
Problem Statement
In this game modeled as an n x n
matrix, each cell represents a square on a game board, numbered in a zigzag pattern starting from the bottom left. This setup mimics a board used in games like snakes and ladders. The gameplay is simple—but with a strategic twist. From your current square, numbered "curr," you can move to another square, numbered "next." This move range is determined by a simulated die roll, allowing a choice of any square from curr + 1
up to the minimum of curr + 6
or the last square n^2
. Complicating matters, certain squares contain ladders or snakes. If "next" is such a square, your piece is forcibly moved to another square specified by the board, effectively altering your carefully planned path. The ultimate goal is clear: reach the final square n^2
in as few moves as possible. If it's unachievable, due to an unbreakable cycle or blockade perhaps, you'd simply return -1
. This problem is not just about moving from point A to point B but involves determining the most efficient pathway, considering forced detours due to snakes and ladders.
Examples
Example 1
Input:
board = [[-1,-1,-1,-1,-1,-1],[-1,-1,-1,-1,-1,-1],[-1,-1,-1,-1,-1,-1],[-1,35,-1,-1,13,-1],[-1,-1,-1,-1,-1,-1],[-1,15,-1,-1,-1,-1]]
Output:
4
Explanation:
In the beginning, you start at square 1 (at row 5, column 0). You decide to move to square 2 and must take the ladder to square 15. You then decide to move to square 17 and must take the snake to square 13. You then decide to move to square 14 and must take the ladder to square 35. You then decide to move to square 36, ending the game. This is the lowest possible number of moves to reach the last square, so return 4.
Example 2
Input:
board = [[-1,-1],[-1,3]]
Output:
1
Constraints
n == board.length == board[i].length
2 <= n <= 20
board[i][j]
is either-1
or in the range[1, n2]
.- The squares labeled
1
andn2
are not the starting points of any snake or ladder.
Approach and Intuition
The challenge is framed around a classic BFS (Breadth-First Search) problem where each potential movement from a square represents an edge in our search space:
- Initialization: Start by treating square '1' as your root node.
- Exploring moves: From each current position, calculate potential moves simulating a dice roll (1 through 6):
- For each potential move, take into account whether you land on a snake or ladder, which redirects you to another square.
- If the square contains a snake or ladder, move to the destination square mentioned in the board matrix (except when such move would result in immediate repeated redirections).
- Tracking progress: Use a queue to manage the breadth-first search progression, enqueueing each reachable square and its associated move count.
- Avoiding cycles: Maintain a set or list to record visited squares, ensuring that you do not revisit the same square within the same path, which would indicate a loop or redundancy.
- End condition: The game ends successfully if you reach square
n^2
. At this point, return the count of moves taken. If the queue exhausts without reachingn^2
, return-1
.
For example, in a scenario where almost every move is straightforward except for a few that lead into snakes or ladders, the BFS approach illuminates the shortest pathway by judiciously navigating through or around those transformative squares. By systematically exploring ascending move possibilities, resetting only when ladders or snakes intervene, and bypassing visited squares, an optimal or near-optimal route to the final square is calculated.
Solutions
- C++
- Java
- Python
class Solution {
public:
int boardGame(vector<vector<int>> &board) {
int size = board.size();
vector<pair<int, int>> slots(size * size + 1);
int count = 1;
vector<int> col_order(size);
iota(col_order.begin(), col_order.end(), 0);
for (int i = size - 1; i >= 0; i--) {
for (int col : col_order) {
slots[count++] = {i, col};
}
reverse(col_order.begin(), col_order.end());
}
vector<int> distance(size * size + 1, -1);
priority_queue<pair<int, int>, vector<pair<int, int>>, greater<pair<int, int>>> queue;
distance[1] = 0;
queue.emplace(0, 1);
while (!queue.empty()) {
auto [cost, pos] = queue.top();
queue.pop();
if (cost != distance[pos]) {
continue;
}
for (int move = pos + 1; move <= min(pos + 6, size * size); move++) {
auto [r, c] = slots[move];
int target = board[r][c] != -1 ? board[r][c] : move;
if (distance[target] == -1 || distance[pos] + 1 < distance[target]) {
distance[target] = distance[pos] + 1;
queue.emplace(distance[target], target);
}
}
}
return distance[size * size];
}
};
The given C++ solution efficiently tackles the "Snakes and Ladders" board game problem using a breadth-first search approach represented in a more optimized manner with the help of a priority queue and vector data structures for state management.
Begin by understanding the board mapping. The code maps the 2D board game into a linear array of slots to simplify moving from one square to another.
Defining the board matrix as
vector<vector<int>>
allows us to handle the board in standard memory-efficient way. Each cell in the matrix indicates either a regular cell (-1) or a shortcut/snake which jumps directly to another cell.Use a vector,
slots
, to keep track of coordinates of each board cell linearly. The vectorcol_order
supports in initializingslots
with alternating order rows to represent the zigzag movement of normal game play.An array,
distance
, keeps track of the shortest distance from the start to any cell (initialized to -1, meaning unvisited). The priority queue helps in exploring the minimum cost path first ensuring that the solution is reaching closer to less weighted paths first.The algorithm applies a typical breadth-first search configured by rolling a dice where:
- Loop through every possible "roll" outcome (1-6).
- Calculate the potential new position considering board shortcuts.
- Push the new states in the priority queue, if visiting them offers a shorter path.
This implementation ensures that the gameplay dynamics such as snakes and ladders (which cause jumps in the board position) are efficiently handled by directly moving to the targeted cell rather than moving one cell at a time.
Use distance[size * size]
to retrieve the shortest number of moves required to reach the end of the board, given optimal plays. The function returns this value as the outcome.
Ensure an understanding of priority queue usage, vector operations, and typical breadth-first search modifications to grasp the complete functionality of this game solution. This approach is effective as it minimizes unnecessary computations and efficiently manages the exploration of possible moves.
class Solution {
public int computeMinThrows(int[][] grid) {
int size = grid.length;
Pair<Integer, Integer>[] positions = new Pair[size * size + 1];
int count = 1;
Integer[] rows = new Integer[size];
for (int k = 0; k < size; k++) {
rows[k] = k;
}
for (int i = size - 1; i >= 0; i--) {
for (int j : rows) {
positions[count++] = new Pair<>(i, j);
}
Collections.reverse(Arrays.asList(rows));
}
int[] moves = new int[size * size + 1];
Arrays.fill(moves, -1);
class Node implements Comparable<Node> {
int movesTaken, position;
public Node(int movesTaken, int position) {
this.movesTaken = movesTaken;
this.position = position;
}
public int compareTo(Node n) {
return this.movesTaken - n.movesTaken;
}
}
PriorityQueue<Node> queue = new PriorityQueue<Node>();
moves[1] = 0;
queue.add(new Node(0, 1));
while (!queue.isEmpty()) {
Node current = queue.poll();
int dist = current.movesTaken, spot = current.position;
if (dist != moves[spot]) {
continue;
}
for (int nextSpot = spot + 1; nextSpot <= Math.min(spot + 6, size * size); nextSpot++) {
int r = positions[nextSpot].getKey(), c = positions[nextSpot].getValue();
int target = grid[r][c] != -1 ? grid[r][c] : nextSpot;
if (moves[target] == -1 || moves[spot] + 1 < moves[target]) {
moves[target] = moves[spot] + 1;
queue.add(new Node(moves[target], target));
}
}
}
return moves[size * size];
}
}
This Java solution implements a method to compute the minimum number of dice throws required to win the game of Snakes and Ladders, based on an input grid representing the game board. The game board is a two-dimensional array where each cell either has a number indicating a shortcut (ladder or snake) or -1 implying a regular step. The grid dimension is size x size
, representing a sequential structure flattened in a snake-like pattern.
The solution initializes a mapping of board positions to grid coordinates (
positions
array) by zigzagging through the grid.Each position number references its respective row and column in the grid, carefully accounting for the reverse order in alternate rows to mimic the gameplay structure.
A custom class
Node
, which encapsulates both the moves taken to reach a position and the position itself, helps in prioritizing exploration of paths with fewer moves.A priority queue efficiently manages nodes to explore, populating it initially with the starting node (the first square).
The main computational logic iteratively explores potential moves from the current position:
- For each valid dice roll move (1 to 6):
- It calculates the resultant position on the grid.
- If there exists a snake or ladder, it adjusts the target position accordingly.
- If this new adjusted position offers a shorter path than previous recorded attempts, the solution updates the moves taken to reach this new position and adds the new position for further exploration.
- For each valid dice roll move (1 to 6):
The process repeats until all possible positions are evaluated or the queue depletes, ultimately returning the minimum moves needed to reach the last square or
-1
if not possible.
This approach ensures efficiency by leveraging a priority queue to always process the most promising next move first and dynamically adjusting paths using the game's shortcuts. Through an object-oriented approach and methodical variable management, the solution remains scalable and relatively easy to understand within a gaming context.
class Solution:
def playSnakesLadders(self, grid: List[List[int]]) -> int:
dimension = len(grid)
positions = [None] * (dimension**2 + 1)
idx = 1
cols = list(range(0, dimension))
for r in range(dimension - 1, -1, -1):
for c in cols:
positions[idx] = (r, c)
idx += 1
cols.reverse()
steps = [-1] * (dimension * dimension + 1)
steps[1] = 0
queue = [(0, 1)]
while queue:
step, current = heapq.heappop(queue)
if step != steps[current]:
continue
for next_cell in range(current + 1, min(current + 6, dimension**2) + 1):
r, c = positions[next_cell]
jump = (grid[r][c] if grid[r][c] != -1 else next_cell)
if steps[jump] == -1 or steps[current] + 1 < steps[jump]:
steps[jump] = steps[current] + 1
heapq.heappush(queue, (steps[jump], jump))
return steps[dimension * dimension]
This solution is an efficient Python3 implementation to solve the "Snakes and Ladders" problem using the standard Breadth-First Search (BFS) approach.
The approach follows these steps:
Instead of moving around in a matrix fashion which can be cumbersome due to the irregular movement in snakes and ladders, this solution flattens the board into a list for easy access. It maps each square of the board to a unique position in the flattened list.
The calculation of the board position considers if the row is odd or even, mirroring real movement on a physical Snakes and Ladders board.
BFS is used for finding the shortest path. The list
steps
keeps track of minimum steps needed to reach each position. The position starts at 1, following typical game rules. It uses a priority queue to ensure the smallest step counts are processed first.For each cell within a dice throw range (1 to 6), the target cell is determined. If a ladder or snake is present, it directly modifies the target position accordingly.
If this new computed target position can be reached in fewer steps than currently recorded, the count is updated in the
steps
list, and the position is added back to the queue for further exploration.
The algorithm efficiently computes the minimum number of rolls needed to reach the end of the board, or indicates if the end is not reachable by returning a special value.
The logic ensures that all possible scenarios on the board are considered, from stepping on a ladder, snake, or ordinary cells, and calculates the minimum required moves efficiently. A priority queue (min-heap) is utilized to always process the next most promising position. The program deals with 1-based index for compatibility with common game configurations.
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