
Problem Statement
In this game scenario, Alice and Bob are playing a game that involves a series of stones laid out in a row. Each of these stones carries a numeric value represented by an integer. Starting with Alice, each player takes turns to pick up 1, 2, or 3 stones from the beginning of the remaining row of stones. Every stone picked contributes its value to the player's score, which starts at 0 for both players.
The game progresses this way until there are no more stones left to pick. Given that both Alice and Bob employ the best strategies to maximize their chances of finishing the game with the highest score, the function should decide the winner or declare a tie if their scores are equal. The goal is to determine, based on their optimal play, whether "Alice", "Bob", or "Tie" will be the result after all stones are picked, considering the array stoneValue
which represents the value of each stone.
Examples
Example 1
Input:
stoneValue = [1,2,3,7]
Output:
"Bob"
Explanation:
Alice will always lose. Her best move will be to take three piles and the score become 6. Now the score of Bob is 7 and Bob wins.
Example 2
Input:
stoneValue = [1,2,3,-9]
Output:
"Alice"
Explanation:
Alice must choose all the three piles at the first move to win and leave Bob with negative score. If Alice chooses one pile her score will be 1 and the next move Bob's score becomes 5. In the next move, Alice will take the pile with value = -9 and lose. If Alice chooses two piles her score will be 3 and the next move Bob's score becomes 3. In the next move, Alice will take the pile with value = -9 and also lose. Remember that both play optimally so here Alice will choose the scenario that makes her win.
Example 3
Input:
stoneValue = [1,2,3,6]
Output:
"Tie"
Explanation:
Alice cannot win this game. She can end the game in a draw if she decided to choose all the first three piles, otherwise she will lose.
Constraints
1 <= stoneValue.length <= 5 * 104
-1000 <= stoneValue[i] <= 1000
Approach and Intuition
To solve this problem, one needs to adopt a dynamic programming strategy focusing on optimal decision-making. Here, every decision either player makes impacts not only their score but also the choices available for the other player on subsequent turns. Below is a breakdown of the thought process:
- Optimal Play Strategy: Each player aims to maximize their score, which involves not only taking stones that offer the highest possible sum but also leaving the opponent with choices that minimize their potential score.
- DP Array: A Dynamic Programming (DP) array can be used where each entry at index
i
of the array represents the maximum score a player can achieve starting from that point in the stone row if both play optimally. - Game Decision Making:
- At every stone picking step, a player can decide to take 1, 2, or 3 stones. The player will evaluate which option gives them the maximum possible advantage. This involves calculating potential future scores based on current picks and subtracting what the opponent could score in their turn, choosing the option that maximizes their net score.
- To achieve this, recursion or iterative loops (bottom-up approach) are used with stored values from previous computations to avoid redundant calculations.
- Base Cases: The base cases in the problem are when there are fewer than three stones left. Calculations here are straightforward since the choices aren’t broad.
These solutions should respect the constraints outlined, ensuring optimal calculations don't exceed permissible computation limits due to the number of stones or their values.
Solutions
- C++
- Java
- Python
class Solution {
public:
string stoneGameOutcome(vector<int>& values) {
int length = values.size();
vector<int> score(4);
for (int idx = length - 1; idx >= 0; idx--) {
score[idx % 4] = values[idx] - score[(idx + 1) % 4];
if (idx + 2 <= length) {
score[idx % 4] = max(score[idx % 4], values[idx]
+ values[idx + 1] - score[(idx + 2) % 4]);
}
if (idx + 3 <= length) {
score[idx % 4] = max(score[idx % 4], values[idx] + values[idx + 1]
+ values[idx + 2] - score[(idx + 3) % 4]);
}
}
if (score[0] > 0) {
return "Alice";
}
if (score[0] < 0) {
return "Bob";
}
return "Tie";
}
};
The "Stone Game III" problem involves two players, Alice and Bob, selecting stones from piles in a manner that maximizes their score based on the values of the stones. The provided code implements a dynamic programming solution to determine the winning strategy using C++.
Here’s an overview of how the solution is implemented:
- Initialization: A
vector<int> score(4)
is used to store immediate results, optimized to reduce space complexity by cyclically using the same indices. - Dynamic Programming Calculation: The solution iterates backwards through the stone values array, dynamically computing the best possible outcome at each stone considering that a player can pick 1, 2, or 3 consecutive stones. The computed values for choices are stored in
score
, using modulo operation for cycling through indices. - Comparison for Each Position:
- For one stone pick:
score[idx % 4] = values[idx] - score[(idx + 1) % 4]
- For two consecutive stones, compare current score against picking two stones:
score[idx % 4] = max(score[idx % 4], values[idx] + values[idx+1] - score[(idx + 2) % 4])
- For three consecutive stones, update the score considering the pick of three stones:
score[idx % 4] = max(score[idx % 4], values[idx] + values[idx+1] + values[idx+2] - score[(idx + 3) % 4])
- For one stone pick:
- Final Outcome Decision: Based on the computed score:
- Return "Alice" if the score indicates a positive value.
- Return "Bob" if the score indicates a negative value.
- Return "Tie" if the value is zero.
This effective use of a sliding window of scores within a dynamic programming framework allows for efficiently determining the optimal game strategy to decide the winner or if the game ends in a tie. This strategic use of calculations ensures minimal space usage while maintaining a clear logic flow.
class Solution {
public String stoneGameIII(int[] stoneValues) {
int length = stoneValues.length;
int[] dpTable = new int [4];
for (int i = length - 1; i >= 0; i--) {
dpTable[i % 4] = stoneValues[i] - dpTable[(i + 1) % 4];
if (i + 2 <= length) {
dpTable[i % 4] = Math.max(dpTable[i % 4], stoneValues[i] + stoneValues[i + 1]
- dpTable[(i + 2) % 4]);
}
if (i + 3 <= length) {
dpTable[i % 4] = Math.max(dpTable[i % 4], stoneValues[i] + stoneValues[i + 1]
+ stoneValues[i + 2] - dpTable[(i + 3) % 4]);
}
}
if (dpTable[0] > 0) {
return "Alice";
}
if (dpTable[0] < 0) {
return "Bob";
}
return "Tie";
}
}
Implement the "Stone Game III" solution where players Alice and Bob play optimally using an array of stone values. The function stoneGameIII
within the Solution
class determines the winner using dynamic programming.
- Start by creating a
dpTable
of size 4 to store temporary results. This table helps in storing the difference in maximum scores possible at each index. - Use a loop to iterate over the
stoneValues
array from the last index down to the first. For each stone indexi
, calculate the optimal score difference Alice can achieve assuming both play optimally from that point. - For each index
i
, compute the best score Alice can achieve if she takes 1, 2, or 3 stones.- For one stone, the score difference is
stoneValues[i] - dpTable[(i + 1) % 4]
. - For two stones, if applicable, the score difference is the maximum of the existing score and
stoneValues[i] + stoneValues[i + 1] - dpTable[(i + 2) % 4]
. - For three stones, if applicable, the calculation considers three stones combined.
- For one stone, the score difference is
- Use the modulus operation with 4 on indices to cycle through
dpTable
, saving memory and maintaining only relevant computations. - After processing all indices, check if
dpTable[0]
is greater than, less than, or equal to zero to determine if the winner is Alice, Bob, or if the game results in a Tie, respectively.
The final recommendations of returning the winner or declaring a tie are based on comparisons of accumulated scores in dpTable[0]
. This approach efficiently handles the problem using minimal space and provides direct results according to the game's logic and state.
class GameOutcome:
def calculate_winner(self, stones: List[int]) -> str:
stone_count = len(stones)
dp_scores = [0] * 4
for position in range(stone_count - 1, -1, -1):
dp_scores[position % 4] = stones[position] - dp_scores[(position + 1) % 4]
if position + 2 <= stone_count:
dp_scores[position % 4] = max(dp_scores[position % 4], stones[position]
+ stones[position + 1] - dp_scores[(position + 2) % 4])
if position + 3 <= stone_count:
dp_scores[position % 4] = max(dp_scores[position % 4], stones[position]
+ stones[position + 1] + stones[position + 2] - dp_scores[(position + 3) % 4])
if dp_scores[0] > 0:
return "Alice"
if dp_scores[0] < 0:
return "Bob"
return "Tie"
In the Stone Game III problem, the objective is to determine who wins the game between two players, Alice and Bob, given a series of stones with integer values. The Python code presented utilizes dynamic programming to solve this problem efficiently.
The solution involves defining a class GameOutcome
with a method calculate_winner
taking a list of integers (stones
) representing the stone values. Here's an outline of the steps implemented in the method:
Initialize
stone_count
to get the length of the stone list anddp_scores
, a list of four elements initialized to zero. The mod operator is used withdp_scores
to keep the space complexity constant and manage overlapping subproblems.Iteratively calculate the maximum score difference a player can achieve using a reverse loop, starting from the last stone and moving to the first. This considers cases where a player picks 1, 2, or 3 stones consecutively.
For each stone position:
- Calculate the score if the current player takes just that stone.
- Update the score to include taking the current stone and one additional stone if within bounds.
- Further update the score for taking the current and two additional stones if within bounds.
After the loop, the first element of
dp_scores
indicates the result based on the score difference when both players have played optimally. If the difference is positive, Alice wins, if negative, Bob wins, and if zero, it's a tie.This dynamic programming approach efficiently decides the game's outcome by considering each possible scenario using previous calculations (memoization via
dp_scores
). This allows determining the winner without reevaluating all combinations exhaustively.With this approach, ensure to properly manage indices and array bounds, particularly when accessing
dp_scores
modulated by current positions, to avoid out-of-bound errors and correctly reflect the decision space of the problem.
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