insert, delete, max in O(1) - algorithm

Can someone tell me which data structure supports insert/delete/maximum operation in O(1)?

This is a classical interview question, and is usually presented like this:
Devise a stack-like data structure that does push, pop and min (or max) operations in O(1) time. There are no space constraints.
The answer is, you use two stacks: the main stack, and a min (or max) stack.
So for example, after pushing 1,2,3,4,5 onto the stack, your stacks would look like this:
MAIN MIN
+---+ +---+
| 5 | | 1 |
| 4 | | 1 |
| 3 | | 1 |
| 2 | | 1 |
| 1 | | 1 |
+---+ +---+
However, if you were to push 5,4,3,2,1, the stacks would look like this:
MAIN MIN
+---+ +---+
| 1 | | 1 |
| 2 | | 2 |
| 3 | | 3 |
| 4 | | 4 |
| 5 | | 5 |
+---+ +---+
For 5,2,4,3,1 you would have:
MAIN MIN
+---+ +---+
| 1 | | 1 |
| 3 | | 2 |
| 4 | | 2 |
| 2 | | 2 |
| 5 | | 5 |
+---+ +---+
and so on.
You can also save some space by pushing to the min stack only when the minimum element changes, iff the items are known to be distinct.

The following solution uses O(1) extra memory and O(1) time for max, push and pop operations.
Keep a variable max which will keep track of the current max element at any particular time.
Lets utilize the fact that when max is updated, all the elements in the stack should be less than the new max element.
When a push operation occurs and the new element(newElement) is greater than the current max we push the max + newElement in the stack and update max = newElement.
When we are doing a pop operation and we find that the current popped element is greater than the current max then we know that this is place where we had updated our stack to hold max+elem. So the actual element to be returned is max and max = poppedElem - max.
For eg. if we are pushing 1, 2, 3, 4, 5 the stack and max variable will look like below:
MAIN Value of MAX
+---+ +---+
| 9 | max = | 5 |
| 7 | max = | 4 |
| 5 | max = | 3 |
| 3 | max = | 2 |
| 1 | max = | 1 |
+---+ +---+
Now lets say we pop an element, we will basically pop, max element(since top > max) and update the max element to (top-max)
MAIN Value of MAX
+---+ +---+
| 7 | max = | 4 | = (9-5)
| 5 | max = | 3 |
| 3 | max = | 2 |
| 1 | max = | 1 |
+---+ +---+
Now lets say we are pushing numbers 5, 4, 3, 2, 1, the stack will look like:
MAIN Value of MAX
+---+ +---+
| 1 | max = | 5 |
| 2 | max = | 5 |
| 3 | max = | 5 |
| 4 | max = | 5 |
| 5 | max = | 5 |
+---+ +---+
When we pop, the top of stack is popped since top < max, and max remains unchanged.
Following is a pseudo code for each of the operation for better insight.
Elem max;
void Push(Elem x){
if x < max :
push(x);
else{
push(x+max);
max = x;
}
}
Elem Pop(){
Elem p = pop();
if |p| < |max|:
return p;
else{
max = p - max;
return max;
}
}
Elem Max(){
return max;
}
push and pop are normal stack operations. Hope this helps.

#KennyTM's comment points out an important missing detail - insert where, and delete from where. So I am going to assume that you always want to insert and delete only from one end like a stack.
Insertion (push) and Delete (pop) are O(1).
To get Max in O(1), use an additional stack to record the current max which corresponds to the main stack.

If you are using only comparisons, you would be hard pressed to find such a data structure.
For instance you could insert n elements, get max, delete max etc and could sort numbers in O(n) time, while the theoretical lower bound is Omega(nlogn).

Below program keeps track of max elements in stack in such a way that any point of time the top pointer would give us the max in the stack :
So, max would be O(1), and we can find max by max[N]
ITEM MAX
+---+ +---+
| 1 | | 1 |
| 10| | 10|
| 9 | | 10|
| 19| | 19| <--top
+---+ +---+
Java Program:
public class StackWithMax {
private int[] item;
private int N = 0;
private int[] max;
public StackWithMax(int capacity){
item = new int[capacity];//generic array creation not allowed
max = new int[capacity];
}
public void push(int item){
this.item[N++] = item;
if(max[N-1] > item) {
max[N] = max[N-1];
} else {
max[N] = item;
}
}
public void pop() {
this.item[N] = 0;
this.max[N] = 0;
N--;
}
public int findMax(){
return this.max[N];
}
public static void main(String[] args) {
StackWithMax max = new StackWithMax(10);
max.push(1);
max.push(10);
max.push(9);
max.push(19);
System.out.println(max.findMax());
max.pop();
System.out.println(max.findMax());
}
}

Like some have already pointed out, the question lacks some information. You don't specify were to insert/delete, nor the nature of the data we are dealing with.
Some ideas that could be useful: You say,
insert/delete/maximum operation in O(1)
note that if we can insert, delete, and find maximun in O(1), then we can use this hipotetical technique to sort in O(n), because we can insert the n elements, and then take max/delete and we get them all sorted. It's proven that no sorting algorithm based in comparisons can sort in less than O(nlogn), so we know that no comparison based aproach will work. In fact, one of the fastest known ways of doing this is the Brodal queue, but it's deletion time exceeds O(1).
Maybe the solution is something like a radix tree, were the complexity of all these operations is related to the key length as oposed to the amount of keys. This is valid only if they let you bound the key length by some other number, so you can consider it constant.
But maybe it wasn't something that generic. Another interpretation, is that the insert/delete are the ones of a classic stack. In that restricted case, you can use the double stack solutiom that Can Berk Güder gave you.

The best thing exists is:
Insert in O(1)
Delete in O(logn)
Max/Min in O(1)
But to do that the insert function must create a link chain and you will also need an extra thread. The good news is that this link chain function also works in O(1) so it will not change the O(1) of insert.
Delete function doesnt break the link chain.
If the target of your delete is the max or min then the delete will be executed in O(1)
The data structure is a mix of an avl tree and a linked list.
The nature of a true delete is such that you cannot make it work in O(1). Hash tables which work with O(1) delete dont have the cabability to hold all the inputs.

A hash table might support insert/delete in O(1), no clue about maximum though. You'd probably need to keep track of it yourself somehow.

Related

Data structure to achieve random delete and insert where elements are weighted in [a,b]

I would like to design a data structure and algorithm such that, given an array of elements, where each element has a weight according to [a,b], I can achieve constant time insertion and deletion. The deletion is performed randomly where the probability of an element being deleted is proportional to its weight.
I do not believe there is a deterministic algorithm that can achieve both operations in constant time, but I think there are there randomized algorithms that should be can accomplish this?
I don't know if O(1) worst-case time is impossible; I don't see any particular reason it should be. But it's definitely possible to have a simple data structure which achieves O(1) expected time.
The idea is to store a dynamic array of pairs (or two parallel arrays), where each item is paired with its weight; insertion is done by appending in O(1) amortised time, and an element can be removed by index by swapping it with the last element so that it can be removed from the end of the array in O(1) time. To sample a random element from the weighted distribution, choose a random index and generate a random number in the half-open interval [0, 2); if it is less than the element's weight, select the element at that index, otherwise repeat this process until an element is selected. The idea is that each index is equally likely to be chosen, and the probability it gets kept rather than rejected is proportional to its weight.
This is a Las Vegas algorithm, meaning it is expected to complete in a finite time, but with very low probability it can take arbitrarily long to complete. The number of iterations required to sample an element will be highest when every weight is exactly 1, in which case it follows a geometric distribution with parameter p = 1/2, so its expected value is 2, a constant which is independent of the number of elements in the data structure.
In general, if all weights are in an interval [a, b] for real numbers 0 < a <= b, then the expected number of iterations is at most b/a. This is always a constant, but it is potentially a large constant (i.e. it takes many iterations to select a single sample) if the lower bound a is small relative to b.
This is not an answer per se, but just a tiny example to illustrate the algorithm devised by #kaya3
| value | weight |
| v1 | 1.0 |
| v2 | 1.5 |
| v3 | 1.5 |
| v4 | 2.0 |
| v5 | 1.0 |
| total | 7.0 |
The total weight is 7.0. It's easy to maintain in O(1) by storing it in some memory and increasing/decreasing at each insertion/removal.
The probability of each element is simply it's weight divided by total weight.
| value | proba |
| v1 | 1.0/7 | 0.1428...
| v2 | 1.5/7 | 0.2142...
| v3 | 1.5/7 | 0.2142...
| v4 | 2.0/7 | 0.2857...
| v5 | 1.0/7 | 0.1428...
Using the algorithm of #kaya3, if we draw a random index, then the probability of each value is 1/size (1/5 here).
The chance of being rejected is 50% for v1, 25% for v2 and 0% for v4. So at first round, the probability to be selected are:
| value | proba |
| v1 | 2/20 | 0.10
| v2 | 3/20 | 0.15
| v3 | 3/20 | 0.15
| v4 | 4/20 | 0.20
| v5 | 2/20 | 0.10
| total | 14/20 | (70%)
Then the proba of having a 2nd round is 30%, and the proba of each index is 6/20/5 = 3/50
| value | proba 2 rounds |
| v1 | 2/20 + 6/200 | 0.130
| v2 | 3/20 + 9/200 | 0.195
| v3 | 3/20 + 9/200 | 0.195
| v4 | 4/20 + 12/200 | 0.260
| v5 | 2/20 + 6/200 | 0.130
| total | 14/20 + 42/200 | (91%)
The proba to have a 3rd round is 9%, that is 9/500 for each index
| value | proba 3 rounds |
| v1 | 2/20 + 6/200 + 18/2000 | 0.1390
| v2 | 3/20 + 9/200 + 27/2000 | 0.2085
| v3 | 3/20 + 9/200 + 27/2000 | 0.2085
| v4 | 4/20 + 12/200 + 36/2000 | 0.2780
| v5 | 2/20 + 6/200 + 18/2000 | 0.1390
| total | 14/20 + 42/200 + 126/2000 | (97,3%)
So we see that the serie is converging to the correct probabilities. The numerators are multiple of the weight, so it's clear that the relative weight of each element is respected.
This is a sketch of an answer.
With weights only 1, we can maintain a random permutation of the inputs.
Each time an element is inserted, put it at the end of the array, then pick a random position i in the array, and swap the last element with the element at position i.
(It may well be a no-op if the random position turns out to be the last one.)
When deleting, just delete the last element.
Assuming we can use a dynamic array with O(1) (worst case or amortized) insertion and deletion, this does both insertion and deletion in O(1).
With weights 1 and 2, the similar structure may be used.
Perhaps each element of weight 2 should be put twice instead of once.
Perhaps when an element of weight 2 is deleted, its other copy should also be deleted.
So we should in fact store indices instead of the elements, and another array, locations, which stores and tracks the two indices for each element. The swaps should keep this locations array up-to-date.
Deleting an arbitrary element can be done in O(1) similarly to inserting: swap with the last one, delete the last one.

Logic behind including / excluding current element in recursive approach

I'm studying DP nowadays however I've run into previously some examples like subset sum or as shown in this question coin change problem that their solutions call recursive cases both including the current element and excluding the current element. Yet, I've genuinely difficulty in comprehending what/why it's real reason by doing this approach. I cannot get the underneath logic behind of it. I don't want to memorize or to say "humm, okay, keep in mind it, there is an approach" like that styles.
class Util
{
// Function to find the total number of distinct ways to get
// change of N from unlimited supply of coins in set S
public static int count(int[] S, int n, int N)
{
// if total is 0, return 1 (solution found)
if (N == 0) {
return 1;
}
// return 0 (solution do not exist) if total become negative or
// no elements are left
if (N < 0 || n < 0) {
return 0;
}
// Case 1. include current coin S[n] in solution and recurse
// with remaining change (N - S[n]) with same number of coins
int incl = count(S, n, N - S[n]);
// Case 2. exclude current coin S[n] from solution and recurse
// for remaining coins (n - 1)
int excl = count(S, n - 1, N);
// return total ways by including or excluding current coin
return incl + excl;
}
// Coin Change Problem
public static void main(String[] args)
{
// n coins of given denominations
int[] S = { 1, 2, 3 };
// Total Change required
int N = 4;
System.out.print("Total number of ways to get desired change is "
+ count(S, S.length - 1, N));
}
}
I don't want to skip the parts superficially since recurrence formulas are really play leading role for dynamic programming.
At each recursion you want to explore both cases:
one more coin of type n is used
you are done with coin type n and proceed to the next coin type
The remaining task is handled in both cases by a recursive call.
By the way, this solution has nothing to do with dynamic programming.
In the common powerset problem, given (1 2 3) we are asked to generate ((1 2 3) (1 2) (1 3) (1) (2 3) (2) (3) ()). We can use this with and without technique to generate the result.
+---+ +---------------------------+ +--------------------------------------------+
| +-with----> ((1 2 3) (1 2) (1 3) (1)) | | |
| 1 | | +-----> ((1 2 3) (1 2) (1 3) (1) (2 3) (2) (3) ()) |
| +-without-> ((2 3) (2) (3) ()) | | |
+-^-+ +---------------------------+ +--------------------------------------------+
|
+-------------------------------------------+
|
+---+ +-------------+ +-----------+--------+
| +-with------> ((2 3) (2)) | | |
| 2 | | +---> ((2 3) (2) (3) ()) |
| +-without---> ((3) ()) | | |
+-^-+ +-------------+ +--------------------+
|
+--------------------------------+
|
+---+ +-----+ +------+--------+
| +-with------> (3) | | |
| 3 | | +-----> ((3) ()) |
| +-without---> () | | |
+-^-+ +-----+ +---------------+
|
|
+-+-+
|() |
| | <- base case
+---+

Minimum cost within limited time for a timetable?

I have a timetable like this:
+-----------+-------------+------------+------------+------------+------------+-------+----+
| transport | trainnumber | departcity | arrivecity | departtime | arrivetime | price | id |
+-----------+-------------+------------+------------+------------+------------+-------+----+
| Q | Q00 | BJ | TJ | 13:00:00 | 15:00:00 | 10 | 1 |
| Q | Q01 | BJ | TJ | 18:00:00 | 20:00:00 | 10 | 2 |
| Q | Q02 | TJ | BJ | 16:00:00 | 18:00:00 | 10 | 3 |
| Q | Q03 | TJ | BJ | 21:00:00 | 23:00:00 | 10 | 4 |
| Q | Q04 | HA | DL | 06:00:00 | 11:00:00 | 50 | 5 |
| Q | Q05 | HA | DL | 14:00:00 | 19:00:00 | 50 | 6 |
| Q | Q06 | HA | DL | 18:00:00 | 23:00:00 | 50 | 7 |
| Q | Q07 | DL | HA | 07:00:00 | 12:00:00 | 50 | 8 |
| Q | Q08 | DL | HA | 15:00:00 | 20:00:00 | 50 | 9 |
| ... | ... | ... | ... | ... | ... | ... | ...|
+-----------+-------------+------------+------------+------------+------------+-------+----+
In this table, there 13 cities and 116 routes altogether and the smallest unit of time is half an hour.
There are difference transports, which doesn't matter. As you can see, there can be multiple edges with same departcity and arrivecity but difference time and difference price. The time is constant everyday.
Now, here arises a problem.
A user wonder how he can travel from city A to city B (A and B may be one city), with passing zero or some cities C, D...(whether they should be in order depends on whether the user wants it to be, that is, there are two problems), within X hours and also least costs under above conditions.
Before this problem, I have solved another simpler problem.
A user wonder how he can travel from city A to city B (A and B may be one city), with passing zero or some cities C, D...(whether they should be in order depends), with least costs under above conditions.
Here is how I solve it (just take not in order as an example):
Sort the must-pass cities:C1, C2, C3...Cn. Let C0 = A, C(n+1) = B, minCost.cost = INFINITE;
i = 0, j = 1, W = {};
Find a least cost way S from Ci to Cj using Dijkstra Algorithm with price as the weight of edges. W=W∪S;
i = i + 1, j = j + 1;
If j <= n + 1, goto 3;
if W.cost < minCost.cost, minCost = W;
If next permutation for C1...Cn exists, rearrange list C1...Cn in order of the next permutation for C1...Cn and goto 2;
Return minCost;
However, I cannot come up with a efficient solution to the first problem, Please help me, thanks.
I'll be appreciated if anyone can solve another problem:
A user wonder how he can travel from city A to city B (A and B may be one city), with passing zero or some cities C, D...(whether they should be in order depends), within least time under above conditions.
It's quite a big problem, so I will just sketch a solution.
First, remodel your graph as follows. Instead of each vertex representing a city, let a vertex represent a tuple of (city, time). This is feasible as there are only 13 cities and only (time_limit - current_time) * 2 possible time slots as the smallest unit of time is half an hour. Now connect vertices according to the given timetable with prices as their weights as before. Don't forget that the user can stay at any city for any amount of time for free. All nodes with city A are start nodes, all nodes with city B are target nodes. Take the minimum value of all (B, time) vertices to get the solution with least cost. If there are multiple, take the one with the smallest time.
Now on towards forcing the user to pass through certain cities in order. If there are n cities to pass through (plus start and target city), you need n+2 copies of the same graph which act as different levels. The level represents how many cities of your list you have already passed. So you start in level 0 on vertex A. Once you get to C1 in level 0 you move to the vertex C1 in level 1 of the graph (connect the vertices by 0-weight edges). This means that when you are in level k, you have already passed cities C1 to Ck and you can get to the next level only by going through C(k+1). The vertices of city B in the last level are your target nodes.
Note: I said copies of the same graph, but that is not exactly true. You can't allow the user to reach C(k+2), ..., B in level k, that would violate the required order.
To enforce passing cities in any order, a different scheme of connecting the levels (and modifying them during runtime) is required. I'll leave this to you.

Intersection ranges (algorithm)

As example I have next arrays:
[100,192]
[235,280]
[129,267]
As intersect arrays we get:
[129,192]
[235,267]
Simple exercise for people but problem for creating algorithm that find second multidim array…
Any language, any ideas..
If somebody do not understand me:
I'll assume you wish to output any range that has 2 or more overlapping intervals.
So the output for [1,5], [2,4], [3,3] will be (only) [2,4].
The basic idea here is to use a sweep-line algorithm.
Split the ranges into start- and end-points.
Sort the points.
Now iterate through the points with a counter variable initialized to 0.
If you get a start-point:
Increase the counter.
If the counter's value is now 2, record that point as the start-point for a range in the output.
If you get an end-point
Decrease the counter.
If the counter's value is 1, record that point as the end-point for a range in the output.
Note:
If a start-point and an end-point have the same value, you'll need to process the end-point first if the counter is 1 and the start-point first if the counter is 2 or greater, otherwise you'll end up with a 0-size range or a 0-size gap between two ranges in the output.
This should be fairly simple to do by having a set of the following structure:
Element
int startCount
int endCount
int value
Then you combine all points with the same value into one such element, setting the counts appropriately.
Running time:
O(n log n)
Example:
Input:
[100, 192]
[235, 280]
[129, 267]
(S for start, E for end)
Points | | 100 | 129 | 192 | 235 | 267 | 280 |
Type | | Start | Start | End | Start | End | End |
Count | 0 | 1 | 2 | 1 | 2 | 1 | 0 |
Output | | | [129, | 192] | [235, | 267] | |
This is python implementation of intersection algorithm. Its computcomputational complexity O(n^2).
a = [[100,192],[235,280],[129,267]]
def get_intersections(diapasons):
intersections = []
for d in diapasons:
for check in diapasons:
if d == check:
continue
if d[0] >= check[0] and d[0] <= check[1]:
right = d[1]
if check[1] < d[1]:
right = check[1]
intersections.append([d[0], right])
return intersections
print get_intersections(a)

Counting the ways to build a wall with two tile sizes [closed]

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You are given a set of blocks to build a panel using 3”×1” and 4.5”×1" blocks.
For structural integrity, the spaces between the blocks must not line up in adjacent rows.
There are 2 ways in which to build a 7.5”×1” panel, 2 ways to build a 7.5”×2” panel, 4 ways to build a 12”×3” panel, and 7958 ways to build a 27”×5” panel. How many different ways are there to build a 48”×10” panel?
This is what I understand so far:
with the blocks 3 x 1 and 4.5 x 1
I've used combination formula to find all possible combinations that the 2 blocks can be arranged in a panel of this size
C = choose --> C(n, k) = n!/r!(n-r)! combination of group n at r at a time
Panel: 7.5 x 1 = 2 ways -->
1 (3 x 1 block) and 1 (4.5 x 1 block) --> Only 2 blocks are used--> 2 C 1 = 2 ways
Panel: 7.5 x 2 = 2 ways
I used combination here as well
1(3 x 1 block) and 1 (4.5 x 1 block) --> 2 C 1 = 2 ways
Panel: 12 x 3 panel = 2 ways -->
2(4.5 x 1 block) and 1(3 x 1 block) --> 3 C 1 = 3 ways
0(4.5 x 1 block) and 4(3 x 1 block) --> 4 C 0 = 1 way
3 ways + 1 way = 4 ways
(This is where I get confused)
Panel 27 x 5 panel = 7958 ways
6(4.5 x 1 block) and 0(3 x 1) --> 6 C 0 = 1 way
4(4.5 x 1 block) and 3(3 x 1 block) --> 7 C 3 = 35 ways
2(4.5 x 1 block) and 6(3 x 1 block) --> 8 C 2 = 28 ways
0(4.5 x 1 block) and 9(3 x 1 block) --> 9 C 0 = 1 way
1 way + 35 ways + 28 ways + 1 way = 65 ways
As you can see here the number of ways is nowhere near 7958. What am I doing wrong here?
Also how would I find how many ways there are to construct a 48 x 10 panel?
Because it's a little difficult to do it by hand especially when trying to find 7958 ways.
How would write a program to calculate an answer for the number of ways for a 7958 panel?
Would it be easier to construct a program to calculate the result? Any help would be greatly appreciated.
I don't think the "choose" function is directly applicable, given your "the spaces between the blocks must not line up in adjacent rows" requirement. I also think this is where your analysis starts breaking down:
Panel: 12 x 3 panel = 2 ways -->
2(4.5 x 1 block) and 1(3 x 1 block)
--> 3 C 1 = 3 ways
0(4.5 x 1 block) and 4(3 x 1 block)
--> 4 C 0 = 1 way
3 ways + 1 way = 4 ways
...let's build some panels (1 | = 1 row, 2 -'s = 1 column):
+---------------------------+
| | | | |
| | | | |
| | | | |
+---------------------------+
+---------------------------+
| | | |
| | | |
| | | |
+---------------------------+
+---------------------------+
| | | |
| | | |
| | | |
+---------------------------+
+---------------------------+
| | | |
| | | |
| | | |
+---------------------------+
Here we see that there are 4 different basic row types, but none of these are valid panels (they all violate the "blocks must not line up" rule). But we can use these row types to create several panels:
+---------------------------+
| | | | |
| | | | |
| | | |
+---------------------------+
+---------------------------+
| | | | |
| | | | |
| | | |
+---------------------------+
+---------------------------+
| | | | |
| | | | |
| | | |
+---------------------------+
+---------------------------+
| | | |
| | | |
| | | | |
+---------------------------+
+---------------------------+
| | | |
| | | |
| | | |
+---------------------------+
+---------------------------+
| | | |
| | | |
| | | |
+---------------------------+
...
But again, none of these are valid. The valid 12x3 panels are:
+---------------------------+
| | | | |
| | | |
| | | | |
+---------------------------+
+---------------------------+
| | | |
| | | | |
| | | |
+---------------------------+
+---------------------------+
| | | |
| | | |
| | | |
+---------------------------+
+---------------------------+
| | | |
| | | |
| | | |
+---------------------------+
So there are in fact 4 of them, but in this case it's just a coincidence that it matches up with what you got using the "choose" function. In terms of total panel configurations, there are quite more than 4.
Find all ways to form a single row of the given width. I call this a "row type". Example 12x3: There are 4 row types of width 12: (3 3 3 3), (4.5 4.5 3), (4.5 3 4.5), (3 4.5 4.5). I would represent these as a list of the gaps. Example: (3 6 9), (4.5 9), (4.5 7.5), (3 7.5).
For each of these row types, find which other row types could fit on top of it.
Example:
a. On (3 6 9) fits (4.5 7.5).
b. On (4.5 9) fits (3 7.5).
c: On (4.5 7.5) fits (3 6 9).
d: On (3 7.5) fits (4.5 9).
Enumerate the ways to build stacks of the given height from these rules. Dynamic programming is applicable to this, as at each level, you only need the last row type and the number of ways to get there.
Edit: I just tried this out on my coffee break, and it works. The solution for 48x10 has 15 decimal digits, by the way.
Edit: Here is more detail of the dynamic programming part:
Your rules from step 2 translate to an array of possible neighbours. Each element of the array corresponds to a row type, and holds that row type's possible neighbouring row types' indices.
0: (2)
1: (3)
2: (0)
3: (1)
In the case of 12×3, each row type has only a single possible neighbouring row type, but in general, it can be more.
The dynamic programming starts with a single row, where each row type has exactly one way of appearing:
1 1 1 1
Then, the next row is formed by adding for each row type the number of ways that possible neighbours could have formed on the previous row. In the case of a width of 12, the result is 1 1 1 1 again. At the end, just sum up the last row.
Complexity:
Finding the row types corresponds to enumerating the leaves of a tree; there are about (/ width 3) levels in this tree, so this takes a time of O(2w/3) = O(2w).
Checking whether two row types fit takes time proportional to their length, O(w/3). Building the cross table is proportional to the square of the number of row types. This makes step 2 O(w/3·22w/3) = O(2w).
The dynamic programming takes height times the number of row types times the average number of neighbours (which I estimate to be logarithmic to the number of row types), O(h·2w/3·w/3) = O(2w).
As you see, this is all dominated by the number of row types, which grow exponentially with the width. Fortunately, the constant factors are rather low, so that 48×10 can be solved in a few seconds.
This looks like the type of problem you could solve recursively. Here's a brief outline of an algorithm you could use, with a recursive method that accepts the previous layer and the number of remaining layers as arguments:
Start with the initial number of layers (e.g. 27x5 starts with remainingLayers = 5) and an empty previous layer
Test all possible layouts of the current layer
Try adding a 3x1 in the next available slot in the layer we are building. Check that (a) it doesn't go past the target width (e.g. doesn't go past 27 width in a 27x5) and (b) it doesn't violate the spacing condition given the previous layer
Keep trying to add 3x1s to the current layer until we have built a valid layer that is exactly (e.g.) 27 units wide
If we cannot use a 3x1 in the current slot, remove it and replace with a 4.5x1
Once we have a valid layer, decrement remainingLayers and pass it back into our recursive algorithm along with the layer we have just constructed
Once we reach remainingLayers = 0, we have constructed a valid panel, so increment our counter
The idea is that we build all possible combinations of valid layers. Once we have (in the 27x5 example) 5 valid layers on top of each other, we have constructed a complete valid panel. So the algorithm should find (and thus count) every possible valid panel exactly once.
This is a '2d bin packing' problem. Someone with decent mathematical knowledge will be able to help or you could try a book on computational algorithms. It is known as a "combinatorial NP-hard problem". I don't know what that means but the "hard" part grabs my attention :)
I have had a look at steel cutting prgrams and they mostly use a best guess. In this case though 2 x 4.5" stacked vertically can accommodate 3 x 3" inch stacked horizontally. You could possibly get away with no waste. Gets rather tricky when you have to figure out the best solution --- the one with minimal waste.
Here's a solution in Java, some of the array length checking etc is a little messy but I'm sure you can refine it pretty easily.
In any case, I hope this helps demonstrate how the algorithm works :-)
import java.util.Arrays;
public class Puzzle
{
// Initial solve call
public static int solve(int width, int height)
{
// Double the widths so we can use integers (6x1 and 9x1)
int[] prev = {-1}; // Make sure we don't get any collisions on the first layer
return solve(prev, new int[0], width * 2, height);
}
// Build the current layer recursively given the previous layer and the current layer
private static int solve(int[] prev, int[] current, int width, int remaining)
{
// Check whether we have a valid frame
if(remaining == 0)
return 1;
if(current.length > 0)
{
// Check for overflows
if(current[current.length - 1] > width)
return 0;
// Check for aligned gaps
for(int i = 0; i < prev.length; i++)
if(prev[i] < width)
if(current[current.length - 1] == prev[i])
return 0;
// If we have a complete valid layer
if(current[current.length - 1] == width)
return solve(current, new int[0], width, remaining - 1);
}
// Try adding a 6x1
int total = 0;
int[] newCurrent = Arrays.copyOf(current, current.length + 1);
if(current.length > 0)
newCurrent[newCurrent.length - 1] = current[current.length - 1] + 6;
else
newCurrent[0] = 6;
total += solve(prev, newCurrent, width, remaining);
// Try adding a 9x1
if(current.length > 0)
newCurrent[newCurrent.length - 1] = current[current.length - 1] + 9;
else
newCurrent[0] = 9;
total += solve(prev, newCurrent, width, remaining);
return total;
}
// Main method
public static void main(String[] args)
{
// e.g. 27x5, outputs 7958
System.out.println(Puzzle.solve(27, 5));
}
}

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