Google Code Jam: Always Turn Left
After the fun and games of alien number systems the next problem I had a crack at was the Always Turn Left problem in the practice area. This problem asks that you try and draw the "perfect maze" given a representation of the path from the entrance to the exit and vice versa. On the surface of things it didn't seem like a super-hard problem and it's not. According to the stats in the practice area it's the easiest problem of the 4 and I have to agree, but it does pose a few little challenges to navigate around...
Some Observations Before We Begin
- By walking a "perfect maze" always touching the left wall, from both the entrance and exit, we are guaranteed to get a complete picture of the maze. If the maze were not a "perfect maze" according to the definition given in the problem description, this would not be the case.
- This is a 2D system so we are going to need to capture the current direction you are facing and cater for "walk" and "turn" functions, but only in 90 degree increments.
- Although we ultimately would like an RxC matrix of values we won't know what R and C are until we make both the forward and reverse journeys through the maze. This means we cannot setup a fixed-dimension data structure at the outset. (Actually we could try using the parameter limits given by Google but pre-allocating huge arrays is not my idea of efficiency.) To my mind this is the twist in the tail in this problem - how to store the intermiediate results during processing. I ended up using a struct in-memory data structure, rather than a class to avoid a heap allocation.
- Each "cell" in the maze can have a wall on any of the 4 edges of the cell. We'll greatly simplify our logic and code if we refer to these using compass directions, {N=1, E=2, S=4, W=8} and use a bitmap value to allow simple representation of combinations using a regular primitive. The use of flags makes it easy to add new data in an additive fashion using bitwise operations.
My Approach in a Nutshell
- Call your start position (0,0) and imagine you have an infinite grid / cartesian plane surrounding your starting position.
- Using the input walk from the entrance to the exit, recording the grid positions covered and the wall structure you ascertain as you go, knowing that the person walking the maze is religously following the "always turn left, if possible" algorithm. Note that you will ascertain information about the cell you are currently in, rather than the cell you are moving to.
- Repeat the previous step but using the reverse direction. That is, the trip from the exit to the entrance.
- Collate the results of steps (2) and (3) into a nice data structure that you can use to output the results, noting the particular representation of the wall structure that the problem asks that you use.
Recording the Wall Structure
All our movements in the maze are recti-linear with only 3 possible moves : W, L and R and from each of these, regardless of the direction we are travelling, we can elicit a small piece of information about the wall structure of the current cell in the grid as follow:
- W: Unless we just turned left, a W move means we have a wall on our left. If we keep track of which direction we are facing we can identify the "left" wall using a compass direction, N/S/E/W.
- L: We can't derive any information about the walls of the current cell from these types of moves.
- R: This means we must have had a wall directly in front of us and to our left. We can't make any inferences whether there is a wall behind or to the right.
My Code (in C#)
using System; using System.IO; using System.Collections.Generic; namespace GoogleCodeJam.AlwaysTurnLeft { class Program { [Flags] public enum Direction : int { North = 1, East = 2, South = 4, West = 8, } static Direction TurnLeft(Direction before) { return TurnRight(TurnRight(TurnRight(before))); } static Direction TurnRight(Direction before) { // just right shift one place and do a modulus return (Direction)(((int)before << 1)%15); } // use a struct rather than a class to avoid heap allocation public struct CellData { public int row, col, walls; public CellData(int r, int c, int w) { row = r; col = c; walls = w; } } static void MazeTraverse(ref Direction dir, char lastMove, string moves, ref List<CellData> cells, ref int x, ref int y, ref int maxX, ref int maxY, ref int minX, ref int minY) { for(int i=0; i < moves.Length; i++) { char c = moves[i]; bool isLastMove = (i == moves.Length-1); switch (c) { case ('W'): // moving forward means we have a wall on our left unless we just turned left if (lastMove != 'L') cells.Add(new CellData(x, y, (int)TurnLeft(dir))); if (!isLastMove) { if (dir == Direction.North) x--; if (dir == Direction.West) y--; if (dir == Direction.South) x++; if (dir == Direction.East) y++; // keep track of the maximum grid size maxX = (x > maxX ? x : maxX); minX = (x < minX ? x : minX); maxY = (y > maxY ? y : maxY); minY = (y < minY ? y : minY); } break; case ('L'): dir = TurnLeft(dir); break; case ('R'): // turning to the right means we have a wall in front and to the left cells.Add(new CellData(x, y, (int)(dir | TurnLeft(dir)))); dir = TurnRight(dir); break; } lastMove = c; } } static void Main() { StreamReader infile = new System.IO.StreamReader("input.txt"); StreamWriter outfile = new System.IO.StreamWriter("output.txt"); int testCases = Int32.Parse(infile.ReadLine()); for (int caseNo = 1; caseNo <= testCases; caseNo++) // make this 1-based just for convenience { List<CellData> cells = new List<CellData>(); // read in the input data string[] data = (infile.ReadLine()).Split(new char[] { ' ' }, StringSplitOptions.None); string fromEntrance = data[0].ToUpper(); string fromExit = data[1].ToUpper(); //trim the initial move into the maze (from both directions) fromEntrance = fromEntrance.Substring(1, fromEntrance.Length - 1); fromExit = fromExit.Substring(1, fromExit.Length - 1); // Pass #1: perform initial walk in forward direction to gather maze info int x = 0, y = 0, maxX = 0, minX = 0, maxY = 0, minY = 0; // ForwardJourney Direction directionFacing = Direction.South; // entrance is always on the northern edge char lastMove = 'W'; Program.MazeTraverse(ref directionFacing, lastMove, fromEntrance, ref cells, ref x, ref y, ref maxX, ref maxY, ref minX, ref minY); // ReverseJourney lastMove = 'W'; // firstly do a 180 turn directionFacing = TurnLeft(TurnLeft(directionFacing)); Program.MazeTraverse(ref directionFacing, lastMove, fromExit, ref cells, ref x, ref y, ref maxX, ref maxY, ref minX, ref minY); // create a matrix of the compiled data int[,] maze = new int[Math.Abs(maxX - minX) + 1, Math.Abs(minY - maxY) + 1]; foreach (CellData cd in cells) { // use bitwise OR since there may be duplicated data maze[cd.row - minX, cd.col - minY] = maze[cd.row - minX, cd.col - minY] | cd.walls; } // write out the results string hexVals = "0123456789abcdef"; outfile.WriteLine(String.Format("Case #{0}:", caseNo)); for (int i = 0; i <= maze.GetUpperBound(0); i++) { string rowData = ""; for (int j = 0; j <= maze.GetUpperBound(1); j++) { int result = 0; if ((maze[i,j] & (int)Direction.North) != (int)Direction.North) result += 1; if ((maze[i,j] & (int)Direction.South) != (int)Direction.South) result += 2; if ((maze[i,j] & (int)Direction.West) != (int)Direction.West) result += 4; if ((maze[i,j] & (int)Direction.East) != (int)Direction.East) result += 8; rowData = rowData + hexVals[result]; } outfile.WriteLine(rowData); } } infile.Close(); outfile.Flush(); outfile.Close(); } } }
18 Jul 2008 Damien Wintour 1 comment







