Travelling between two cities with cabs starting between - algorithm

You want to get from town A to B being m miles apart using some number
of cabs. Somewhere between the towns (or in one of them) there's a cab
base (each cab starts its journey from the base). Each cab has fuel
for some miles of travel (none of the cabs has to return to the base).
Determine if your travel from A to B is possible.
INPUT:
Integers m,d,n (1<=d<=m<=10^8, 1<=n<=500,000) meaning (in that
order): distance from A to B, distance from A to cab base, number of
cabs. After that, n integers meaning that i-th cab has fuel for x_i-th
miles of travel.
OUTPUT:
One integer: a minimum number of cabs you'll have to use to
get from A to B or 0 if it's impossible.
I tried tackling it with what first stroke my mind and (not surprisingly) it wasn't that good of an idea. Namely, what I did was:
sort(ALL(cabs));
reverse(ALL(cabs));
for(int i = 0; i < n; ++i)
{
toPosition = position <= d ? d-position : position - d;
if(cabs[0] <= toPosition) {printf("0"); return 0;}
position += (cabs[0]-toPosition);
cabs.erase(cabs.begin());
++solution;
if(position >= m) {printf("%lld", solution); return 0;}
}
Now, toPosition is the distance from the base to the current position we're in. Then, we take the cab with the fullest gas tank from the base (if there's none such that it could get us closer to town B, there's no solution). We change our position accordingly (to the max of given cab's capacities), remove the cab and just do it until we're in town B.
I now know that the solution is wrong. I even found some tests where it fails. However, I can't quite get why it does. So for example for test
14 4 2
10 8
It outputs 0 while it should output 2. I know that it's because it wants to go 10->8 while the correct order here is 8 -> 10. Now here's where the problem arises:
Why does the order matter here in this problem? If we have to cover all the distance from A to B anyway and until we're in or after the base location, we have to backtrack with each cab, why not use the ones which would do the backtracking mission the fastest?

Imagine you had 3 cabs, where only 1 has enough fuel to get to A, and it can get you 1 mile short of the base; one has enough fuel to get you from the base to B; and the last has enough fuel for a 2 mile trip. Clearly, you have to use the "smallest" cab second; if you used the other, you'd be just shy of B, with a cab that can't reach you, much less finish the job.
So, yeah, the order does matter.

d: distance to cab base
m: distance from A to B
int[] cabMilliage: the miles that each cab can make
I figured one optimization strategy that you could use:
Start to construct your path 'backwards', from the last cab to the first.
To cover the distance from the cab base to B, you will use only one cab, there is no way to use more than one, so start by selecting this one.
distBaseToB = m - d;
Select the minimum cabMilliage[i] >= distBaseToB
calculate the point where this cab pick you up
pickUpPoint[0] = d - (cabMilliage[i] - distBaseToB)/2
now, continue with a loop, selecting the minimum cabMilliage[] that can pick you up earlier in the path and bring you to pickUpPoint[0]
until you reach A (or run out of cabs that can pick you up at that point of the road because they don't have enough gas.)

Related

Finding algorithm that minimizes a cost function

I have a restroom that I need to place at some point. I want the restroom's placement to minimize the total distance people have to travel to get there.
So I have x apartments, and each house has n people living in each apartment, so the apartments would be like a_1, a_2, a_3, ... a_x and the number of people in a_1 would be n_1, a_2 would be n_2, etc. No two apartments can be in the same space and each apartment has a positive number of people.
So I know the distance between an apartment a_1 and the proposed bathroom, placed at a, would be |a_1 - a|.
MY WORKING:
I defined a cost function, C(a) = SUM[from i = 1 to x] (n_i)|a_i - a|. I want to find the location a that minimizes this cost function, given two arrays - one for the location of the apartments and one for the number of people in each apartment. I want my algorithm to be in O(n) time.
I was thinking of representing this as a graph and using MSTs or Djikstra's but that would not meet the O(n) runtime. Clearly, there must be something I can do without graphs, but I am unsure.
My understanding of your problem:
You have a once dimensional line with points a1,...,an. Each point has a value n1,....n, and you need to pick a point a that minimizes the cost function
SUM[from i = 1 to x] (n_i)|a_i - a|.
Lets assume our input a1...an is sorted.
Our strategy will be a sweep from left to right, calculating possible a on the way.
Things we will keep track of:
total_n : the total number of people
left_n : the number of people living to the left or at our current position
right_n : the number of people living to the right of our current position
a: our current postition
Calculate:
C(a)
left_n = n1
right_n = total_n - left_n
Now we consider what happens to the sum if we move our restroom to the right 1 step. The people on the left get 1 step further away, but the people on the right get 1 step closer.
We can say that C(a+1) = C(a) +left_n -right_n
If the range an-a1 is fairly small, we can use this and just step through the range using this formula to update the sum. Note that when this sum starts increasing we have gone too far and can safely stop.
However, if the apartments are very far apart we cannot step 1 by 1 unit. We need instead to step apartment by apartment. Note
C(a[i]) = C(a[i-1]) + left_n*(a[i]-a[a-1]) - right_n*(a[i]-a[i-1])
If at any point C(a[i]) > C(a[i-1]) we know that the correct position of the restroom is somewhere between i and i-1.
We can calculate that position, lets call it x.
The sum at x is C(a[i-1]) + left_n*(x-a[i-1]) - right_n*(x-a[i-1]) and we want to minimize this. Note that everything but x is known values.
We can simplify to
f(x) = C(a[i-1]) + left_n*x-left_n*a[i-1]) - right_n*x-left_n*a[i-1])
Constant terms cannot affect our decision so we are actually looking to minize
f(x) = x*(left_n-right_n)
We see that if left_n < right_n we want the restroom to be at i+1, but if left_n > right_n we want the restroom to be at i.
We need to at most do this calculation at each apartment, so the running time is O(n).

What is a greedy algorithm for this problem that is minimally optimal + proof?

The details are a bit cringe, fair warning lol:
I want to set up meters on the floor of my building to catch someone; assume my floor is a number line from 0 to length L. The specific type of meter I am designing has a radius of detection that is 4.7 meters in the -x and +x direction (diameter of 9.4 meters of detection). I want to set them up in such a way that if the person I am trying to find steps foot anywhere in the floor, I will know. However, I can't just setup a meter anywhere (it may annoy other residents); therefore, there are only n valid locations that I can setup a meter. Additionally, these meters are expensive and time consuming to make, so I would like to use as few as possible.
For simplicity, you can assume the meter has 0 width, and that each valid location is just a point on the number line aformentioned. What is a greedy algorithm that places as few meters as possible, while being able to detect the entire hallway of length L like I want it to, or, if detecting the entire hallway is not possible, will output false for the set of n locations I have (and, if it isn't able to detect the whole hallway, still uses as few meters as possible while attempting to do so)?
Edit: some clarification on being able to detect the entire hallway or not
Given:
L (hallway length)
a list of N valid positions to place a meter (p_0 ... p_N-1) of radius 4.7
You can determine in O(N) either a valid and minimal ("good") covering of the whole hallway or a proof that no such covering exists given the constraints as follows (pseudo-code):
// total = total length;
// start = current starting position, initially 0
// possible = list of possible meter positions
// placed = list of (optimal) meter placements, initially empty
boolean solve(float total, float start, List<Float> possible, List<Float> placed):
if (total-start <= 0):
return true; // problem solved with no additional meters - woo!
else:
Float next = extractFurthestWithinRange(start, possible, 4.7);
if (next == null):
return false; // no way to cover end of hall: report failure
else:
placed.add(next); // placement decided
return solve(total, next + 4.7, possible, placed);
Where extractFurthestWithinRange(float start, List<Float> candidates, float range) returns null if there are no candidates within range of start, or returns the last position p in candidates such that p <= start + range -- and also removes p, and all candidates c such that p >= c.
The key here is that, by always choosing to place a meter in the next position that a) leaves no gaps and b) is furthest from the previously-placed position we are simultaneously creating a valid covering (= no gaps) and an optimal covering (= no possible valid covering could have used less meters - because our gaps are already as wide as possible). At each iteration, we either completely solve the problem, or take a greedy bite to reduce it to a (guaranteed) smaller problem.
Note that there can be other optimal coverings with different meter positions, but they will use the exact same number of meters as those returned from this pseudo-code. For example, if you adapt the code to start from the end of the hallway instead of from the start, the covering would still be good, but the gaps could be rearranged. Indeed, if you need the lexicographically minimal optimal covering, you should use the adapted algorithm that places meters starting from the end:
// remaining = length (starts at hallway length)
// possible = positions to place meters at, starting by closest to end of hallway
// placed = positions where meters have been placed
boolean solve(float remaining, List<Float> possible, Queue<Float> placed):
if (remaining <= 0):
return true; // problem solved with no additional meters - woo!
else:
// extracts points p up to and including p such that p >= remaining - range
Float next = extractFurthestWithinRange2(remaining, possible, 4.7);
if (next == null):
return false; // no way to cover start of hall: report failure
else:
placed.add(next); // placement decided
return solve(next - 4.7, possible, placed);
To prove that your solution is optimal if it is found, you merely have to prove that it finds the lexicographically last optimal solution.
And you do that by induction on the size of the lexicographically last optimal solution. The case of a zero length floor and no monitor is trivial. Otherwise you demonstrate that you found the first element of the lexicographically last solution. And covering the rest of the line with the remaining elements is your induction step.
Technical note, for this to work you have to be allowed to place monitoring stations outside of the line.

Solving Rubik's Cubes for Dummies

Mr. Dum: Hello, I'm very stupid but I still want to solve a 3x3x3 Rubik's cube.
Mr. Smart: Well, you're in luck. Here is guidance to do just that!
Mr. Dum: No that won't work for me because I'm Dum. I'm only capable of following an algorithm like this.
pick up cube
look up a list of moves from some smart person
while(cube is not solved)
perform the next move from list and turn
the cube as instructed. If there are no
more turns in the list, I'll start from the
beginning again.
hey look, it's solved!
Mr. Smart: Ah, no problem here's your list!
Ok, so what sort of list would work for a problem like this? I know that the Rubik's cube can never be farther away from 20 moves to solved, and that there are 43,252,003,274,489,856,000 permutations of a Rubik's Cube. Therefore, I think that this list could be (20 * 43,252,003,274,489,856,000) long, but
Does anyone know the shortest such list currently known?
How would you find a theoretically shortest list?
Note that this is purely a theoretical problem and I don't actually want to program a computer to do this.
An idea to get such a path through all permutations of the Cube would be to use some of the sequences that human solvers use. The main structure of the algorithm for Mr Smart would look like this:
function getMoves(callback):
paritySwitchingSequences = getParitySwitchingSequences()
cornerCycleSequences = getCornerCycleSequences()
edgeCycleSequences = getEdgeCycleSequences()
cornerRotationSequences = getCornerRotationSequences()
edgeFlipSequences = getEdgeFlipSequences()
foreach paritySeq in paritySwitchingSequences:
if callback(paritySeq) return
foreach cornerCycleSeq in cornerCycleSequences:
if callback(cornerCycleSeq) return
foreach edgeCycleSeq in edgeCycleSequences:
if callback(edgeCycleSeq) return
foreach cornerRotationSeq in cornerRotationSequences:
if callback(cornerRotationSeq) return
foreach edgeFLipSeq in edgeFlipSequences:
if callback(edgeFlipSeq) return
The 5 get... functions would all return an array of sequences, where each sequence is an array of moves. A callback system will avoid the need for keeping all moves in memory, and could be rewritten in the more modern generator syntax if available in the target language.
Mr Dumb would have this code:
function performMoves(sequence):
foreach move in sequence:
cube.do(move)
if cube.isSolved() then return true
return false
getMoves(performMoves)
Mr Dumb's code passes his callback function once to Mr Smart, who will then keep calling back that function until it returns true.
Mr Smart's code will go through each of the 5 get functions to retrieve the basic sequences he needs to start producing sequences to the caller. I will describe those functions below, starting with the one whose result is used in the innermost loop:
getEdgeFlipSequences
Imagine a cube that has all pieces in their right slots and rightly rotated, except for the edges which could be flipped, but still in right slot. If they would be flipped, the cube would be solved. As there are 12 edges, but edges can only be flipped with 2 at the same time, the number of ways this cube could have its edges flipped (or not) is 2^11 = 2048. Otherwise put, there are 11 of the 12 edges that can have any flip status (flipped or not), while the last one is bound by the flips of the other 11.
This function should return just as many sequences, such that after applying one of those sequences the next state of the cube is produced that has a unique set of edges flipped.
function getEdgeFlipSequences
sequences = []
for i = 1 to 2^11:
for edge = 1 to 11:
if i % (2^edge) != 0 then break
sequence = getEdgePairFlipSequence(edge, 12)
sequences.push(sequence)
return sequences
The inner loop makes sure that with one flip in each iteration of the outer loop you get exactly all possible flip states.
It is like listing all numbers in binary representation by just flipping one bit to arrive at the next number. The numbers' output will not be in order when produced that way, but you will get them all. For example, for 4 bits (instead of 11), it would go like this:
0000
0001
0011
0010
0110
0111
0101
0100
1100
1101
1111
1110
1010
1011
1001
1000
The sequence will determine which edge to flip together with the 12th edge. I will not go into defining that getEdgePairFlipSequence function now. It is evident that there are sequences for flipping any pair of edges, and where they are not publicly available, one can easily make a few moves to bring those two edges in a better position, do the double flip and return those edges to their original position again by applying the starting moves in reversed order and in opposite direction.
getCornerRotationSequences
The idea is the same as above, but now with rotated corners. The difference is that a corner can have three rotation states. But like with the flipped edges, if you know the rotations of 7 corners (already in their right position), the rotation of the 8th corner is determined as well. So there are 3^7 possible ways a cube can have its corners rotated.
The trick to rotate a corner together with the 8th corner, and so find all possible corner rotations also works here. The pattern in the 3-base number representation would be like this (for 3 corners):
000
001
002
012
011
010
020
021
022
122
121
120
110
111
112
102
101
100
200
201
202
212
211
210
220
221
222
So the code for this function would look like this:
function getCornerRotationSequences
sequences = []
for i = 1 to 3^7:
for corner = 1 to 7:
if i % (3^edge) != 0 break
sequence = getCornerPairRotationSequence(corner, 8)
sequences.push(sequence)
return sequences
Again, I will not define getCornerPairRotationSequence. A similar reasoning as for the edges applies.
getEdgeCycleSequences
When you want to move edges around without affecting the rest of the cube, you need to cycle at least 3 of them, as it is not possible to swap two edges without altering anything else.
For instance, it is possible to swap two edges and two corners. But that would be out of the scope of this function. I will come back to this later when dealing with the last function.
This function aims to find all possible cube states that can be arrived at by repeatedly cycling 3 edges. There are 12 edges, and if you know the position of 10 of them, the positions of the 2 remaining ones are determined (still assuming corners remain at their position). So there are 12!/2 = 239 500 800 possible permutations of edges in these conditions.
This may be a bit of problem memory-wise, as the array of sequences to produce will occupy a multiple of that number in bytes, so we could be talking about a few gigabytes. But I will assume there is enough memory for this:
function getEdgeCycleSequences
sequences = []
cycles = getCyclesReachingAllPermutations([1,2,3,4,5,6,7,8,9,10,11,12])
foreach cycle in cycles:
sequence = getEdgeTripletCycleSequence(cycle[0], cycle[1], cycle[3])
sequences.push(sequence)
return sequences
The getCyclesAchievingAllPermutations function would return an array of triplets of edges, such that if you would cycle the edges from left to right as listed in a triplet, and repeat this for the complete array, you would get to all possible permutations of edges (without altering the position of corners).
Several answers for this question I asked can be used to implement getCyclesReachingAllPermutations. The pseudo code based on this answer could look like this:
function getCyclesReachingAllPermutations(n):
c = [0] * n
b = [0, 1, ... n]
triplets = []
while (true):
triplet = [0]
for (parity = 0; parity < 2; parity++):
for (k = 1; k <= c[k]; k++):
c[k] = 0
if (k == n - 1):
return triplets
c[k] = c[k] + 1
triplet.add( b[k] )
for (j = 1, k--; j < k; j++, k--):
swap(b, j, k)
triplets.add(triplet)
Similarly for the other main functions, also here is a dependency on a function getEdgeTripletCycleSequence, which I will not expand on. There are many known sequences to cycle three edges, for several positions, and others can be easily derived from them.
getCornerCycleSequences
I will keep this short, as it is the same thing as for edges. There are 8!/2 possible permutations for corners if edges don't move.
function getCornerCycleSequences
sequences = []
cycles = getCyclesReachingAllPermutations([1,2,3,4,5,6,7,8])
foreach cycle in cycles:
sequence = getCornerTripletCycleSequence(cycle[0], cycle[1], cycle[3])
sequences.push(sequence)
return sequences
getParitySwitchingSequences
This extra level is needed to deal with the fact that a cube can be in an odd or even position. It is odd when an odd number of quarter-moves (a half turn counts as 2 then) is needed to solve the cube.
I did not mention it before, but all the above used sequences should not change the parity of the cube. I did refer to it implicitly when I wrote that when permuting edges, corners should stay in their original position. This ensures that the parity does not change. If on the other hand you would apply a sequence that swaps two edges and two corners at the same time, you are bound to toggle the parity.
But since that was not accounted for with the four functions above, this extra layer is needed.
The function is quite simple:
function getParitySwitchingSequences
return = [
[L], [-L]
]
L is a constant that represents the quarter move of the left face of the cube, and -L is the same move, but reversed. It could have been any face.
The simplest way to toggle the parity of a cube is just that: perform a quarter move.
Thoughts
This solution is certainly not the optimal one, but it is a solution that will eventually go through all states of the cube, albeit with many duplicate statuses appearing along the way. And it will do so with less than 20 moves between two consecutive permutations. The number of moves will vary between 1 -- for parity toggle -- and 18 -- for flipping two edges allowing for 2 extra moves to bring an edge in a good relative position and 2 for putting that edge back after the double flip with 14 moves, which I think is the worst case.
One quick optimisation would be to put the parity loop as the inner loop, as it only consists of one quarter move it is more efficient to have that one repeated the most.
Hamilton Graph: the best
A graph has been constructed where each edge represents one move, and where the nodes represent all unique cube states. It is cyclic, such that the edge forward from the last node, brings you back to the first node.
So this should allow you to go through all cube states with as many moves. Clearly a better solution cannot exist. The graph can be downloaded.
You can use the De Bruijn sequence to get a sequence that will definitely solve a rubik's cube (because it will contain every possible permutation of size 20).
From wiki (Python):
def de_bruijn(k, n):
"""
De Bruijn sequence for alphabet k
and subsequences of length n.
"""
try:
# let's see if k can be cast to an integer;
# if so, make our alphabet a list
_ = int(k)
alphabet = list(map(str, range(k)))
except (ValueError, TypeError):
alphabet = k
k = len(k)
a = [0] * k * n
sequence = []
def db(t, p):
if t > n:
if n % p == 0:
sequence.extend(a[1:p + 1])
else:
a[t] = a[t - p]
db(t + 1, p)
for j in range(a[t - p] + 1, k):
a[t] = j
db(t + 1, t)
db(1, 1)
return "".join(alphabet[i] for i in sequence)
You can use it kinda like this:
print(de_bruijn(x, 20))
Where 20 is the size of your sequence and x is a list/string containing every possible turn (couldn't think of a better word) of the cube.

Bidirectional spanning tree

I came across this question from interviewstreet.com
Machines have once again attacked the kingdom of Xions. The kingdom
of Xions has N cities and N-1 bidirectional roads. The road network is
such that there is a unique path between any pair of cities.
Morpheus has the news that K Machines are planning to destroy the
whole kingdom. These Machines are initially living in K different
cities of the kingdom and anytime from now they can plan and launch an
attack. So he has asked Neo to destroy some of the roads to disrupt
the connection among Machines i.e after destroying those roads there
should not be any path between any two Machines.
Since the attack can be at any time from now, Neo has to do this task
as fast as possible. Each road in the kingdom takes certain time to
get destroyed and they can be destroyed only one at a time.
You need to write a program that tells Neo the minimum amount of time
he will require to disrupt the connection among machines.
Sample Input First line of the input contains two, space-separated
integers, N and K. Cities are numbered 0 to N-1. Then follow N-1
lines, each containing three, space-separated integers, x y z, which
means there is a bidirectional road connecting city x and city y, and
to destroy this road it takes z units of time. Then follow K lines
each containing an integer. Ith integer is the id of city in which ith
Machine is currently located.
Output Format Print in a single line the minimum time required to
disrupt the connection among Machines.
Sample Input
5 3
2 1 8
1 0 5
2 4 5
1 3 4
2
4
0
Sample Output
10
Explanation Neo can destroy the road connecting city 2 and city 4 of
weight 5 , and the road connecting city 0 and city 1 of weight 5. As
only one road can be destroyed at a time, the total minimum time taken
is 10 units of time. After destroying these roads none of the Machines
can reach other Machine via any path.
Constraints
2 <= N <= 100,000
2 <= K <= N
1 <= time to destroy a road <= 1000,000
Can someone give idea how to approach the solution.
The kingdom has N cities, N-1 edges and it's fully connected, therefore our kingdom is tree (in graph theory). At this picture you can see tree representation of your input graph in which Machines are represented by red vertices.
By the way you should consider all paths from the root vertex to all leaf nodes. So in every path you would have several red nodes and during removing edges you should take in account only neighboring red nodes. For example in path 0-10 there are two meaningfull pairs - (0,3) and (3,10). And you must remove exactly one node (not less, not more) from each path which connected vertices in pairs.
I hope this advice was helpful.
All the three answers will lead to correct solution but you can not achieve the solution within the time limit provided by interviewstreet.com. You have to think of some simple approach to solve this problem successfully.
HINT: start from the node where machine is present.
As said by others, a connected graph with N vertices and N-1 edges is a tree.
This kind of problem asks for a greedy solution; I'd go for a modification of Kruskal's algorithm:
Start with a set of N components - 1 for every node (city). Keep track of which components contain a machine-occupied city.
Take 1 edge (road) at a time, order by descending weight (starting with roads most costly to destroy). For this edge (which necessarily connects two components - the graph is a tree):
if both neigboring components contain a machine-occupied city, this road must be destroyed, mark it as such
otherwise, merge the neigboring components into one. If one of them contained a machine-occupied city, so does the merged component.
When you're done with all edges, return the sum of costs for the destroyed roads.
Complexity will be the same as Kruskal's algorithm, that is, almost linear for well chosen data structure and sorting method.
pjotr has a correct answer (though not quite asymptotically optimal), but this statement
This kind of problem asks for a greedy solution
really requires proof, as in the real world (as distinguished from competitive programming), there are several problems of this “kind” for which the greedy solution is not optimal (e.g., this very same problem in general graphs, which is called multiterminal cut and is NP-hard). In this case, proof consists of verifying the matroid axioms. Let a set of edges A &subseteq; E be independent if the graph (V, E &setminus; A) has exactly |A| + 1 connected components containing at least one machine.
Independence of the empty set. Trivial.
Hereditary property. Let A be an independent set. Every edge e &in; A joins two connected components of the graph (V, E &setminus; A), and every connected component contains at least one machine. In putting e back in the graph, the number of connected components containing at least one machine decreases by 1, so A &setminus; {e} is also independent.
Augmentation property. Let A and B be independent sets with |A| < |B|. Since (V, E &setminus; B) has more connected components than (V, E &setminus; A), there exists by the pigeonhole principle a pair of machines u, v such that u and v are disconnected by B but not by A. Since there is exactly one path from u to v, B contains at least one edge e on this path, and A cannot contain e. The removal of A ∪ {e} induces one more connected component containing at least one machine than A, so A ∪ {e} is independent, as required.
Start performing a DFS from either of the machine nodes. Also, keep track of the edge with min weight encountered so far. As soon as you find the next node which also contains a machine, delete the min edge recorded so far. Start DFS from this new node now.
Repeat until you have found all nodes where the machines exists.
Should be of the O(N) that way !!
I write some code, and pasted all the tests.
#include <iostream>
#include<algorithm>
using namespace std;
class Line {
public:
Line(){
begin=0;end=0; weight=0;
}
int begin;int end;int weight;
bool operator<(const Line& _l)const {
return weight>_l.weight;
}
};
class Point{
public:
Point(){
pre=0;machine=false;
}
int pre;
bool machine;
};
void DP_Matrix();
void outputLines(Line* lines,Point* points,int N);
int main() {
DP_Matrix();
system("pause");
return 0;
}
int FMSFind(Point* trees,int x){
int r=x;
while(trees[r].pre!=r)
r=trees[r].pre;
int i=x;int j;
while(i!=r) {
j=trees[i].pre;
trees[i].pre=r;
i=j;
}
return r;
}
void DP_Matrix(){
int N,K,machine_index;scanf("%d%d",&N,&K);
Line* lines=new Line[100000];
Point* points=new Point[100000];
N--;
for(int i=0;i<N;i++) {
scanf("%d%d%d",&lines[i].begin,&lines[i].end,&lines[i].weight);
points[i].pre=i;
}
points[N].pre=N;
for(int i=0;i<K;i++) {
scanf("%d",&machine_index);
points[machine_index].machine=true;
}
long long finalRes=0;
for(int i=0;i<N;i++) {
int bP=FMSFind(points,lines[i].begin);
int eP=FMSFind(points,lines[i].end);
if(points[bP].machine&&points[eP].machine){
finalRes+=lines[i].weight;
}
else{
points[bP].pre=eP;
points[eP].machine=points[bP].machine||points[eP].machine;
points[bP].machine=points[eP].machine;
}
}
cout<<finalRes<<endl;
delete[] lines;
delete[] points;
}
void outputLines(Line* lines,Point* points,int N){
printf("\nLines:\n");
for(int i=0;i<N;i++){
printf("%d\t%d\t%d\n",lines[i].begin,lines[i].end,lines[i].weight);
}
printf("\nPoints:\n");
for(int i=0;i<=N;i++){
printf("%d\t%d\t%d\n",i,points[i].machine,points[i].pre);
}
}

Path finding Algorithms, Stuck on basics

This is a basic college puzzle question i have which i though i will nail, but when it comes to implementing it i got stuck right on the get go.
Background: a 4 digit path finding algorithm, so given for example a target number 1001 and target number 1040, find path using BFs,DFs...Etc.
Allowed moves: add or subtract 1 from any of the 4 digits in any order, you cannot add to 9, or subtract from 0. You cannot add or subtract from the same digit twice i.e. to get from 1000 to 3000, you cannot do 2000 ->3000 as you’ll be adding 1 twice to the first digit. So you'll have to do 2000->2100->3100->3000.
Where I am Stuck: I just cannot figure out how i will represent the problem programmatically, never mind the algorithms, but how i will represent 1001 and move towards 1004 .What data structure? How will I identify the neighbours?
Can someone please push me towards the right direction?
If I understand correctly, you're looking for a way to represent your problem. Perhaps you're having difficulties to find it, because the problem uses a 4 digit number. Try to reduce the dimensions, and consider the same problem with 2 digits numbers (see also this other answer). Suppose you want to move from 10 to 30 using the problem's rules. Now that you have two dimensions, you may easily represent your problem on a 10x10 matrix (each digit can have 10 different values):
:
In the picture above S is your source position (10), and T is your target position (30). Now you can apply the rules of the problem. I don't know what you want to find: how many paths? just a path? the shortest path?
Anyway, a sketch of algorithm for handling moves is:
if you look at T you see that according to the rules of your problem, the only possible neighbours from which you can reach (30) are (20), (31), and (40).
now, let's assume you choose (20), then the only possible neighbour from which you can reach (20) is (21).
now, you're forced to choose (21), and the only possible neighbours from which you can reach (21) are (11) and (31).
finally, if you choose (11), then the only possible neighbours from which you can reach (11) are (10) and (12) ... and (10) is your source S, so you're done.
This is just a sketch for the algorithm (it doesn't say anything on how to choose from the list of possible neighbours), but I hope it gives you an idea.
Finally, when you've solved the problem in the two-dimensional space, you can extend it to a three-dimensional space, and to a four-dimensional space (your original problem), where you have a 10x10x10x10 matrix. Each dimension has always 10 slots/positions.
I hope this helps.
I would start with a directed graph where each node represents your number plus an additional degree of freedom (because of the constraint). E.g. you can think of this as another digit added to your number which represents the "digit changed last". E.g. you start with 1001[0] and this node connects to
1001[0] -> 2001[1]
1001[0] -> 0001[1]
1001[0] -> 1101[2]
1001[0] -> 1011[3]
1001[0] -> 1002[4]
1001[0] -> 0000[4]
or 2001[1] to
2001[1] -> 2101[2]
2001[1] -> 2011[3]
2001[1] -> 2002[4]
2001[1] -> 2000[4]
Please note: the ????[0] nodes are only allowed as starting nodes. And each edge always connects numbers with different last digit.
So for each number xyzw[d] the outgoing edges are given by
xyzw[d] -> (x+1)yzw[1] if x<9 && d!=1
xyzw[d] -> (x-1)yzw[1] if x>0 && d!=1
xyzw[d] -> x(y+1)zw[2] if y<9 && d!=2
xyzw[d] -> x(y-1)zw[2] if y>0 && d!=2
xyzw[d] -> xy(z+1)w[3] if z<9 && d!=3
xyzw[d] -> xy(z-1)w[3] if z>0 && d!=3
xyzw[d] -> xyz(w+1)[4] if w<9 && d!=4
xyzw[d] -> xyz(w-1)[4] if w>0 && d!=4
Your targets are now the four nodes 1004[1] .. 1004[4]. If your algorithm requires a single target node you may add an artificial edge ????[?] -> ????[0] for each number and then have 1004[0] as final.
The first thing that came to my mind is that this is just a point with extra dimensions. That is, rather than [x,y] to represent a point on a 2-D grid, you have [w,x,y,z] to represent a point in a 4-D space.
The one thing I'm not sure in your problem is what happens when you add a 1 to a 9. Is there a remainder that get's carried over, or does the number just get rolled over to zero? Or does this represent an edge that can't be crossed?
In any case, I'd start with thinking of this as a type of point with extra dimensionality, and apply your algorithms appropriately.
You can represent each state as an integer array of length 4. Then have a graph structure to connect the states (I would not advice on building the graph fully, as this alone will require O(10^4) memory).
Then use A* algorithm for traversing the graph and reaching the destination node.
Or simply use a BFS traversal routine where you generate the neighbouring states as you process a state. You'll have to keep a track of the states already visited (some sort of a set like data structure).
When visit a node you need to iterate through all children of the node and visit some of them, so you should only implement children generator function getting one parameter - current number like 1001. It's the "core" of the algorithm, then you need to use recoursion to traverse a tree. The following is code that DOES NOT WORK and goes into infinite recoursion, but is a sketch explaining my idea:
from random import random
def shouldVisit(digits):
#very smart function defining search strategy
return random() > 0.5
def traverse(source, target, prev):
if source == target:
print 'wow!'
return
for i in range(len(source)):
if i == prev:
continue
d = source[i]
if d > 0:
res = list(source)
res[i] = d - 1
if shouldVisit(res):
traverse(res, target, i)
if d < 9:
res = list(source)
res[i] = d + 1
if shouldVisit(res):
traverse(res, target, i)
def traverse0(source, target):
def tolist(num):
digits = []
while num:
digits.append(num % 10)
num /= 10
return digits
traverse(tolist(source), tolist(target), -1)
traverse0(1001, 1040)
very smart stub function shouldVisit may check for example if given node has been already visited

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