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In an infinite chess board with coordinates from -infinity to +infinity, you have a knight at square [0, 0].

A knight has 8 possible moves it can make, as illustrated below. Each move is two squares in a cardinal direction, then one square in an orthogonal direction.

Return the minimum number of steps needed to move the knight to the square [x, y]. It is guaranteed the answer exists.

 

Example 1:

Input: x = 2, y = 1
Output: 1
Explanation: [0, 0] → [2, 1]

Example 2:

Input: x = 5, y = 5
Output: 4
Explanation: [0, 0] → [2, 1] → [4, 2] → [3, 4] → [5, 5]

 

Constraints:

  • -300 <= x, y <= 300
  • 0 <= |x| + |y| <= 300

Companies: Citadel, Amazon, Expedia, Google, Indeed, Facebook, Booking.com, Microsoft, LinkedIn, Adobe, IMC, athenahealth, Nvidia

Related Topics:
Breadth-First Search

Similar Questions:

Hints:

  • You can simulate the movements since the limits are low.
  • Is there a search algorithm applicable to this problem?
  • Since we want the minimum number of moves, we can use Breadth First Search.

Solution 1. BFS with optimizations

Firstly, it's symmetric for axes. So let x = abs(x), y = abs(y).

Secondly, attempts with x or y values smaller than -1 should be ignored.

For example, to reach (1,1) from (0,0), the best way is to get (2,-1) or (-1,2) first, then (1,1) (two steps). If we eliminate all coordinates with negative numbers, then we can't reach (1,1) from (0,0) within two steps.

// OJ: https://leetcode.com/problems/minimum-knight-moves
// Author: github.com/lzl124631x
// Time: O(XY)
// Space: O(XY)
class Solution {
public:
    int minKnightMoves(int x, int y) {
        x = abs(x);
        y = abs(y);
        bool seen[302][302] = {};
        seen[x + 1][y + 1] = true; // Since -1 is the only negative value, we offset the positions by 1. So (0,0) becomes (1,1) and (x,y) becomes (x+1,y+1)
        queue<pair<int, int>> q{{{x + 1, y + 1}}};
        int step = 0, dirs[8][2] = {{1,2},{2,1},{-1,2},{2,-1},{1,-2},{-2,1},{-1,-2},{-2,-1}};
        while (q.size()) {
            int cnt = q.size();
            while (cnt--) {
                auto [x, y] = q.front();
                q.pop();
                if (x == 1 && y == 1) return step;
                for (auto &[dx, dy] : dirs) {
                    int a = x + dx, b = y + dy;
                    if (a < 0 || a > 301 || b < 0 || b > 301 || seen[a][b]) continue;
                    seen[a][b] = true;
                    q.emplace(a, b);
                }
            }
            ++step;
        }
        return -1;
    }
};

Solution 2.

Please stare at the image first:
image

Some interesting pattern here:

  1. Convert the (x, y) into x >= y >= 0 due to the 3 direction symmetry of the plot (now we reduce the plane to 1/8).
  2. Then keep divide the problem into two parts: lower and upper.
  3. For lower half:
    Notice x value is dominant the result.
    (x + 1) / 2 is the base indicate the steps generally grow 1 when x increase 2.
    (x / 2 - y) % 2 basically tunning the detail, because the number is meshed.
  4. For upper half:
    Notice x + y is dominant the result.
    Also, if step = n, then x + y = 3n or 3n - 2 or 3n - 4, always these 3 numbers.
    So n is a function of x + y, why there is a exact match? becuase the reminder of 3n, 3n - 2, 3n - 4 cover all the mod of 3, which is 0, 1, 2.
    (x + y) % 3 == 0 -> x + y = 3n
    (x + y) % 3 == 1 -> x + y = 3n - 2
    (x + y) % 3 == 2 -> x + y = 3n - 4 = 3n - 2 * ((x + y) % 3)
    n = (x + y + 2 * ((x + y) % 3)) / 3 = (x + y) / 3 + (x + y) % 3
// OJ: https://leetcode.com/problems/minimum-knight-moves/
// Author: github.com/lzl124631x
// Time: O(1)
// Space: O(1)
// Ref: https://leetcode.com/problems/minimum-knight-moves/discuss/682850/C%2B%2B-O(1)-Formula-solution-with-plot-explanation
class Solution {
public:
    int minKnightMoves(int x, int y) {
        x = abs(x);
        y = abs(y);
        if (x < y) swap(x, y);
        if (x == 1 and y == 0) return 3;
        if (x == 2 and y == 2) return 4;
        if (y <= x / 2) {
            return (x + 1) / 2 + (x / 2 - y) % 2;
        }
        return (x + y) / 3 + (x + y) % 3; 
    }
};