难度:困难
一只猫和一只老鼠在玩一个叫做猫和老鼠的游戏。
它们所处的环境设定是一个 rows x cols
的方格 grid
,其中每个格子可能是一堵墙、一块地板、一位玩家(猫或者老鼠)或者食物。
- 玩家由字符
'C'
(代表猫)和'M'
(代表老鼠)表示。 - 地板由字符
'.'
表示,玩家可以通过这个格子。 - 墙用字符
'#'
表示,玩家不能通过这个格子。 - 食物用字符
'F'
表示,玩家可以通过这个格子。 - 字符
'C'
,'M'
和'F'
在grid
中都只会出现一次。
猫和老鼠按照如下规则移动:
- 老鼠 先移动 ,然后两名玩家轮流移动。
- 每一次操作时,猫和老鼠可以跳到上下左右四个方向之一的格子,他们不能跳过墙也不能跳出
grid
。 catJump
和mouseJump
是猫和老鼠分别跳一次能到达的最远距离,它们也可以跳小于最大距离的长度。- 它们可以停留在原地。
- 老鼠可以跳跃过猫的位置。
游戏有 4
种方式会结束:
- 如果猫跟老鼠处在相同的位置,那么猫获胜。
- 如果猫先到达食物,那么猫获胜。
- 如果老鼠先到达食物,那么老鼠获胜。
- 如果老鼠不能在 1000 次操作以内到达食物,那么猫获胜。
给你 rows x cols
的矩阵 grid
和两个整数 catJump
和 mouseJump
,双方都采取最优策略,如果老鼠获胜,那么请你返回 true
,否则返回 false
。
输入:grid = ["####F","#C...","M...."], catJump = 1, mouseJump = 2
输出:true
解释:猫无法抓到老鼠,也没法比老鼠先到达食物。
输入:grid = ["M.C...F"], catJump = 1, mouseJump = 4
输出:true
输入:grid = ["M.C...F"], catJump = 1, mouseJump = 3
输出:false
输入:grid = ["C...#","...#F","....#","M...."], catJump = 2, mouseJump = 5
输出:false
输入:grid = [".M...","..#..","#..#.","C#.#.","...#F"], catJump = 3, mouseJump = 1
输出:true
type StateType = [number, number, TURN]
type ResultType = [
mouseResult: [result: RESULT_FLAG, move: number],
catResult: [result: RESULT_FLAG, move: number],
]
enum TURN {
MOUSE_TURN = 0,
CAT_TURN = 1,
}
enum RESULT_FLAG {
UNKNOWN = 0,
MOUSE_WIN = 1,
CAT_WIN = 2,
}
const MAX_MOVES = 1000
const DIRS = [[-1, 0], [1, 0], [0, -1], [0, 1]]
/**
* 拓扑排序
* @desc 时间复杂度 O(M²N²(M+N)) 空间复杂度 O(M²N²)
* @param grid
* @param catJump
* @param mouseJump
* @returns
*/
export function canMouseWin(
grid: string[],
catJump: number,
mouseJump: number,
): boolean {
const rows = grid.length
const cols = grid[0].length
let startMouse = -1
let startCat = -1
let food = -1
const getPosKey = (row: number, col: number): number => row * cols + col
const getPos = (key: number): [number, number] => [(key / cols) >> 0, key % cols]
for (let i = 0; i < rows; i++) {
for (let j = 0; j < cols; j++) {
const c = grid[i][j]
if (c === 'M')
startMouse = getPosKey(i, j)
else if (c === 'C')
startCat = getPosKey(i, j)
else if (c === 'F')
food = getPosKey(i, j)
}
}
const total = rows * cols
const degrees: [mouse: number, cat: number][][]
= new Array(total).fill(0).map(() => new Array(total).fill(0).map(() => [0, 0]))
// 计算每个状态的度
for (let mouse = 0; mouse < total; mouse++) {
const [mouseRow, mouseCol] = getPos(mouse)
if (grid[mouseRow][mouseCol] === '#') continue
for (let cat = 0; cat < total; cat++) {
const [catRow, catCol] = getPos(cat)
if (grid[catRow][catCol] === '#') continue
degrees[mouse][cat][TURN.MOUSE_TURN]++
degrees[mouse][cat][TURN.CAT_TURN]++
for (const dir of DIRS) {
for (
let row = mouseRow + dir[0], col = mouseCol + dir[1], jump = 1;
row >= 0 && row < rows && col >= 0 && col < cols && grid[row][col] !== '#' && jump <= mouseJump;
row += dir[0], col += dir[1], jump++
) {
const nextMouse = getPosKey(row, col)
const nextCat = getPosKey(catRow, catCol)
degrees[nextMouse][nextCat][TURN.MOUSE_TURN]++
}
for (
let row = catRow + dir[0], col = catCol + dir[1], jump = 1;
row >= 0 && row < rows && col >= 0 && col < cols && grid[row][col] !== '#' && jump <= catJump;
row += dir[0], col += dir[1], jump++
) {
const nextMouse = getPosKey(mouseRow, mouseCol)
const nextCat = getPosKey(row, col)
degrees[nextMouse][nextCat][TURN.CAT_TURN]++
}
}
}
}
const results: ResultType[][]
= new Array(total).fill(0)
.map(() => new Array(total).fill(0)
.map(() => [[RESULT_FLAG.UNKNOWN, 0], [RESULT_FLAG.UNKNOWN, 0]]),
)
const queue: StateType[] = []
// 猫和老鼠在同一个单元格,猫获胜
for (let pos = 0; pos < total; pos++) {
const [row, col] = getPos(pos)
if (grid[row][col] === '#') continue
results[pos][pos][TURN.MOUSE_TURN][0] = RESULT_FLAG.CAT_WIN
results[pos][pos][TURN.MOUSE_TURN][1] = 0
results[pos][pos][TURN.CAT_TURN][0] = RESULT_FLAG.CAT_WIN
results[pos][pos][TURN.CAT_TURN][1] = 0
queue.push([pos, pos, TURN.MOUSE_TURN])
queue.push([pos, pos, TURN.CAT_TURN])
}
// 猫和食物在同一个单元格,猫获胜
for (let mouse = 0; mouse < total; mouse++) {
const [mouseRow, mouseCol] = getPos(mouse)
if (grid[mouseRow][mouseCol] === '#' || mouse === food) continue
results[mouse][food][TURN.MOUSE_TURN][0] = RESULT_FLAG.CAT_WIN
results[mouse][food][TURN.MOUSE_TURN][1] = 0
results[mouse][food][TURN.CAT_TURN][0] = RESULT_FLAG.CAT_WIN
results[mouse][food][TURN.CAT_TURN][1] = 0
queue.push([mouse, food, TURN.MOUSE_TURN])
queue.push([mouse, food, TURN.CAT_TURN])
}
// 老鼠和食物在同一个单元格且猫和食物不在同一个单元格,老鼠获胜
for (let cat = 0; cat < total; cat++) {
const [catRow, catCol] = getPos(cat)
if (grid[catRow][catCol] === '#' || cat === food) continue
results[food][cat][TURN.MOUSE_TURN][0] = RESULT_FLAG.MOUSE_WIN
results[food][cat][TURN.MOUSE_TURN][1] = 0
results[food][cat][TURN.CAT_TURN][0] = RESULT_FLAG.MOUSE_WIN
results[food][cat][TURN.CAT_TURN][1] = 0
queue.push([food, cat, TURN.MOUSE_TURN])
queue.push([food, cat, TURN.CAT_TURN])
}
// 拓扑排序
while (queue.length) {
const [mouse, cat, turn] = queue.shift()!
const [result, moves] = results[mouse][cat][turn]
const prevStates = getPrevStates(mouse, cat, turn)
for (const prevState of prevStates) {
const [prevMouse, prevCat, prevTurn] = prevState
if (results[prevMouse][prevCat][prevTurn][0] === RESULT_FLAG.UNKNOWN) {
const canWin
= (result === RESULT_FLAG.MOUSE_WIN && prevTurn === TURN.MOUSE_TURN)
|| (result === RESULT_FLAG.CAT_WIN && prevTurn === TURN.CAT_TURN)
if (canWin) {
results[prevMouse][prevCat][prevTurn][0] = result
results[prevMouse][prevCat][prevTurn][1] = moves + 1
queue.push([prevMouse, prevCat, prevTurn])
}
else {
degrees[prevMouse][prevCat][prevTurn]--
if (degrees[prevMouse][prevCat][prevTurn] === 0) {
const loseResult = prevTurn === TURN.MOUSE_TURN ? RESULT_FLAG.CAT_WIN : RESULT_FLAG.MOUSE_WIN
results[prevMouse][prevCat][prevTurn][0] = loseResult
results[prevMouse][prevCat][prevTurn][1] = moves + 1
queue.push([prevMouse, prevCat, prevTurn])
}
}
}
}
}
const [result, move] = results[startMouse][startCat][TURN.MOUSE_TURN]
return result === RESULT_FLAG.MOUSE_WIN && move <= MAX_MOVES
function getPrevStates(mouse: number, cat: number, turn: TURN): StateType[] {
const prevStates: StateType[] = []
const [mouseRow, mouseCol] = getPos(mouse)
const [catRow, catCol] = getPos(cat)
const prevTurn = turn === TURN.MOUSE_TURN ? TURN.CAT_TURN : TURN.MOUSE_TURN
const maxJump = prevTurn === TURN.MOUSE_TURN ? mouseJump : catJump
const startRow = prevTurn === TURN.MOUSE_TURN ? mouseRow : catRow
const startCol = prevTurn === TURN.MOUSE_TURN ? mouseCol : catCol
prevStates.push([mouse, cat, prevTurn])
for (const dir of DIRS) {
for (
let i = startRow + dir[0], j = startCol + dir[1], jump = 1;
i >= 0 && i < rows && j >= 0 && j < cols && grid[i][j] !== '#' && jump <= maxJump;
i += dir[0], j += dir[1], jump++
) {
const prevMouseRow = prevTurn === TURN.MOUSE_TURN ? i : mouseRow
const prevMouseCol = prevTurn === TURN.MOUSE_TURN ? j : mouseCol
const prevCatRow = prevTurn === TURN.MOUSE_TURN ? catRow : i
const prevCatCol = prevTurn === TURN.MOUSE_TURN ? catCol : j
const prevMouse = getPosKey(prevMouseRow, prevMouseCol)
const prevCat = getPosKey(prevCatRow, prevCatCol)
prevStates.push([prevMouse, prevCat, prevTurn])
}
}
return prevStates
}
}