Leetcode of breadth-first search (BFS) Thematic -529. Minesweeper (Minesweeper)
BFS Detailed entry: Leetcode of breadth-first search (BFS) Thematic -429 traversal sequence N-tree (N-ary Tree Level Order Traversal ).
Let's play Minesweeper!
Given a two-dimensional matrix represents the character of the game board. 'M' represents a non-excavated mine, 'E' represents a non-empty squares excavated, 'B' indicates no adjacent (upper, lower, left, right, and all four diagonal) has mines dug out of the box blank, digital ( '1' to '8') indicates how many mines have been dug out of the box with this neighbor, 'X' indicates that a mine has been dug up.
In all but now given excavated box ( 'M' or 'E') at a click position (row and column index), according to the following rules, a respective return position corresponding to the click panel:
- If a mine ( 'M') was dug up, the game is over - change it to 'X'.
- If a mine empty squares ( 'E') adjacent excavated, it is modified ( 'B'), and all of its neighboring block, and should be recursively disclosed.
- If a mine with at least one adjacent open squares ( 'E') is excavated, change it to a digital ( '1' to '8'), it represents the number of adjacent mines.
- If you click on this, the absence of more blocks may be revealed, the panel is returned.
Example 1:
Input: [[ 'E', 'E', 'E', 'E', 'E'], [ 'E', 'E', 'M', 'E', 'E'], [ 'E ',' E ',' E ',' E ',' E '], [' E ',' E ',' E ',' E ',' E ']] the Click: [3,0] output: [[ 'B', '. 1', 'E', '. 1', 'B'], [ 'B', '. 1', 'M', '. 1', 'B'], [ 'B', '. 1', '. 1', '. 1', 'B'], [ 'B', 'B', 'B', 'B', 'B']] explanation:
Example 2:
Input: [[ 'B', '. 1', 'E', '. 1', 'B'], [ 'B', '. 1', 'M', '. 1', 'B'], [ 'B ','. 1 ','. 1 ','. 1 ',' B '], [' B ',' B ',' B ',' B ',' B ']] the Click: [1,2] output: [[ 'B', '. 1', 'E', '. 1', 'B'], [ 'B', '. 1', 'X-', '. 1', 'B'], [ 'B', '. 1', '. 1', '. 1', 'B'], [ 'B', 'B', 'B', 'B', 'B']] explanation:
note:
- Input matrix width and height in the range [1, 50].
- Click the location is not only dug out of the box ( 'M' or 'E'), this also means that the panel includes at least a clickable box.
- Input Panel will not be the end of the game state (ie mines have been dug up).
- 简单起见,未提及的规则在这个问题中可被忽略。例如,当游戏结束时你不需要挖出所有地雷,考虑所有你可能赢得游戏或标记方块的情况。
这题可以用DFS/BFS写,在BFS专题下,我们尝试用BFS求解这题:
思路如下:
1、从Click点开始
- 如果click点是炸弹M,把这个点改成X,直接返回board
- 如果不是M,把click点压入队列,并vis[click]==1,进入第2步
2、BFS
- 计算这个点八个方向的地雷数量,如果数量>0,则把这个点修改为这个数量,返回board
- 如果数量为0,则把八个方向上vis==0的点都压入队列,并把这些点的vis都置1
- 再次进入2
AC代码:
class Solution { public static class POINT { int x, y; POINT(int x, int y) { this.x = x; this.y = y; } } public int getM(char[][] board,int xx,int yy){ int cnt = 0; for (int k = 0; k < 8; k++) { int newx = xx + dirx[k]; int newy = yy + diry[k]; if (newx >= 0 && newx < board.length && newy >= 0 && newy < board[0].length && (board[newx][newy] == 'M' || board[newx][newy] == 'X')) { cnt++; } } return cnt; } int dirx[] = {0, 1, 1, 1, 0, -1, -1, -1}; int diry[] = {1, 1, 0, -1, -1, -1, 0, 1}; int[][] vis ; public char[][] updateBoard(char[][] board, int[] click) { int x = click[0]; int y = click[1]; if (board[x][y] == 'M') { board[x][y] = 'X'; return board; } vis = new int[board.length][board[0].length]; Queue<POINT> queue = new LinkedList<>(); vis[x][y] = 1; queue.offer(new POINT(x,y)); while (!queue.isEmpty()) { POINT point = queue.poll(); int xx = point.x; int yy = point.y; int cnt = getM(board,xx,yy); //附近炸弹数量 if (cnt > 0) { board[xx][yy] = (char) (cnt + '0'); } else { board[xx][yy] = 'B'; for (int k = 0; k < 8; k++) { int newx = xx + dirx[k]; int newy = yy + diry[k]; if (newx >= 0 && newx < board.length && newy >= 0 && newy < board[0].length && vis[newx][newy]==0) { queue.offer(new POINT(newx,newy)); vis[newx][newy] = 1; } } } } return board; } }