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 程式師世界 >> 編程語言 >> C語言 >> C++ >> C++入門知識 >> Curling 2.0 (poj 3009 dfs)

Curling 2.0 (poj 3009 dfs)

編輯:C++入門知識

Curling 2.0 (poj 3009 dfs)


Language: Curling 2.0 Time Limit: 1000MS Memory Limit: 65536K Total Submissions: 11954 Accepted: 5061

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.

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Fig. 1: Example of board (S: start, G: goal)<喎?http://www.Bkjia.com/kf/ware/vc/" target="_blank" class="keylink">vcD4KPHA+VGhlIG1vdmVtZW50IG9mIHRoZSBzdG9uZSBvYmV5cyB0aGUgZm9sbG93aW5nIHJ1bGVzOjwvcD4KCkF0IHRoZSBiZWdpbm5pbmcsIHRoZSBzdG9uZSBzdGFuZHMgc3RpbGwgYXQgdGhlIHN0YXJ0IHNxdWFyZS5UaGUgbW92ZW1lbnRzIG9mIHRoZSBzdG9uZSBhcmUgcmVzdHJpY3RlZCB0byB4IGFuZCB5IGRpcmVjdGlvbnMuIERpYWdvbmFsIG1vdmVzIGFyZSBwcm9oaWJpdGVkLldoZW4gdGhlIHN0b25lIHN0YW5kcyBzdGlsbCwgeW91IGNhbiBtYWtlIGl0IG1vdmluZyBieSB0aHJvd2luZyBpdC4gWW91IG1heSB0aHJvdyBpdCB0byBhbnkgZGlyZWN0aW9uIHVubGVzcyBpdCBpcyBibG9ja2VkIGltbWVkaWF0ZWx5KEZpZy4gMihhKSkuT25jZSB0aHJvd24sIHRoZSBzdG9uZSBrZWVwcyBtb3ZpbmcgdG8gdGhlIHNhbWUgZGlyZWN0aW9uIHVudGlsIG9uZSBvZiB0aGUgZm9sbG93aW5nIG9jY3VyczoKClRoZSBzdG9uZSBoaXRzIGEgYmxvY2sgKEZpZy4gMihiKSwgKGMpKS4KClRoZSBzdG9uZSBzdG9wcyBhdCB0aGUgc3F1YXJlIG5leHQgdG8gdGhlIGJsb2NrIGl0IGhpdC5UaGUgYmxvY2sgZGlzYXBwZWFycy4KVGhlIHN0b25lIGdldHMgb3V0IG9mIHRoZSBib2FyZC4KClRoZSBnYW1lIGVuZHMgaW4gZmFpbHVyZS4KVGhlIHN0b25lIHJlYWNoZXMgdGhlIGdvYWwgc3F1YXJlLgoKVGhlIHN0b25lIHN0b3BzIHRoZXJlIGFuZCB0aGUgZ2FtZSBlbmRzIGluIHN1Y2Nlc3MuCgpZb3UgY2Fubm90IHRocm93IHRoZSBzdG9uZSBtb3JlIHRoYW4gMTAgdGltZXMgaW4gYSBnYW1lLiBJZiB0aGUgc3RvbmUgZG9lcyBub3QgcmVhY2ggdGhlIGdvYWwgaW4gMTAgbW92ZXMsIHRoZSBnYW1lIGVuZHMgaW4gZmFpbHVyZS4KPHAgYWxpZ249"center">\
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).

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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.

0 vacant square 1 block 2 start position 3 goal 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

Japan 2006 Domestic

題意:給定一個w*h的地圖,0代表空地,1代表障礙,2代表起點,3代表終點,問從起點最少要扔幾次才能使冰壺到達終點;冰壺扔出去之後只能沿著一個方向前進,若滑出邊界則fail,若撞到障礙則冰壺在與障礙相鄰的位置停下且障礙消失,冰壺在一點向某一個方向扔出去的時候,該方向上緊鄰的一格不能是障礙。若最小總次數不超過10則輸出,否則輸出-1.

代碼:

#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 
#pragma comment (linker,"/STACK:102400000,102400000")
#define maxn 25
#define MAXN 2005
#define mod 1000000009
#define INF 0x3f3f3f3f
#define pi acos(-1.0)
#define eps 1e-6
typedef long long ll;
using namespace std;

int w,h,sx,sy,ex,ey,minn;
int mp[maxn][maxn];
int dir[4][2]={-1,0,0,1,1,0,0,-1};
bool fail;

bool Isok(int x,int y)
{
    if (x>=0&&x=0&&y10)
        return ;
    for (int i=0;i<4;i++)
    {
        dx=x+dir[i][0];
        dy=y+dir[i][1];
        if (Isok(dx,dy)&&mp[dx][dy]!=1)  //判斷該方向可不可以扔
        {
            do
            {
                if (mp[dx][dy]==3)  //遇到終點
                {
                    if (ans+1=h||dy<0||dy>=w)//越界
            continue;
        mp[dx][dy]=0;
        dfs(dx-dir[i][0],dy-dir[i][1],ans+1);
        mp[dx][dy]=1;//回溯
    }
    return ;
}

int main()
{
    while (scanf("%d%d",&w,&h)&&w&&h)
    {
        for (int i=0;i


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