
In this problem, a frog is attempting to cross a river distinguished by a series of stones laid out in an ordered linear sequence. Each stone represents a unit where the frog can land, and the absence of a stone represents a span of water. The game starts with the frog placed on the first stone, and it must reach the final stone using a series of jumps. The length of the initial jump is always 1 unit.
As the frog makes a jump of k units, its subsequent jump can either be k-1, k, or k+1 units long, provided the target stone exists. The primary challenge is to determine if the frog can successfully land on the last stone by making a series of valid jumps. Missing a stone, which would equate to landing in the water, is not allowed.
Input:
Output:
Explanation:
Input:
Output:
Explanation:
2 <= stones.length <= 20000 <= stones[i] <= 231 - 1stones[0] == 0stones is sorted in a strictly increasing order.To solve this problem, consider the following approach based on the dynamic programming paradigm, specifically using recursive state exploration with memorization:
Initialization:
1 unit.Recursive Exploration:
k-1, k, k+1) that land on subsequent stones.Memorization:
Termination Check:
true.false.By using the recursive examination of each stone's possibilities, combined with careful tracking and a backtrack mechanism to explore alternate paths, this approach effectively explores all potent pathways the frog can take to ascertain its success in crossing the river. The inherent challenge lies in identifying the most optimized path which respects the frog's specific jumping constraints and the spatial configuration of the stones.
The given problem, known as "Frog Jump," deals with determining whether a frog can jump across various stones positioned at specific points until it reaches the last stone. Implementing this solution in C++, the code utilizes a combination of memoization and hashing (unordered_map) to solve the problem efficiently.
Start by mapping each stone's position to its index with an unordered map, stonePosition. This mapping helps in constant-time look-up for determining if a stone exists at a given position. Next, initialize a 2D array memoization to keep track of reachable positions and jumps.
The main logic involves iterating over each stone and checking if it is possible to jump from the current stone to the next one using last jump's length -1, +0, or +1. If such a jump lands on another stone, that jump is recorded as feasible in the memoization array.
The solution checks all possible jump lengths from each stone and marks them in the 2D memoization array indicating a valid jump from one stone to another.
Finally, to determine if reaching the final stone is possible, iterate through the memoization entries for the last stone. If any entry reveals a feasible jump reaching this stone, then it is possible for the frog to reach the end; otherwise, it isn't.
This method leverages dynamic programming to reduce the complexity of checking every possible sequence of jumps, making it more efficient than a naive approach.
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