D array
0 0 0 0 0
1 1 0 0 1
0 0 0 0 0
0 1 0 0 1
0 1 0 0 0
Input 2: start coordinate (rowStart, colStart) = (4, 3)
Input 3: hole coordinate (rowHole, colHole) = (3, 0)
Output: -1
Explanation:
There is no way for the ball to stop at the hole.
Note:
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 to solve the maze tries every possible path the ball could take. We systematically explore each direction at every step, continuing until we find the shortest path to the hole or exhaust all possibilities. This means exploring potentially many invalid or very long paths before potentially finding the shortest.
Here's how the algorithm would work step-by-step:
def the_maze_iii_brute_force(maze, ball, hole):
row_count = len(maze)
column_count = len(maze[0])
shortest_distance = float('inf')
def find_shortest_path(current_position, current_distance, visited):
nonlocal shortest_distance
row, column = current_position
# Check if the ball has reached the hole.
if (row, column) == hole:
shortest_distance = min(shortest_distance, current_distance)
return
# Explore all four directions.
for direction_row, direction_column in [(0, 1), (0, -1), (1, 0), (-1, 0)]:
new_row = row
new_column = column
distance = 0
# Move the ball until it hits a wall.
while (
0 <= new_row + direction_row < row_count
and 0 <= new_column + direction_column < column_count
and maze[new_row + direction_row][new_column + direction_column] == 0
):
new_row += direction_row
new_column += direction_column
distance += 1
# Check if we reached the hole while rolling
if (new_row, new_column) == hole:
break
if distance > 0:
new_position = (new_row, new_column)
# Avoid cycles by checking visited positions
if new_position not in visited:
# Mark the new position as visited.
new_visited = visited.copy()
new_visited.add(new_position)
# Recursively call the function
find_shortest_path(new_position, current_distance + distance, new_visited)
find_shortest_path(tuple(ball), 0, {tuple(ball)})
if shortest_distance == float('inf'):
return -1
else:
return shortest_distanceThe optimal approach to solving this maze problem involves finding the shortest path from a starting point to a target location, considering that a ball can roll until it hits a wall. It uses a smart search method to efficiently explore possible paths, keeping track of the shortest distance found so far.
Here's how the algorithm would work step-by-step:
import heapq
def find_shortest_path(
maze,
start_position,
hole_position
):
rows = len(maze)
cols = len(maze[0])
distance_matrix = {}
distance_matrix[start_position] = 0
priority_queue = [(0, start_position)]
while priority_queue:
current_distance, current_position = heapq.heappop(priority_queue)
if current_distance > distance_matrix.get(current_position, float('inf')):
continue
for direction_row, direction_col in [(0, 1), (0, -1), (1, 0), (-1, 0)]:
row_position, col_position = current_position
distance = current_distance
while (
0 <= row_position + direction_row < rows and
0 <= col_position + direction_col < cols and
maze[row_position + direction_row][col_position + direction_col] == 0
):
row_position += direction_row
col_position += direction_col
distance += 1
if (row_position, col_position) == hole_position:
break
if (row_position, col_position) != current_position:
# We moved, so update the path if shorter
if distance < distance_matrix.get((row_position, col_position), float('inf')):
distance_matrix[(row_position, col_position)] = distance
heapq.heappush(priority_queue, (distance, (row_position, col_position)))
if hole_position in distance_matrix:
return distance_matrix[hole_position]
else:
return -1
def the_maze_iii(maze, start_row, start_col, hole_row, hole_col):
shortest_path_length = find_shortest_path(
maze,
(start_row, start_col),
(hole_row, hole_col)
)
if shortest_path_length == -1:
return "impossible"
else:
return str(shortest_path_length)| Case | How to Handle |
|---|---|
| Maze is null or empty | Return an empty string or null to indicate no path exists. |
| Ball and hole start at the same location | The shortest path is an empty string, indicating no movement needed. |
| The ball cannot reach the hole because it's blocked | Return "impossible" or a similar string representing no solution. |
| Maze dimensions are very large, potentially causing memory issues or long run times | Prioritize using efficient data structures like priority queues and optimize distance calculations to handle large mazes within time limits. |
| Multiple shortest paths exist; return lexicographically smallest one | Maintain path string during search and when distances are equal, update the path only if the new path is lexicographically smaller. |
| Integer overflow during distance calculation | Use a larger integer type (e.g., long) or appropriate bounds checking to prevent overflow. |
| The maze contains cycles or loops that the ball could endlessly traverse | The shortest path algorithm should implicitly handle cycles by tracking visited nodes and prioritizing shorter paths. |
| The hole is located at the maze boundary | The algorithm should handle boundary conditions correctly, ensuring calculations stay within bounds. |