我有一个nxm个由非负整数组成的矩阵。例如:

2 3 4 7 1
1 5 2 6 2
4 3 4 2 1
2 1 2 4 1
3 1 3 4 1
2 1 4 3 2
6 9 1 6 4

“投下炸弹”会使目标细胞及其所有八个邻居的数量减少一个,直到最小值为零。

x x x 
x X x
x x x

什么样的算法可以确定将所有细胞减少到零所需的最少炸弹数量?

B选项(因为我不是一个细心的读者)

事实上,问题的第一个版本并不是我要寻找的答案。我没有仔细阅读整个任务,有额外的约束条件,让我们说:

那么简单的问题是,当行中的序列必须是非递增的:

8 7 6 6 5是可能的输入序列

7 8 5 5 2是不可能的,因为7 -> 8在一个序列中增长。

也许为“简单”的问题找到答案会有助于为更难的问题找到解决方案。

PS:我相信当我们有几个相同的情况需要最少的炸弹来清除上面的线时,我们会选择在“左侧”使用最多炸弹的一个。还有什么证据是正确的吗?


当前回答

你可以把这个问题表示成整数规划问题。(这只是解决这个问题的一种可能的方法)

有分:

a b c d
e f g h
i j k l
m n o p

我们可以写出16个方程其中以点f为例

f <= ai + bi + ci + ei + fi + gi + ii + ji + ki   

最小化所有索引的总和和整数解。

解当然是这些指标的和。

这可以通过将所有xi设置为边界0来进一步简化,因此在本例中最终得到4+1方程。

问题是没有解决这类问题的简单算法。我不是这方面的专家,但解决这个问题作为线性规划是NP困难。

其他回答

我相信为了减少炸弹的数量,你只需要最大化伤害。 要做到这一点,需要检查具有最强力的区域。因此,您首先分析具有3x3核的场,并检查哪里的和更强。还有炸弹…一直这样做,直到场地变平。这个文件的答案是28

var oMatrix = [
[2,3,4,7,1],
[1,5,2,6,2],
[4,3,4,2,1],
[2,1,2,4,1],
[3,1,3,4,1],
[2,1,4,3,2],
[6,9,1,6,4]
]

var nBombs = 0;
do
{
    var bSpacesLeftToBomb = false;
    var nHigh = 0;
    var nCellX = 0;
    var nCellY = 0;
    for(var y = 1 ; y<oMatrix.length-1;y++) 
        for(var x = 1 ; x<oMatrix[y].length-1;x++)  
        {
            var nValue = 0;
            for(var yy = y-1;yy<=y+1;yy++)
                for(var xx = x-1;xx<=x+1;xx++)
                    nValue += oMatrix[yy][xx];

            if(nValue>nHigh)
            {
                nHigh = nValue;
                nCellX = x;
                nCellY = y; 
            }

        }
    if(nHigh>0)
    {
        nBombs++;

        for(var yy = nCellY-1;yy<=nCellY+1;yy++)
        {
            for(var xx = nCellX-1;xx<=nCellX+1;xx++)
            {
                if(oMatrix[yy][xx]<=0)
                    continue;
                oMatrix[yy][xx] = --oMatrix[yy][xx];
            }
        }
        bSpacesLeftToBomb = true;
    }
}
while(bSpacesLeftToBomb);

alert(nBombs+'bombs');

如果你想要绝对最优解来清理棋盘,你将不得不使用经典的回溯,但如果矩阵非常大,它将需要很长时间才能找到最佳解,如果你想要一个“可能的”最优解,你可以使用贪婪算法,如果你需要帮助写算法,我可以帮助你

现在想想,这是最好的办法。在那里制作另一个矩阵,存储通过投掷炸弹而移除的点,然后选择点数最多的单元格,并在那里投掷炸弹更新点数矩阵,然后继续。例子:

2 3 5 -> (2+(1*3)) (3+(1*5)) (5+(1*3))
1 3 2 -> (1+(1*4)) (3+(1*7)) (2+(1*4))
1 0 2 -> (1+(1*2)) (0+(1*5)) (2+(1*2))

对于每个相邻的高于0的单元格,单元格值+1

蛮力!

我知道它效率不高,但即使你找到了一个更快的算法,你也可以对这个结果进行测试,以了解它有多准确。

使用一些递归,像这样:

void fn(tableState ts, currentlevel cl)
{
  // first check if ts is all zeros yet, if not:
  //
  // do a for loop to go through all cells of ts, 
  // for each cell do a bomb, and then
  // call: 
  // fn(ts, cl + 1);

}

你可以通过缓存来提高效率,如果不同的方法导致相同的结果,你不应该重复相同的步骤。

阐述:

如果轰炸单元格1,3,5的结果与轰炸单元格5,3,1的结果相同,那么,对于这两种情况,您不应该重新执行所有后续步骤,只需1就足够了,您应该将所有表状态存储在某个地方并使用其结果。

表统计信息的散列可以用于快速比较。

我想不出一个计算实际数字的方法除非用我最好的启发式方法计算轰炸行动并希望得到一个合理的结果。

So my method is to compute a bombing efficiency metric for each cell, bomb the cell with the highest value, .... iterate the process until I've flattened everything. Some have advocated using simple potential damage (i.e. score from 0 to 9) as a metric, but that falls short by pounding high value cells and not making use of damage overlap. I'd calculate cell value - sum of all neighbouring cells, reset any positive to 0 and use the absolute value of anything negative. Intuitively this metric should make a selection that help maximise damage overlap on cells with high counts instead of pounding those directly.

下面的代码在28个炸弹中达到了测试场的完全破坏(注意,使用潜在伤害作为度量,结果是31!)

using System;
using System.Collections.Generic;
using System.Linq;

namespace StackOverflow
{
  internal class Program
  {
    // store the battle field as flat array + dimensions
    private static int _width = 5;
    private static int _length = 7;
    private static int[] _field = new int[] {
        2, 3, 4, 7, 1,
        1, 5, 2, 6, 2,
        4, 3, 4, 2, 1,
        2, 1, 2, 4, 1,
        3, 1, 3, 4, 1,
        2, 1, 4, 3, 2,
        6, 9, 1, 6, 4
    };
    // this will store the devastation metric
    private static int[] _metric;

    // do the work
    private static void Main(string[] args)
    {
        int count = 0;

        while (_field.Sum() > 0)
        {
            Console.Out.WriteLine("Round {0}:", ++count);
            GetBlastPotential();
            int cell_to_bomb = FindBestBombingSite();
            PrintField(cell_to_bomb);
            Bomb(cell_to_bomb);
        }
        Console.Out.WriteLine("Done in {0} rounds", count);
    } 

    // convert 2D position to 1D index
    private static int Get1DCoord(int x, int y)
    {
        if ((x < 0) || (y < 0) || (x >= _width) || (y >= _length)) return -1;
        else
        {
            return (y * _width) + x;
        }
    }

    // Convert 1D index to 2D position
    private static void Get2DCoord(int n, out int x, out int y)
    {
        if ((n < 0) || (n >= _field.Length))
        {
            x = -1;
            y = -1;
        }
        else
        {
            x = n % _width;
            y = n / _width;
        }
    }

    // Compute a list of 1D indices for a cell neighbours
    private static List<int> GetNeighbours(int cell)
    {
        List<int> neighbours = new List<int>();
        int x, y;
        Get2DCoord(cell, out x, out y);
        if ((x >= 0) && (y >= 0))
        {
            List<int> tmp = new List<int>();
            tmp.Add(Get1DCoord(x - 1, y - 1));
            tmp.Add(Get1DCoord(x - 1, y));
            tmp.Add(Get1DCoord(x - 1, y + 1));
            tmp.Add(Get1DCoord(x, y - 1));
            tmp.Add(Get1DCoord(x, y + 1));
            tmp.Add(Get1DCoord(x + 1, y - 1));
            tmp.Add(Get1DCoord(x + 1, y));
            tmp.Add(Get1DCoord(x + 1, y + 1));

            // eliminate invalid coords - i.e. stuff past the edges
            foreach (int c in tmp) if (c >= 0) neighbours.Add(c);
        }
        return neighbours;
    }

    // Compute the devastation metric for each cell
    // Represent the Value of the cell minus the sum of all its neighbours
    private static void GetBlastPotential()
    {
        _metric = new int[_field.Length];
        for (int i = 0; i < _field.Length; i++)
        {
            _metric[i] = _field[i];
            List<int> neighbours = GetNeighbours(i);
            if (neighbours != null)
            {
                foreach (int j in neighbours) _metric[i] -= _field[j];
            }
        }
        for (int i = 0; i < _metric.Length; i++)
        {
            _metric[i] = (_metric[i] < 0) ? Math.Abs(_metric[i]) : 0;
        }
    }

    //// Compute the simple expected damage a bomb would score
    //private static void GetBlastPotential()
    //{
    //    _metric = new int[_field.Length];
    //    for (int i = 0; i < _field.Length; i++)
    //    {
    //        _metric[i] = (_field[i] > 0) ? 1 : 0;
    //        List<int> neighbours = GetNeighbours(i);
    //        if (neighbours != null)
    //        {
    //            foreach (int j in neighbours) _metric[i] += (_field[j] > 0) ? 1 : 0;
    //        }
    //    }            
    //}

    // Update the battle field upon dropping a bomb
    private static void Bomb(int cell)
    {
        List<int> neighbours = GetNeighbours(cell);
        foreach (int i in neighbours)
        {
            if (_field[i] > 0) _field[i]--;
        }
    }

    // Find the best bombing site - just return index of local maxima
    private static int FindBestBombingSite()
    {
        int max_idx = 0;
        int max_val = int.MinValue;
        for (int i = 0; i < _metric.Length; i++)
        {
            if (_metric[i] > max_val)
            {
                max_val = _metric[i];
                max_idx = i;
            }
        }
        return max_idx;
    }

    // Display the battle field on the console
    private static void PrintField(int cell)
    {
        for (int x = 0; x < _width; x++)
        {
            for (int y = 0; y < _length; y++)
            {
                int c = Get1DCoord(x, y);
                if (c == cell)
                    Console.Out.Write(string.Format("[{0}]", _field[c]).PadLeft(4));
                else
                    Console.Out.Write(string.Format(" {0} ", _field[c]).PadLeft(4));
            }
            Console.Out.Write(" || ");
            for (int y = 0; y < _length; y++)
            {
                int c = Get1DCoord(x, y);
                if (c == cell)
                    Console.Out.Write(string.Format("[{0}]", _metric[c]).PadLeft(4));
                else
                    Console.Out.Write(string.Format(" {0} ", _metric[c]).PadLeft(4));
            }
            Console.Out.WriteLine();
        }
        Console.Out.WriteLine();
    }           
  }
}

产生的轰炸模式输出如下(左边是字段值,右边是度量值)

Round 1:
  2   1   4   2   3   2   6  ||   7  16   8  10   4  18   6
  3   5   3   1   1   1   9  ||  11  18  18  21  17  28   5
  4  [2]  4   2   3   4   1  ||  19 [32] 21  20  17  24  22
  7   6   2   4   4   3   6  ||   8  17  20  14  16  22   8
  1   2   1   1   1   2   4  ||  14  15  14  11  13  16   7

Round 2:
  2   1   4   2   3   2   6  ||   5  13   6   9   4  18   6
  2   4   2   1   1  [1]  9  ||  10  15  17  19  17 [28]  5
  3   2   3   2   3   4   1  ||  16  24  18  17  17  24  22
  6   5   1   4   4   3   6  ||   7  14  19  12  16  22   8
  1   2   1   1   1   2   4  ||  12  12  12  10  13  16   7

Round 3:
  2   1   4   2   2   1   5  ||   5  13   6   7   3  15   5
  2   4   2   1   0   1   8  ||  10  15  17  16  14  20   2
  3  [2]  3   2   2   3   0  ||  16 [24] 18  15  16  21  21
  6   5   1   4   4   3   6  ||   7  14  19  11  14  19   6
  1   2   1   1   1   2   4  ||  12  12  12  10  13  16   7

Round 4:
  2   1   4   2   2   1   5  ||   3  10   4   6   3  15   5
  1   3   1   1   0   1   8  ||   9  12  16  14  14  20   2
  2   2   2   2   2  [3]  0  ||  13  16  15  12  16 [21] 21
  5   4   0   4   4   3   6  ||   6  11  18   9  14  19   6
  1   2   1   1   1   2   4  ||  10   9  10   9  13  16   7

Round 5:
  2   1   4   2   2   1   5  ||   3  10   4   6   2  13   3
  1   3   1   1   0  [0]  7  ||   9  12  16  13  12 [19]  2
  2   2   2   2   1   3   0  ||  13  16  15  10  14  15  17
  5   4   0   4   3   2   5  ||   6  11  18   7  13  17   6
  1   2   1   1   1   2   4  ||  10   9  10   8  11  13   5

Round 6:
  2   1   4   2   1   0   4  ||   3  10   4   5   2  11   2
  1   3   1   1   0   0   6  ||   9  12  16  11   8  13   0
  2   2   2   2   0   2   0  ||  13  16  15   9  14  14  15
  5   4  [0]  4   3   2   5  ||   6  11 [18]  6  11  15   5
  1   2   1   1   1   2   4  ||  10   9  10   8  11  13   5

Round 7:
  2   1   4   2   1   0   4  ||   3  10   4   5   2  11   2
  1   3   1   1   0   0   6  ||   8  10  13   9   7  13   0
  2  [1]  1   1   0   2   0  ||  11 [15] 12   8  12  14  15
  5   3   0   3   3   2   5  ||   3   8  10   3   8  15   5
  1   1   0   0   1   2   4  ||   8   8   7   7   9  13   5

Round 8:
  2   1   4   2   1   0   4  ||   1   7   2   4   2  11   2
  0   2   0   1   0   0   6  ||   7   7  12   7   7  13   0
  1   1   0   1   0   2   0  ||   8   8  10   6  12  14  15
  4   2   0   3   3  [2]  5  ||   2   6   8   2   8 [15]  5
  1   1   0   0   1   2   4  ||   6   6   6   7   9  13   5

Round 9:
  2   1   4   2   1   0   4  ||   1   7   2   4   2  11   2
  0   2   0   1   0   0   6  ||   7   7  12   7   6  12   0
  1   1   0   1   0  [1]  0  ||   8   8  10   5  10 [13] 13
  4   2   0   3   2   2   4  ||   2   6   8   0   6   9   3
  1   1   0   0   0   1   3  ||   6   6   6   5   8  10   4

Round 10:
  2   1   4   2   1   0   4  ||   1   7   2   4   2  10   1
  0   2  [0]  1   0   0   5  ||   7   7 [12]  7   6  11   0
  1   1   0   1   0   1   0  ||   8   8  10   4   8   9  10
  4   2   0   3   1   1   3  ||   2   6   8   0   6   8   3
  1   1   0   0   0   1   3  ||   6   6   6   4   6   7   2

Round 11:
  2   0   3   1   1   0   4  ||   0   6   0   3   0  10   1
  0   1   0   0   0  [0]  5  ||   4   5   5   5   3 [11]  0
  1   0   0   0   0   1   0  ||   6   8   6   4   6   9  10
  4   2   0   3   1   1   3  ||   1   5   6   0   5   8   3
  1   1   0   0   0   1   3  ||   6   6   6   4   6   7   2

Round 12:
  2   0   3   1   0   0   3  ||   0   6   0   2   1   7   1
  0   1   0   0   0   0   4  ||   4   5   5   4   1   7   0
  1   0   0   0   0  [0]  0  ||   6   8   6   4   5  [9]  8
  4   2   0   3   1   1   3  ||   1   5   6   0   4   7   2
  1   1   0   0   0   1   3  ||   6   6   6   4   6   7   2

Round 13:
  2   0   3   1   0   0   3  ||   0   6   0   2   1   6   0
  0   1   0   0   0   0   3  ||   4   5   5   4   1   6   0
  1  [0]  0   0   0   0   0  ||   6  [8]  6   3   3   5   5
  4   2   0   3   0   0   2  ||   1   5   6   0   4   6   2
  1   1   0   0   0   1   3  ||   6   6   6   3   4   4   0

Round 14:
  2   0   3   1   0  [0]  3  ||   0   5   0   2   1  [6]  0
  0   0   0   0   0   0   3  ||   2   5   4   4   1   6   0
  0   0   0   0   0   0   0  ||   4   4   4   3   3   5   5
  3   1   0   3   0   0   2  ||   0   4   5   0   4   6   2
  1   1   0   0   0   1   3  ||   4   4   5   3   4   4   0

Round 15:
  2   0   3   1   0   0   2  ||   0   5   0   2   1   4   0
  0   0   0   0   0   0   2  ||   2   5   4   4   1   4   0
  0   0   0   0   0   0   0  ||   4   4   4   3   3   4   4
  3   1   0   3   0  [0]  2  ||   0   4   5   0   4  [6]  2
  1   1   0   0   0   1   3  ||   4   4   5   3   4   4   0

Round 16:
  2  [0]  3   1   0   0   2  ||   0  [5]  0   2   1   4   0
  0   0   0   0   0   0   2  ||   2   5   4   4   1   4   0
  0   0   0   0   0   0   0  ||   4   4   4   3   3   3   3
  3   1   0   3   0   0   1  ||   0   4   5   0   3   3   1
  1   1   0   0   0   0   2  ||   4   4   5   3   3   3   0

Round 17:
  1   0   2   1   0   0   2  ||   0   3   0   1   1   4   0
  0   0   0   0   0   0   2  ||   1   3   3   3   1   4   0
  0   0   0   0   0   0   0  ||   4   4   4   3   3   3   3
  3   1  [0]  3   0   0   1  ||   0   4  [5]  0   3   3   1
  1   1   0   0   0   0   2  ||   4   4   5   3   3   3   0

Round 18:
  1   0   2   1   0   0   2  ||   0   3   0   1   1   4   0
  0   0   0   0   0   0   2  ||   1   3   3   3   1   4   0
  0   0   0   0   0   0   0  ||   3   3   2   2   2   3   3
  3  [0]  0   2   0   0   1  ||   0  [4]  2   0   2   3   1
  1   0   0   0   0   0   2  ||   2   4   2   2   2   3   0

Round 19:
  1   0   2   1   0  [0]  2  ||   0   3   0   1   1  [4]  0
  0   0   0   0   0   0   2  ||   1   3   3   3   1   4   0
  0   0   0   0   0   0   0  ||   2   2   2   2   2   3   3
  2   0   0   2   0   0   1  ||   0   2   2   0   2   3   1
  0   0   0   0   0   0   2  ||   2   2   2   2   2   3   0

Round 20:
  1  [0]  2   1   0   0   1  ||   0  [3]  0   1   1   2   0
  0   0   0   0   0   0   1  ||   1   3   3   3   1   2   0
  0   0   0   0   0   0   0  ||   2   2   2   2   2   2   2
  2   0   0   2   0   0   1  ||   0   2   2   0   2   3   1
  0   0   0   0   0   0   2  ||   2   2   2   2   2   3   0

Round 21:
  0   0   1   1   0   0   1  ||   0   1   0   0   1   2   0
  0   0   0   0   0   0   1  ||   0   1   2   2   1   2   0
  0   0   0   0   0   0   0  ||   2   2   2   2   2   2   2
  2   0   0   2   0  [0]  1  ||   0   2   2   0   2  [3]  1
  0   0   0   0   0   0   2  ||   2   2   2   2   2   3   0

Round 22:
  0   0   1   1   0   0   1  ||   0   1   0   0   1   2   0
  0   0   0   0   0   0   1  ||   0   1   2   2   1   2   0
 [0]  0   0   0   0   0   0  ||  [2]  2   2   2   2   1   1
  2   0   0   2   0   0   0  ||   0   2   2   0   2   1   1
  0   0   0   0   0   0   1  ||   2   2   2   2   2   1   0

Round 23:
  0   0   1   1   0   0   1  ||   0   1   0   0   1   2   0
  0   0  [0]  0   0   0   1  ||   0   1  [2]  2   1   2   0
  0   0   0   0   0   0   0  ||   1   1   2   2   2   1   1
  1   0   0   2   0   0   0  ||   0   1   2   0   2   1   1
  0   0   0   0   0   0   1  ||   1   1   2   2   2   1   0

Round 24:
  0   0   0   0   0   0   1  ||   0   0   0   0   0   2   0
  0   0   0   0   0   0   1  ||   0   0   0   0   0   2   0
  0   0  [0]  0   0   0   0  ||   1   1  [2]  2   2   1   1
  1   0   0   2   0   0   0  ||   0   1   2   0   2   1   1
  0   0   0   0   0   0   1  ||   1   1   2   2   2   1   0

Round 25:
  0   0   0   0   0  [0]  1  ||   0   0   0   0   0  [2]  0
  0   0   0   0   0   0   1  ||   0   0   0   0   0   2   0
  0   0   0   0   0   0   0  ||   1   1   1   1   1   1   1
  1   0   0   1   0   0   0  ||   0   1   1   0   1   1   1
  0   0   0   0   0   0   1  ||   1   1   1   1   1   1   0

Round 26:
  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   0   0   0   0   0  ||  [1]  1   1   1   1   0   0
  1   0   0   1   0   0   0  ||   0   1   1   0   1   1   1
  0   0   0   0   0   0   1  ||   1   1   1   1   1   1   0

Round 27:
  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  [0]  0   0   0   0  ||   0   0  [1]  1   1   0   0
  0   0   0   1   0   0   0  ||   0   0   1   0   1   1   1
  0   0   0   0   0   0   1  ||   0   0   1   1   1   1   0

Round 28:
  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   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]  1
  0   0   0   0   0   0   1  ||   0   0   0   0   0   1   0

Done in 28 rounds

你可以使用状态空间规划。 例如,使用A*(或其变体之一)加上启发式f = g + h,如下所示:

G:到目前为止投下的炸弹数量 H:网格中所有值的总和除以9(这是最好的结果,意味着我们有一个可接受的启发式)