Curling 2.0

Time Limit: 1000MS Memory Limit: 65536K

Total Submissions: 14289 Accepted: 5962

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.

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

模拟冰壶运动,判断在十次运动之内到达终点,不过要注意一点的是如果冰壶附近有石块是不可以移动的,因为没有读懂题,调了两个小时的代码

#include <map>
#include <list>
#include <cmath>
#include <queue>
#include <stack>
#include <string>
#include <cstdio>
#include <cstring>
#include <cstdlib>
#include <iostream>
#include <algorithm>
using namespace std;
#define eps 1e-9
#define LL long long
#define PI acos(-1.0)
#define INF 0x3f3f3f3f
#define CRR fclose(stdin)
#define CWW fclose(stdout)
#define RR freopen("input.txt","r",stdin)
#define WW freopen("output.txt","w",stdout) const int MAX = 10000; int Dir[][2]= {{0,1},{1,0},{0,-1},{-1,0}}; typedef pair <int ,int >p; p s,e; int Map[55][55]; int n,m; int Max; bool Judge(p a)
{
if(a.first>=0&&a.first<n&&a.second>=0&&a.second <m)
{
return true;
}
return false;
} void DFS(p si,int num,int dir)
{
if(num>10||num>Max)
{
return ;
}
if(si==e)
{
if(Max>num)
{
Max = num;
}
return ;
}
p b; if(dir==-1)
{
for(int i=0; i<4; i++)
{
b.first=si.first+Dir[i][0];
b.second=si.second+Dir[i][1];
if(Judge(b))
{
if(Map[b.first][b.second]!=1)
{
DFS(b,num+1,i);
}
}
}
}
else
{
b.first=si.first+Dir[dir][0];
b.second = si.second+Dir[dir][1];
if(Judge(b))
{ if(Map[b.first][b.second]==1)
{
Map[b.first][b.second]=0;
DFS(si,num,-1);
Map[b.first][b.second]=1;
}
else
{
DFS(b,num,dir);
}
}
} } int main()
{
while(scanf("%d %d",&m,&n),(n||m))
{
for(int i=0; i<n; i++)
{
for(int j=0; j<m; j++)
{
scanf("%d",&Map[i][j]);
if(Map[i][j]==2)
{
s.first=i;
s.second=j;
}
if(Map[i][j]==3)
{
e.first=i;
e.second=j;
}
}
}
p b;
Max = INF;
for(int i=0; i<4; i++)
{
b.first=s.first+Dir[i][0];
b.second=s.second+Dir[i][1];
if(Judge(b))
{
if(Map[b.first][b.second]!=1)
{ DFS(b,1,i);
} }
}
if(Max<INF)
{
printf("%d\n",Max);
}
else
{
printf("-1\n");
}
}
return 0; }

版权声明:本文为博主原创文章,未经博主允许不得转载。

Curling 2.0 分类: 搜索 2015-08-09 11:14 3人阅读 评论(0) 收藏的更多相关文章

  1. 二分图匹配(KM算法)n^4 分类: ACM TYPE 2014-10-04 11:36 88人阅读 评论(0) 收藏

    #include <iostream> #include<cstring> #include<cstdio> #include<cmath> #incl ...

  2. iOS调用相机,相册,上传头像 分类: ios技术 2015-04-14 11:23 256人阅读 评论(0) 收藏

    一.新建工程 二.拖控件,创建映射 三.在.h中加入delegate @interface ViewController : UIViewController 复制代码 四.实现按钮事件 -(IBAc ...

  3. Least Common Ancestors 分类: ACM TYPE 2014-10-19 11:24 84人阅读 评论(0) 收藏

    #include <iostream> #include <cstdio> #include <cstring> #include <cmath> #i ...

  4. Segment Tree with Lazy 分类: ACM TYPE 2014-08-29 11:28 134人阅读 评论(0) 收藏

    #include<stdio.h> #include<string.h> #include<algorithm> using namespace std; stru ...

  5. 8大排序算法图文讲解 分类: Brush Mode 2014-08-18 11:49 78人阅读 评论(0) 收藏

    排序算法可以分为内部排序和外部排序,内部排序是数据记录在内存中进行排序,而外部排序是因排序的数据很大,一次不能容纳全部的排序记录,在排序过程中需要访问外存. 常见的内部排序算法有:插入排序.希尔排序. ...

  6. C语言之void类型及void指针 分类: C/C++ 2015-07-13 11:24 8人阅读 评论(0) 收藏

    原文网址:http://www.cnblogs.com/pengyingh/articles/2407267.html 1.概述 许多初学者对C/C 语言中的void及void指针类型不甚理解,因此在 ...

  7. iOS纯代码手动适配 分类: ios技术 2015-05-04 17:14 239人阅读 评论(0) 收藏

    首先说下让自己的程序支持iPhone6和6+,第一种使用官方提供的launch screen.xib,这个直接看官方文档即可,这里不再多述:第二种方法是和之前iPhone5的类似,比较简单,为iPho ...

  8. IOS即时通讯XMPP搭建openfire服务器 分类: ios技术 2015-03-07 11:30 53人阅读 评论(0) 收藏

    一.下载并安装openfire 1.到http://www.igniterealtime.org/downloads/index.jsp下载最新openfire for mac版 比如:Openfir ...

  9. UIAlertController高级之嵌入其他控件 分类: ios技术 2015-02-02 11:58 96人阅读 评论(0) 收藏

    在编码过程中,我们经常遇到需要这样一个效果,就是弹出框的嵌套; 举个最简单的例子,比如你要选择时间,必然需要一个时间选择器DatePicker.但是这个选择器又是在你点击某按钮时弹出,弹出方式最常见的 ...

随机推荐

  1. ROC曲线及AUC评价指标

    很多时候,我们希望对一个二值分类器的性能进行评价,AUC正是这样一种用来度量分类模型好坏的一个标准.现实中样本在不同类别上的不均衡分布(class distribution imbalance pro ...

  2. 链表操作,空间复杂度要求为O(1)

    对于O(1)的空间复杂度要求,不能对链表进行复制等操作,双指针法对处理该类问题比较有效. 同时由于链表头结点的特殊性,可以考虑引入一个空的头结点来辅助操作.

  3. PostgreSQL Replication之第十二章 与Postgres-XC一起工作(7)

    12.7 处理故障转移和删除节点 在本节中,我们将看看故障切换如何处理.我们还将看看如何使用安全可靠的方法添加节点到Postgres-XC设置以及如何从Postgres-XC设置删除节点. 12.7. ...

  4. eclipse 导入jdbc4.jar 包

    详细讲解链接 http://wenku.baidu.com/link?url=QUhO2rIL2fYRgOUyd1TQPEgbl0jQr156ioxK5fiwSPm_Tset2okpBEJcO1fmz ...

  5. HDU 4063 Aircraft(计算几何)(The 36th ACM/ICPC Asia Regional Fuzhou Site —— Online Contest)

    题目链接:http://acm.hdu.edu.cn/showproblem.php?pid=4063 Description You are playing a flying game. In th ...

  6. ligerui_ligerTree_002_利用JavaScript代码配置ligerTree节点

    利用JavaScript代码配置ligerTree节点: 源码地址:http://download.csdn.net/detail/poiuy1991719/8571255 效果图: <%@ p ...

  7. sql语句中的 inner join 、 left join 、 right join、 full join 的区别

    简单明了地说,连接分内连接和外链接 假设有A和B两张表 内连接:inner join   表示把AB表的记录相符都显示出来,把AB表不符合条件的都排除 外连接分三种,即左连接(LEFT OUTER J ...

  8. ArcGIS Engine中加载数据

    ArcGIS Engine中加载数据 http://blog.csdn.net/gisstar/article/details/4206822   分类: AE开发积累2009-05-21 16:49 ...

  9. Android学习参考

    收到一些朋友的微博私信,说能不能给Android新手们一些指导,我只能说指导谈不上,毕竟我也很多东西正在学习中,与此同时一大学同学准备转行Android,可以说是从头开始,那么我就姑且以一个过来人的身 ...

  10. 影响SQL server性能的关键

    一.逻辑数据库和表的设计数据库的逻辑设计.包括表与表之间的关系是优化关系型数据库性能的核心.一个好的逻辑数据库设计可以为优化数据库和应用程序打下良好的基础.   标准化的数据库逻辑设计包括用多的.有相 ...