Curling 2.0(深搜)

在MM-21星球上,一种独特的冰壶游戏正在流行。玩家需要将唯一的冰壶从起点移动到目标,最少步数到达为胜。游戏遵循特定规则,包括直行移动,遇到障碍物会停止等。此问题可通过深度优先搜索算法解决,找出从起点到目标的最短路径。输入数据描述了游戏板的配置,输出是最小移动步数或失败情况下的-1。
Curling 2.0
Time Limit: 1000MS Memory Limit: 65536K
Total Submissions: 19063 Accepted: 7807

Description

On Planet MM-21, after their Olympic games this year, curling is getting popular. But the rules are somewhat different from ours. The game is played on an ice game board on which a square mesh is marked. They use only a single stone. The purpose of the game is to lead the stone from the start to the goal with the minimum number of moves.

Fig. 1 shows an example of a game board. Some squares may be occupied with blocks. There are two special squares namely the start and the goal, which are not occupied with blocks. (These two squares are distinct.) Once the stone begins to move, it will proceed until it hits a block. In order to bring the stone to the goal, you may have to stop the stone by hitting it against a block, and throw again.


Fig. 1: Example of board (S: start, G: goal)

The movement of the stone obeys the following rules:

  • At the beginning, the stone stands still at the start square.
  • The movements of the stone are restricted to x and y directions. Diagonal moves are prohibited.
  • When the stone stands still, you can make it moving by throwing it. You may throw it to any direction unless it is blocked immediately(Fig. 2(a)).
  • Once thrown, the stone keeps moving to the same direction until one of the following occurs:
    • The stone hits a block (Fig. 2(b), (c)).
      • The stone stops at the square next to the block it hit.
      • The block disappears.
    • The stone gets out of the board.
      • The game ends in failure.
    • The stone reaches the goal square.
      • The stone stops there and the game ends in success.
  • You cannot throw the stone more than 10 times in a game. If the stone does not reach the goal in 10 moves, the game ends in failure.


Fig. 2: Stone movements

Under the rules, we would like to know whether the stone at the start can reach the goal and, if yes, the minimum number of moves required.

With the initial configuration shown in Fig. 1, 4 moves are required to bring the stone from the start to the goal. The route is shown in Fig. 3(a). Notice when the stone reaches the goal, the board configuration has changed as in Fig. 3(b).


Fig. 3: The solution for Fig. D-1 and the final board configuration

Input

The input is a sequence of datasets. The end of the input is indicated by a line containing two zeros separated by a space. The number of datasets never exceeds 100.

Each dataset is formatted as follows.

the width(=w) and the height(=h) of the board
First row of the board

...
h-th row of the board

The width and the height of the board satisfy: 2 <= w <= 20, 1 <= h <= 20.

Each line consists of w decimal numbers delimited by a space. The number describes the status of the corresponding square.

0vacant square
1block
2start position
3goal position

The dataset for Fig. D-1 is as follows:

6 6
1 0 0 2 1 0
1 1 0 0 0 0
0 0 0 0 0 3
0 0 0 0 0 0
1 0 0 0 0 1
0 1 1 1 1 1

Output

For each dataset, print a line having a decimal integer indicating the minimum number of moves along a route from the start to the goal. If there are no such routes, print -1 instead. Each line should not have any character other than this number.

Sample Input

2 1
3 2
6 6
1 0 0 2 1 0
1 1 0 0 0 0
0 0 0 0 0 3
0 0 0 0 0 0
1 0 0 0 0 1
0 1 1 1 1 1
6 1
1 1 2 1 1 3
6 1
1 0 2 1 1 3
12 1
2 0 1 1 1 1 1 1 1 1 1 3
13 1
2 0 1 1 1 1 1 1 1 1 1 1 3
0 0

Sample Output

1
4
-1
4
10
-1

Source


题目大意就是给出一个w*h的地图,其中0代表空地,1代表障碍物,2代表起点,3代表终点,每次行动可以走多个方格,每次只能向附近一格不是障碍物的方向行动,直到碰到障碍物才停下来,此时障碍物也会随之消失,如果行动时超出方格的界限或行动次数超过了10则会game over .如果行动时经过3则会win,记下此时行动次数(不是行动的方格数),求最小的行动次数
对于此时
数据1: 3 2 可知起点的旁边是终点,故可以只需一步就到达终点
数据2:
1 0 0 2 1 0                 1 0 0 0 1 0      1 0 0 0 1 0      1 0 0 0 1 0     1 0 0 0 1 0
1 1 0 0 0 0                 1 1 0 0 0 0      1 1 0 0 0 0      1 0 0 0 0 0     1 0 0 0 0 0
0 0 0 0 0 3                 0 0 0 0 0 3      0 0 0 0 0 3      0 2 0 0 0 3     0 0 0 0 0 3/2
0 0 0 0 0 0                 0 0 0 0 0 0      0 0 0 0 0 0      0 0 0 0 0 0     0 0 0 0 0 0
1 0 0 0 0 1 可以这样移动    1 0 0 2 0 1 - >  0 2 0 0 0 1  ->  0 0 0 0 0 1 ->  0 0 0 0 0 1 
0 1 1 1 1 1                 0 1 1 0 1 1      0 1 1 0 1 1      0 1 1 0 1 1     0 1 1 0 1 1
故可以最小四步到达3
#include <iostream>
#include <cstdio>
#include <cstring>
#define inf 0x3f3f3f3f
using namespace std;
int w,h;
int mp[30][30];
int dir[5][5]={{0,1},{0,-1},{-1,0},{1,0}},mins,sx,sy;
void dfs(int x,int y,int step)
{
   step++;
   if(step>10)return;
   for(int i=0;i<4;i++)
   {
       int tx=x+dir[i][0];
       int ty=y+dir[i][1];
       if(mp[tx][ty]==1)continue;//该方向被墙挡住不能向此方向抛
       while(mp[tx][ty]==0||mp[tx][ty]==2)//0和2都无墙壁
       {
             tx=tx+dir[i][0];
             ty=ty+dir[i][1];
       }
       if(mp[tx][ty]==-1)continue;//出界
       if(mp[tx][ty]==1)
       {
          mp[tx][ty]=0;
          dfs(tx-dir[i][0],ty-dir[i][1],step);
          mp[tx][ty]=1;//回溯
       }
       if(mp[tx][ty]==3)
       {
          if(step<mins)
          mins=step;
          continue;
       }
   }
}
int main()
{
    while(~scanf("%d%d",&w,&h))
    {    if(w==0&&h==0)
         break;
         mins=inf;
         memset(mp,-1,sizeof(mp));
         for(int i=1;i<=h;i++)
         {   for(int j=1;j<=w;j++)
             {
                 scanf("%d",&mp[i][j]);
                 if(mp[i][j]==2)
                 {
                    sx=i;
                    sy=j;
                 }
             }
         }
         dfs(sx,sy,0);
         if(mins<inf)
         printf("%d\n",mins);
         else printf("-1\n");
    }
    return 0;
}


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