Intresting puzzle - algorithm

Task definition:
I have a matrix of natural numbers. The task is to find path from the top-left corner of matrix to bottom-right corner of matrix and dial maximum score.
Rules of navigation: if you are located in [i][j] you can move:
a) to [i][j-1], [i][j+1], [i+1][j] cells and dial zero points
b) to [i+1][j+1] and dial matrix[i][j] points
Little example:
Assume you have score 50and matrix
0 3 5 3 2
4 7 2 5 2
4 3 5 2 5
Assume you are in [1][1] cell (matrix[1][1] = 7). You can navigate to:
a) [1][0] cell with 50 score
b) [1][2] cell with 50 score
c) [2][1] cell with 50 score
d) [2][2] cell with 57 score
What a problem:
I solve this task in very slow way...
I try to implement in with help of recursion. It's easy if you just want to find maximum score. Something like
public int loop(int i, int j) {
int left = loop(i, j-1);
int top = loop(i-1, j);
int diagonal = loop(i-1,j-1) + matrix[i-1][j-1];
return maximum(left, top, diagonal);
}
BUT, I want to find a path with maximum score! And it's very time/memory consuming.
Why it's time/memory consuming:
And there is one problem: I need store path-collection and pass it as a parameter to the loop method. But loop method forks on each iteration and I have to copy path-collection thee times an iteration. Otherwise, each of loop forks will modify common path-collection and finally I will have in it all possible paths. I mean if between left, top & diagonal the biggest is left that we must not to include paths linked with top and diagonal.
Question:
How to solve it in right way?
EDIT:
Actually there is no need to find the full path. It only need to find point's in which you dial a score (in which you make a diagonal moves)

You don't need dynamic programming nor brute force for this!
To see why, let's analyze the rules:
You can move in direction j freely (left & right), so there's no reason to be careful about that direction - you can move into the optimial horizontal postion whenever you want.
Once you increase i (down) there's no way back (though you can increase i without gaining points). Each increase of i should net the maximal amount of points.
You gain points by leaving a cell, but you can only ever leave a row once.
That means you can subdivide this problem and do not need dynamic programming: you can move to the optimal j location, then take one diagonal step; repeat until done.
The optimal i step is moving from a non-last cell in a row with the highest value. You can't move from the last cell because there's no diagonal move possible - so if your matrix has only one column (or row for that matter) you'll never gain points. You can't lose points because the values are natural numbers (but if negative numbers were allowed, you can still skip a row).
In more detail, the optimal path is then found by...
Does the matrix have just one column or row? Move right repeatedly without gaining points then end the program. You can't do much here.
find the maximum value in the current row, ignoring the last value.
generate 'j' moves towards a maximally-valued cell, then move diagonally.
If you're not on the last row, go back to step 2.
You're on the last row and cannot gain more points; just generate moves towards the bottom-right corner to finish your path.
That's it!
Note that there may be multiple maximal paths, your problem specification doesn't guarantee a unique solution.
EDIT: If you don't need the actual path, but just the numbers you scored, the algorithm is much easier - remove or disregard the last row and last column, then for each i (row) return the maximum value in that row.

EDIT:
I misread the question to being just moving down and to the right (ie: j could only change to j or j+1.) so this answer is wrong.
You can use dynamic programming to solve this problem. Greedy doesn't exactly work because you can only travel "down and to the right".
The naive dynamic programming solution would essentially "work backwards" in a literal sense and start from the bottom-right and compute max score when starting at that cell.
Starting from the right-left, and from bottom-up, you can compute the best score you can get from that score simply. You do this for the m x n matrix, then you start from the top left and choose the direction that has the max score.

Related

Algorithm to find positions in a game board i can move to

The problem i have goes as follows (simplified):
I have a board, represented as a matrix of n x m squares (n might equal m)
In it, there are p game pieces
Each game piece has a pre-defined speed, which is how many steps it can take in it's turn
Pieces can't overlap
There are three types of cells: those which don't require extra movements to be crossed (you loose 0 extra speed when going through), those which require 1 extra movement to be crossed and some which you simply can't get through (like a wall)
So, given a game piece in a certain [i,j] position in my game board, i want to find out:
a) All the places it can move to, with it's speed
b) The path to a certain [k,l] position in the board
Having a) solved, b) is almost trivial.
Currently the algorithm i'm using goes as follows, assuming a language where arrays of size n go from 0 to n-1:
Create a sqaure matrix of speed*2+1 size which represents the cost of moving as if all cells had no extra cost to be crossed (the piece is on the position [speed, speed])
Create another square matrix of speed*2+1 size which has the extra costs of each cell (those which can't be crossed because either it's a wall or there is another piece in it has a value of infinite)(the piece is on the position [speed, speed])
Create another square matrix of speed*2+1 size which is the sum of the former two(the piece is on the position [speed, speed])
Correct the latter matrix making sure the value of each cell is: the minimal cost of all the adjacent cells + 1 + the extra cost of the cell. If it isn't, i correct it and start with the matrix all over again.
An example:
P are pieces, W are walls, E are empty cells which require no extra movement, X are cells which require 1 extra movement to be crossed.
X,E,X,X,X
X,X,X,X,X
W,E,E,E,W
W,E,X,E,W
E,P,P,P,P
The first matrix:
2,2,2,2,2
2,1,1,1,2
2,1,0,1,2
2,1,1,1,2
2,2,2,2,2
The second matrix:
1,0,1,inf,1
1,1,1,1,1
inf,0,0,0,inf
inf,0,1,0,inf
0,inf,inf,inf,inf
The sum:
3,2,3,3,3
3,2,2,2,3
inf,1,0,1,inf
inf,1,2,1,inf
inf,inf,inf,inf,inf
Since [0,0] is not 2+1+1, i correct it:
The sum:
4,2,3,3,3
3,2,2,2,3
inf,1,0,1,inf
inf,1,2,1,inf
inf,inf,inf,inf,inf
Since [0,1] is not 2+1+0, i correct it:
The sum:
4,3,3,3,3
3,2,2,2,3
inf,1,0,1,inf
inf,1,2,1,inf
inf,inf,inf,inf,inf
Since [0,2] is not 2+1+1, i correct it:
The sum:
4,2,4,3,3
3,2,2,2,3
inf,1,0,1,inf
inf,1,2,1,inf
inf,inf,inf,inf,inf
Which one is the correct answer?
What I want to know is if this problem has a name I can search it by (couldn't find anything) or if anybody can tell me how to solve the point a).
Note that I want the optimal solution, so I went with a dynamic programming algorithm. Might random walkers be better? AFAIK, this solution is not failing (yet), but I have no proof of correctness for it, and I want to be sure it works.
A-star is a standard algorithm to determine shortest path give obstacles on a 2d board and cost per square of moving. You can also use it to test if a specific move is valid, but to actually generate all valid moves I would simply start ay the start position, move in each direction by one square mark which squares are valid and then repeat from each of your new places making sure not to visit the same square again. It will be a recursive algorithm calling itself at most 4 times on each call and will generate you valid moves efficiently. If there are constraints like how many squares you can move at once with different costs just pass the running total of how far you've come for each square.

Labelling a grid using n labels, where every label neighbours every other label

I am trying to create a grid with n separate labels, where each cell is labelled with one of the n labels such that all labels neighbour (edge-wise) all other labels somewhere in the grid (I don't care where). Labels are free to appear as many times as necessary, and I'd like the grid to be as small as possible. As an example, here's a grid for five labels, 1 to 5:
3 2 4
5 1 3
2 4 5
While generating this by hand is not too bad for small numbers of labels, it appears to be very hard to generate a grid of reasonable size for larger numbers and so I'm looking to write a program to generate them, without having to resort to a brute-force search. I imagine this must have been investigated before, but the closest I've found are De Bruijn tori, which are not quite what I'm looking for. Any help would be appreciated.
EDIT: Thanks to Benawii for the following improved description:
"Given an integer n, generate the smallest possible matrix where for every pair (x,y) where x≠y and x,y ∈ {1,...,n} there exists a pair of adjacent cells in the matrix whose values are x and y."
You can experiment with a simple greedy algorithm.
I don't think that I'm able to give you a strict mathematical prove, at least because the question is not strictly defined, but the algorithm is quite intuitive.
First, if you have 1...K numbers (K labels) then you need at least K*(K-1)/2 adjacent cells (connections) for full coverage. A matrix of size NxM generates (N-1)*M+(M-1)*N=2*N*M-(N+M) connections.
Since you didn't mention what you understand under 'smallest matrix', let's assume that you meant the area. In that case it is obvious that for the given area the square matrix will generate bigger number of connections because it has more 'inner' cells adjacent to 4 others. For example, for area 16 the matrix 4x4 is better than 2x8. 'Better' is intuitive - more connections and more chances to reach the goal. So lets use target square matrixes and expand them if needed. The above formula will become 2*N*(N-1).
Then we can experiment with the following greedy algorithm:
For input number K find the N such that 2*N*(N-1)>K*(K-1)/2. A simple school equation.
Keep an adjacency matrix M, set M[i][i]=1 for all i, and 0 for the rest of the pairs.
Initialize a resulting matrix R of size NxN, fill with 'empty value' markers, for example with -1.
Start from top-left corner and iterate right-down:
for (int i = 0; i < N; ++i)
for (int j = 0; j < N; ++j)
R[i][j];
for each such R[i][j] (which is -1 now) find such a value which will 'fit best'. Again, 'fit best' is an intuitive definition, here we understand such a value that will contribute to a new unused connection. For that reason create the set of already filled cell neighbor numbers - S, its size is 2 at most (upper and left neighbor). Then find first k such that M[x][k]=0 for both numbers x in S. If no such number then try at least one new connection, if no number even for one then both neighbors are completely covered, put some number from uncovered here - probably the one in 'worst situation' - such x where Sum(M[x][i]) is the smallest. You should also choose the one in 'worst situation' when there are several ones to choose from in any case.
After setting the value for R[i][j] don't forget to mark the new connections with numbers x from S - M[R[i][j]][x] = M[x][R[i][j]] = 1.
If the matrix is filled and there are still unmarked connections in M then append another row to the matrix and continue. If all the connections are found before the end then remove extra rows.
You can check this algorithm and see what will happen. Step 5 is the place for playing around, particularly in guessing which one to choose in equal situation (several numbers can be in equally 'worst situation').
Example:
for K=6 we need 15 connections:
N=4, we need 4x4 square matrix. The theory says that 4x3 matrix has 17 connections, so it can possibly fit, but we will try 4x4.
Here is the output of the algorithm above:
1234
5615
2413
36**
I'm not sure if you can do by 4x3, maybe yes... :)

Obtaining the minimum number of tails of coin after flipping the entire row or column multiple times

If coins are placed on a grid and only an entire row or column can be flipped, how can we flip the coins to obtain the minimum number of tails.
I tried to using the greedy solution, in which I flip the row or column where the number of tails are greater than heads and repeat the process until there exists no change on the number. But I found that this approach does not give me an optimal solution in some times.
HHT
THH
THT
For example, if the coins are placed like the above and I flip the coins in below manner, the obtained value is 3 but actually the answer is 2.
1. Flip the row 3
HHT
THH
HTH
2. Then there exists no row or column where the number of tails are greater than that of heads.
3. But if I flip the column 3, row 3, column 1, there exists a solution whose value is 2.
THH
HHT
HHH
So, I think the above algorithm doesn't work. What approach and what algorithm should I use?
First let us notice that there is no point in flipping the same row or column twice or more (a better solution is always either flipping the row/column zero or one time), and the order we flip the rows or columns is irrelevant, so we can describe a solution as a bit array of length 2N. One bit per row and one bit per column. On if we flip that row/column once, off if we flip it zero times.
So we need to search 2^(2N) possible solutions, prefering solutions with more zeros.
Secondly let us notice that for one solution there are four possible states of a coin:
The coin was not flipped (0 flips)
The coin was flipped by its row (1 flip)
The coin was flipped by its column (1 flip)
The coin was flipped by both its row and column (2 flips)
Notice that state 1 and 4 result in the original value of the coin
Also notice that state 2 and 3 result in the opposite of the original value of the coin
Start by expressing the original state of the coins as a binary matrix (B). The 2N-bit field as 2 binary vectors (R, C), and the total number of tails as a function of this f(B, R, C), and the total number of bits as a function g(V_1, V_2)
So your goal is to make f >= minimum while minimizing g.
Think that if we first fix our R configuration (which rows we will flip), how can we solve the problem just for C (which columns we will flip)? Put another way, consider the simpler problem of only being allowed to flip columns, and not being allowed to flip rows. How would you solve this? (hint: DP) Can you extend this stategy back to the full problem now?
Not sure about the complete algorithm, but one thing you should definitely try exploit here are the large number of symmetries in your problem.
A lot of different coin configurations will actually be equivalent, so you can rotate, mirror your configuration without altering the problem. Most importantly, since you can reverse the whole set by flipping all rows, looking for the minimum number of tails is equivalent to looking for the minimum number of heads.
In your case, it would be
HHT
THH
THT
HTT
TTH
TTT
By flipping the middle column, and you're done (you then have to flip everything of course if you really need it).
An obvious solution is to try all possibilities of flipping a row or a column. There are O(2^(2N)) such possibilities. However, we can solve the problem in O(N^2 * 2^N) with a combination of greedy + brute force.
Generate all possibilities of flipping the rows (O(2^N)) and for each of these, flip each column that has more tails than heads. Take the solution that gives you the minimum tails.
This should work. I will add more details about why a bit later.
One approach would be to use http://en.wikipedia.org/wiki/Branch_and_bound, alternately considering new vertical lines and new horizontal lines. There is also some symmetry you can remove - if you flip all the horizontal lines and all the vertical line, you will end up back where you started, so with branch and bound you might as well arbitrarily assume that the leftmost vertical line is never flipped.
HHT
THH
THT
In this example, if we assume that the leftmost vertical line is not flipped, then if we branch on the lowest horizontal line we know the value of the leftmost lowest coin, so we have two possible partial solutions - one in which that single known coin is fixed at tails, and one in which it is fixed at heads. If we recurse first to try and extend the partial solution in which the single known coin is heads and find that we can extend this to a solution that produces no tails, then we can discard all the partial solutions produced by extending the other, because all its descendants must have at least one tail.
I would next branch on the leftmost but one vertical line, which will give us another known coin, and continue branching alternately horizontally and vertically.
This will be a feasible way of finding an exact solution if there is a nearly perfect solution or if the table is very small. Otherwise you will have to stop it early or have it skip credible solutions to get the problem finished in a reasonable time, and you will probably not get the exact best answer.

Partition a set into k groups with minimum number of moves

You have a set of n objects for which integer positions are given. A group of objects is a set of objects at the same position (not necessarily all the objects at that position: there might be multiple groups at a single position). The objects can be moved to the left or right, and the goal is to move these objects so as to form k groups, and to do so with the minimum distance moved.
For example:
With initial positions at [4,4,7], and k = 3: the minimum cost is 0.
[4,4,7] and k = 2: minimum cost is 0
[1,2,5,7] and k = 2: minimum cost is 1 + 2 = 3
I've been trying to use a greedy approach (by calculating which move would be shortest) but that wouldn't work because every move involves two elements which could be moved either way. I haven't been able to formulate a dynamic programming approach as yet but I'm working on it.
This problem is a one-dimensional instance of the k-medians problem, which can be stated as follows. Given a set of points x_1...x_n, partition these points into k sets S_1...S_k and choose k locations y_1...y_k in a way that minimizes the sum over all x_i of |x_i - y_f(i)|, where y_f(i) is the location corresponding of the set to which x_i is assigned.
Due to the fact that the median is the population minimizer for absolute distance (i.e. L_1 norm), it follows that each location y_j will be the median of the elements x in the corresponding set S_j (hence the name k-medians). Since you are looking at integer values, there is the technicality that if S_j contains an even number of elements, the median might not be an integer, but in such cases choosing either the next integer above or below the median will give the same sum of absolute distances.
The standard heuristic for solving k-medians (and the related and more common k-means problem) is iterative, but this is not guaranteed to produce an optimal or even good solution. Solving the k-medians problem for general metric spaces is NP-hard, and finding efficient approximations for k-medians is an open research problem. Googling "k-medians approximation", for example, will lead to a bunch of papers giving approximation schemes.
http://www.cis.upenn.edu/~sudipto/mypapers/kmedian_jcss.pdf
http://graphics.stanford.edu/courses/cs468-06-winter/Papers/arr-clustering.pdf
In one dimension things become easier, and you can use a dynamic programming approach. A DP solution to the related one-dimensional k-means problem is described in this paper, and the source code in R is available here. See the paper for details, but the idea is essentially the same as what #SajalJain proposed, and can easily be adapted to solve the k-medians problem rather than k-means. For j<=k and m<=n let D(j,m) denote the cost of an optimal j-medians solution to x_1...x_m, where the x_i are assumed to be in sorted order. We have the recurrence
D(j,m) = min (D(j-1,q) + Cost(x_{q+1},...,x_m)
where q ranges from j-1 to m-1 and Cost is equal to the sum of absolute distances from the median. With a naive O(n) implementation of Cost, this would yield an O(n^3k) DP solution to the whole problem. However, this can be improved to O(n^2k) due to the fact that the Cost can be updated in constant time rather than computed from scratch every time, using the fact that, for a sorted sequence:
Cost(x_1,...,x_h) = Cost(x_2,...,x_h) + median(x_1...x_h)-x_1 if h is odd
Cost(x_1,...,x_h) = Cost(x_2,...,x_h) + median(x_2...x_h)-x_1 if h is even
See the writeup for more details. Except for the fact that the update of the Cost function is different, the implementation will be the same for k-medians as for k-means.
http://journal.r-project.org/archive/2011-2/RJournal_2011-2_Wang+Song.pdf
as I understand, the problems is:
we have n points on a line.
we want to place k position on the line. I call them destinations.
move each of n points to one of the k destinations so the sum of distances is minimum. I call this sum, total cost.
destinations can overlap.
An obvious fact is that for each point we should look for the nearest destinations on the left and the nearest destinations on the right and choose the nearest.
Another important fact is all destinations should be on the points. because we can move them on the line to right or to left to reach a point without increasing total distance.
By these facts consider following DP solution:
DP[i][j] means the minimum total cost needed for the first i point, when we can use only j destinations, and have to put a destination on the i-th point.
to calculate DP[i][j] fix the destination before the i-th point (we have i choice), and for each choice (for example k-th point) calculate the distance needed for points between the i-th point and the new point added (k-th point). add this with DP[k][j - 1] and find the minimum for all k.
the calculation of initial states (e.g. j = 1) and final answer is left as an exercise!
Task 0 - sort the position of the objects in non-decreasing order
Let us define 'center' as the position of the object where it is shifted to.
Now we have two observations;
For N positions the 'center' would be the position which is nearest to the mean of these N positions. Example, let 1,3,6,10 be the positions. Then mean = 5. Nearest position is 6. Hence the center for these elements is 6. This gives us the position with minimum cost of moving when all elements need to be grouped into 1 group.
Let N positions be grouped into K groups "optimally". When N+1 th object is added, then it will disturb only the K th group, i.e, first K-1 groups will remain unchanged.
From these observations, we build a dynamic programming approach.
Let Cost[i][k] and Center[i][k] be two 2D arrays.
Cost[i][k] = minimum cost when first 'i' objects are partitioned into 'k' groups
Center[i][k] stores the center of the 'i-th' object when Cost[i][k] is computed.
Let {L} be the elements from i-L,i-L+1,..i-1 which have the same center.
(Center[i-L][k] = Center[i-L+1][k] = ... = Center[i-1][k]) These are the only objects that need to be considered in the computation for i-th element (from observation 2)
Now
Cost[i][k] will be
min(Cost[i-1][k-1] , Cost[i-L-1][k-1] + computecost(i-L, i-L+1, ... ,i))
Update Center[i-L ... i][k]
computecost() can be found trivially by finding the center (from observation 1)
Time Complexity:
Sorting O(NlogN)
Total Cost Computation Matrix = Total elements * Computecost = O(NK * N)
Total = O(NlogN + N*NK) = O(N*NK)
Let's look at k=1.
For k=1 and n odd, all points should move to the center point. For k=1 and n even, all points should move to either of the center points or any spot between them. By 'center' I mean in terms of number of points to either side, i.e. the median.
You can see this because if you select a target spot, x, with more points to its right than it's left, then a new target 1 to the right of x would result in a cost reduction (unless there is exactly one more point to the right than the left and the target spot is a point, in which case n is even and the target is on/between the two center points).
If your points are already sorted, this is an O(1) operation. If not, I believe it's O(n) (via an order statistic algorithm).
Once you've found the spot that all points are moving to, it's O(n) to find the cost.
Thus regardless of whether the points are sorted or not, this is O(n).

Looking for an algorithm (version of 2-dimensional binary search)

Easy problem and known algorithm:
I have a big array with 100 members. First X members are 0, and the rest are 1. Find X.
I am solving it by a binary search: Check member 50, if it is 0 - check member 75, etc, until I find adjacent 0 and 1.
I am looking for an optimized algorithm for the same problem in 2-dimensions:
I have 2-dimensional array 100*100. Those members that are on rows 0-X AND on columns 0-Y are 0, and the rest are 1. How to find Y and X?
Edit : The optimal solution consists in two simple binary search.
I'm very sorry for the long and convoluted post I did below. What the problem fundamentally consists in is to find a point in a space that contains 100*100 elements. The best you can do is to divide at each step this space in two. You can do it in a convoluted way (the one I did in the rest of the post) But if you realize that a binary search on the X axis still divides the research space in two at each step, (the same goes for the Y axis) then you understand that it's optimal.
I still let the thing I did, and I'm sorry that I made some peremptory affirmations in it.
If you're looking for a simple algorithm (though not optimal) just run the binary search twice as suggested.
However, if you want an optimal algorithm, you can look for the boundary on X and on Y at the same time. (You have to note that the two algorithm have same asymptotical complexity, but the optimal algorithm will still be faster)
In all the following graphics, the point (0, 0) is in the bottom left corner.
Basically when you choose a point and get the result, you cut your space in two parts. When you think about it that is actually the biggest amount of information you can extract from this.
If you choose the point (the black cross) and the result is 1 (red lines), this means that the point you're looking for can not be in the gray space (thus must be in the remaining white area)
On the other hand, if the value is 0 (blue lines), this means that the point you're looking for can not be in the gray area (thus must be in the remaining white area)
So, if you get one 0 result and one 1 result, this is what you'll get :
The point you're looking for is either in rectangle 1, 2 or 3. You just need to check the two corners of rectangle 3 to know which of the 3 rectangle is the good one.
So the algorithm is the following :
Note where are the bottom left and top right corner of the rectangle you're working with.
Do a binary search along the diagonal of the rectangle until you've stumbled at least once on a 1 result and once a 0 result.
Check the 2 other corners of the rectangle 3 (you'll necessary already know the values of the two corners on the diagonal) It is possible to check only one corner to know the right rectangle (but you'll have to check the two corners if the right rectangle is the rectangle 3)
Determine if the point you're looking for is in rectangle 1, 2 or 3
Repeat by reducing the problem to the good rectangle until the final rectangle is reduced to a point : it's the value you're looking for
Edit : if you want the supremum optimality, you'd not the when you choose the point (50, 50), you do not cut the space in equal part. One is three time bigger than the other. Ideally, you'll choose a point that cuts the space in two equal regions (area-wise)
You should compute once at the beginning the value of factor = (1.0 - 1.0/sqrt(2.0)). Then when you want to cut bewteen values a and b, choose the cutting point as a + factor*(b-a). When you cut the initial 100x100 rectangle at the point (100*factor, 100*factor) the two regions will have an area (100*100)/2, thus the convergence will be quicker.
Run your binary search twice. First determine X by running binary search on the last row and then determine Y by running binary search on last column.
Simple solution: go first in X-direction and then in Y-direction.
Check (0,50); If it is 0, check (0,75); until You find adjacent 0 and 1. Then go to Y direction from there.
Second solution:
Check member (50,50). If it is 1, check (25,25), until You find 0. Continue, until You find adjacent (X,X) and (X+1,X+1) that are 0 and 1. Then test (X,X+1) and (X+1,X). Neither or one of them will be 1. If neither, You are finished. If only one, say for example (X+1,X), then You know that the box's size is between (X+1,X) and (100,X). Use binary search to find box's height.
EDIT: As Chris pointed out, it seems that the simple approach is faster.
Second solution (modified):
Check member (50,50). If it is 1, check (25,25), until You find 0. Continue, until You find adjacent (X,X) and (X+1,X+1) that are 0 and 1. Then test (X,X+1). If it is 1, then do binary search on line (X,X+1)...(X,100). Else do binary search on line (X,X)...(100,X).
Even then I am probably beating a dead horse here. If it will be faster, then by neglible amount. This is just for theoretical fun. :)
EDIT 2 As Fezvez and Chris put it, binary search divides the search space in two most efficiently; My approach divides the area to 1/4 and 3/4 pieces. Fezvez pointed out that this could be remedied by calculating the dividing factor beforehand (but that would be extra calculation). In modified version of my algorithm I choose the direction where to go (X or Y direction), which effectively also divides the search space in two, and then conduct binary search. To conclude, this shows that this approach will always be a bit slower. (and more complicated to implement.)
Thank You, Igor Oks, for interesting question. :)
Use binary search on both dimensions and the 1D case:
Start with j=50. Now the 1-D array obtained by varying i is of the desired form - so find X from 1D case.
If X = 100 (i.e. no ones), then make j=75 (middle of the range in j dimension) and repeat.
If X < 100, then you have found it. All that is left is to fix i=X and find Y from the 1D case.

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