Problem Description
Two players – a cat and a mouse – play a game on a grid populated with walls, open spaces, and a single food cell. The grid contains one cat ('C'), one mouse ('M'), and one food ('F'). The mouse moves first, and each player alternates turns. On a turn, a player can choose to remain in place or jump in one of the four cardinal directions (up, down, left, right) by up to a limited number of cells (catJump for the cat and mouseJump for the mouse). Moves cannot pass through walls or leave the grid. The game ends under one of the following conditions:
- If the cat moves onto the mouse’s cell, the cat wins.
- If the cat reaches the food before the mouse, the cat wins.
- If the mouse reaches the food first, the mouse wins.
- If the mouse cannot reach the food within 1000 turns, the cat wins. Determining whether the mouse can win (with both players playing optimally) is the goal of this problem.
Key Insights
- Represent the state with positions for the mouse and cat along with the current turn.
- Use DFS with memoization (or dynamic programming) to explore all game states without re-computation.
- Handle each move by simulating all legal jumps (including staying in place).
- Incorporate the turn limit (1000 moves) to avoid infinite recursion.
- Terminal states are reached when either player reaches the food or the cat catches the mouse.
Space and Time Complexity
Time Complexity: O(rows * cols * rows * cols * 2 * (max(catJump, mouseJump))) – since for each state we might explore several moves. Space Complexity: O(rows * cols * rows * cols * 2) for storing memoized results.
Solution
We solve the problem by modeling it as a game state DFS with memoization. A state is defined by (mouseRow, mouseCol, catRow, catCol, turnCount) with turn alternating between the mouse (even turns) and the cat (odd turns). The DFS function checks:
- Terminal conditions (if the mouse or cat has reached the food, or if the cat catches the mouse).
- The possibility of exceeding the allowed 1000-turn limit, in which case the cat wins by default.
- For the current player's turn, iterate over all possible moves (in each direction, jumping 0 [staying] through jump limit cells, stopping if a wall or boundary is met). If a winning move is found (mouse’s turn leads to a state from which the mouse can force a win, or cat’s turn leads to a state forcing the mouse’s defeat), return the corresponding outcome. The use of recursion with caching of states avoids cycles and redundant computations.
Code Solutions
Below are solutions in various languages.