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11 | 11 | * @param {number} mouseJump
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12 | 12 | * @return {boolean}
|
13 | 13 | */
|
14 |
| -function canMouseWin(grid, catJump, mouseJump) { |
15 |
| - const dirs = [ |
16 |
| - [1, 0], |
17 |
| - [-1, 0], |
18 |
| - [0, 1], |
19 |
| - [0, -1], |
20 |
| - ]; |
21 |
| - const m = grid.length; |
22 |
| - const n = grid[0].length; |
23 |
| - let mouse_pos = null; |
24 |
| - let cat_pos = null; |
25 |
| - let available = 0; // available steps for mouse and cat |
| 14 | +var canMouseWin = function (A, maxC, maxM) { |
| 15 | + let n = A.length, |
| 16 | + m = A[0].length, |
| 17 | + seen = {}, |
| 18 | + pos = [ |
| 19 | + [0, 1], |
| 20 | + [0, -1], |
| 21 | + [1, 0], |
| 22 | + [-1, 0], |
| 23 | + ], |
| 24 | + xM, |
| 25 | + yM, |
| 26 | + xC, |
| 27 | + yC, |
| 28 | + xF, |
| 29 | + yF; |
| 30 | + for (let i = 0; i < n; i++) |
| 31 | + for (let j = 0; j < m; j++) |
| 32 | + if (A[i][j] === "M") [xM, yM] = [i, j]; |
| 33 | + else if (A[i][j] === "C") [xC, yC] = [i, j]; |
| 34 | + else if (A[i][j] === "F") [xF, yF] = [i, j]; |
26 | 35 |
|
27 |
| - // Search the start pos of mouse and cat |
28 |
| - for (let i = 0; i < m; i++) { |
29 |
| - for (let j = 0; j < n; j++) { |
30 |
| - if (grid[i][j] !== "#") { |
31 |
| - available++; |
32 |
| - } |
33 |
| - if (grid[i][j] === "M") { |
34 |
| - mouse_pos = [i, j]; |
35 |
| - } else if (grid[i][j] === "C") { |
36 |
| - cat_pos = [i, j]; |
37 |
| - } |
38 |
| - } |
39 |
| - } |
| 36 | + let invalid = ([x, y]) => |
| 37 | + x < 0 || x >= n || y < 0 || y >= m ? true : A[x][y] === "#"; |
40 | 38 |
|
41 |
| - const dp = function (turn, mouse_pos, cat_pos) { |
42 |
| - // if (turn === m * n * 2) { |
43 |
| - // We already search the whole grid (9372 ms 74.3 MB) |
44 |
| - if (turn === available * 2) { |
45 |
| - // We already search the whole touchable grid (5200 ms 57.5 MB) |
46 |
| - return false; |
47 |
| - } |
48 |
| - if (turn % 2 === 0) { |
49 |
| - // Mouse |
50 |
| - const [i, j] = mouse_pos; |
51 |
| - for (let [di, dj] of dirs) { |
52 |
| - for (let jump = 0; jump <= mouseJump; jump++) { |
53 |
| - // Note that we want to do range(mouseJump + 1) instead of range(1, mouseJump + 1) |
54 |
| - // considering the case that we can stay at the same position for next turn. |
55 |
| - const new_i = i + di * jump; |
56 |
| - const new_j = j + dj * jump; |
| 39 | + //returns whether the current player ( determined by level -odd/even) can win the game while on the current state |
| 40 | + let recursion = ([[xM, yM], [xC, yC]], level) => { |
| 41 | + let whoPlays = Boolean(level % 2), |
| 42 | + state = [ |
| 43 | + [ |
| 44 | + [xM, yM], |
| 45 | + [xC, yC], |
| 46 | + ], |
| 47 | + level, |
| 48 | + ].toString(), |
| 49 | + maxAllowable = whoPlays ? maxC : maxM; |
| 50 | + if (seen[state] === undefined) { |
| 51 | + //memoization |
| 52 | + //end states |
| 53 | + if ((xC === xF && yC === yF) || (xC === xM && yC === yM) || level >= 70) |
| 54 | + // level>=70 makes this pass |
| 55 | + return (seen[state] = whoPlays); |
| 56 | + if (xM === xF && yM === yF) return (seen[state] = !whoPlays); |
| 57 | + //try staying still first |
| 58 | + if ( |
| 59 | + recursion( |
| 60 | + [ |
| 61 | + [xM, yM], |
| 62 | + [xC, yC], |
| 63 | + ], |
| 64 | + level + 1 |
| 65 | + ) === false |
| 66 | + ) |
| 67 | + return (seen[state] = true); |
| 68 | + //then try moving |
| 69 | + for (let [dx, dy] of pos) |
| 70 | + for (let k = 1; k <= maxAllowable; k++) { |
| 71 | + let newState = whoPlays |
| 72 | + ? [xC + dx * k, yC + dy * k] |
| 73 | + : [xM + dx * k, yM + dy * k]; |
| 74 | + if (invalid(newState) || seen[state]) break; |
57 | 75 | if (
|
58 |
| - 0 <= new_i && |
59 |
| - new_i < m && |
60 |
| - 0 <= new_j && |
61 |
| - new_j < n && |
62 |
| - grid[new_i][new_j] !== "#" |
63 |
| - ) { |
64 |
| - // Valid pos |
65 |
| - if ( |
66 |
| - dp(turn + 1, [new_i, new_j], cat_pos) || |
67 |
| - grid[new_i][new_j] === "F" |
68 |
| - ) { |
69 |
| - return true; |
70 |
| - } |
71 |
| - } else { |
72 |
| - // Stop extending the jump since we cannot go further |
73 |
| - break; |
74 |
| - } |
| 76 | + recursion( |
| 77 | + whoPlays ? [[xM, yM], newState] : [newState, [xC, yC]], |
| 78 | + level + 1 |
| 79 | + ) === false |
| 80 | + ) |
| 81 | + return (seen[state] = true); |
75 | 82 | }
|
76 |
| - } |
77 |
| - return false; |
78 |
| - } else { |
79 |
| - // Cat |
80 |
| - const [i, j] = cat_pos; |
81 |
| - for (let [di, dj] of dirs) { |
82 |
| - for (let jump = 0; jump <= catJump; jump++) { |
83 |
| - const new_i = i + di * jump; |
84 |
| - const new_j = j + dj * jump; |
85 |
| - if ( |
86 |
| - 0 <= new_i && |
87 |
| - new_i < m && |
88 |
| - 0 <= new_j && |
89 |
| - new_j < n && |
90 |
| - grid[new_i][new_j] !== "#" |
91 |
| - ) { |
92 |
| - if ( |
93 |
| - !dp(turn + 1, mouse_pos, [new_i, new_j]) || |
94 |
| - (new_i === mouse_pos[0] && new_j === mouse_pos[1]) || |
95 |
| - grid[new_i][new_j] === "F" |
96 |
| - ) { |
97 |
| - // This condition will also handle the case that the cat cannot jump through the mouse |
98 |
| - return false; |
99 |
| - } |
100 |
| - } else { |
101 |
| - break; |
102 |
| - } |
103 |
| - } |
104 |
| - } |
105 |
| - return true; |
| 83 | + seen[state] = false; |
106 | 84 | }
|
| 85 | + return seen[state]; |
107 | 86 | };
|
108 |
| - |
109 |
| - return dp(0, mouse_pos, cat_pos); |
110 |
| -} |
| 87 | + return recursion( |
| 88 | + [ |
| 89 | + [xM, yM], |
| 90 | + [xC, yC], |
| 91 | + ], |
| 92 | + 0 |
| 93 | + ); |
| 94 | +}; |
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