[LintCode] Jump Game

Given an array of non-negative integers, you are initially positioned at the first index of the array.

Each element in the array represents your maximum jump length at that position.

Determine if you are able to reach the last index.

This problem have two method which is Greedy and Dynamic Programming.

The time complexity of Greedy method is O(n).

The time complexity of Dynamic Programming method is O(n^2).

We manually set the small data set to allow you pass the test in both ways. This is just to let you learn how to use this problem in dynamic programming ways. If you finish it in dynamic programming ways, you can try greedy method to make it accept again.

Example

A = [2,3,1,1,4], return true.

A = [3,2,1,0,4], return false.

 

Solution 1.  Recursion without memoization 

Recursive formula: f(n) =  true if there is at least one i (from 0 to n - 1) that satisfies i + A[i] >= n and f(i) = true.

          f(n) = false if there is no such i.

This solution is not efficient as it does duplicate work to compute the same subproblems over and over.

 1 public class Solution {
 2     public boolean canJump(int[] A) {
 3         if(A == null || A.length == 0){
 4             return false;
 5         }
 6         return helper(A, A.length - 1);
 7     }
 8     private boolean helper(int[] A, int idx){
 9         if(idx == 0){
10             return true;
11         }
12         boolean ret = false;
13         for(int i = 0; i < idx; i++){
14             if(i + A[i] >= idx){
15                 if(helper(A, i)){
16                     return true;
17                 }
18             }
19         }
20         return false;
21     }
22 }

 

Solution 2. Top Down Recursion with Memoization, O(n^2) runtime, O(n) space 

The natural way of optimizing solution 1 is to avoid duplicated work by using memoization.

 1 public class Solution {
 2     private boolean[] T;
 3     private boolean[] flag;
 4     public boolean canJump(int[] A) {
 5         if(A == null || A.length == 0){
 6             return false;
 7         }
 8         T = new boolean[A.length];
 9         flag = new boolean[A.length];
10         T[0] = true;
11         flag[0] = true;
12         return helper(A, A.length - 1);
13     }
14     private boolean helper(int[] A, int idx){
15         if(flag[idx]){
16             return T[idx];
17         }
18         boolean ret = false;
19         for(int i = 0; i < idx; i++){
20             if(i + A[i] >= idx){
21                 if(helper(A, i)){
22                     T[idx] = true;
23                     flag[idx] = true;
24                     return true;
25                 }
26             }
27         }
28         T[idx] = false;
29         flag[idx] = true;
30         return false;
31     }
32 }

 

Solution 3. Bottom up dynamic programming, O(n^2) runtime, O(n) space.

An equivalent iterative bottom up dp solution is implemented as follows. 

Both solution 2 and 3 can't be optimized further more on extra space usage as calculating a subproblem

possibly requires the results of all smaller subproblems. 

However, runtime can be further optimized to O(n) using Greedy algorithm.

 1 public class Solution {
 2     public boolean canJump(int[] A) {
 3         if(A == null || A.length == 0){
 4             return false;
 5         }
 6         int n = A.length;
 7         boolean f[] = new boolean[n];
 8         f[0] = true;
 9         
10         for(int i = 1; i < n; i++){
11             for(int j = 0; j < i; j++){
12                 if(j + A[j] >= i){
13                     f[i] = f[i] || f[j];                 
14                 }
15             }
16             if(!f[i]){
17                 return false;
18             }
19         }
20         return true;
21     }
22 }

 

Solution 4. Greedy Algorithm, O(n)

Stay tuned...

 

 

Related Problems 

Jump Game II

Frog Jump

转载于:https://www.cnblogs.com/lz87/p/7057585.html

以下是C#跳跃游戏的源代码: using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerController : MonoBehaviour { public float jumpForce = 10f; public float moveSpeed = 5f; public Transform groundCheck; public LayerMask groundLayer; public GameObject gameOverPanel; private Rigidbody2D rb; private Animator anim; private bool isJumping = false; private bool isGrounded = false; void Start() { rb = GetComponent<Rigidbody2D>(); anim = GetComponent<Animator>(); } void Update() { if (Input.GetKeyDown(KeyCode.Space) && isGrounded) { isJumping = true; rb.velocity = Vector2.up * jumpForce; } anim.SetBool("isJumping", isJumping); anim.SetFloat("yVelocity", rb.velocity.y); float horizontalInput = Input.GetAxisRaw("Horizontal"); rb.velocity = new Vector2(horizontalInput * moveSpeed, rb.velocity.y); if (rb.velocity.x > 0) { transform.localScale = new Vector3(1, 1, 1); } else if (rb.velocity.x < 0) { transform.localScale = new Vector3(-1, 1, 1); } isGrounded = Physics2D.OverlapCircle(groundCheck.position, 0.1f, groundLayer); if (!isGrounded) { gameOverPanel.SetActive(true); Time.timeScale = 0f; } } private void OnTriggerEnter2D(Collider2D collision) { if (collision.CompareTag("Coin")) { Destroy(collision.gameObject); } } } 在此代码中,我们定义了玩家控制器的变量和属性。我们还定义了开始和更新函数,以便在游戏中实现跳跃和移动。我们还在代码中添加了碰撞检测和游戏结束的逻辑。
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