Jump Game IX: Missing Test Case For Overlapping Ranges

by Lucas 55 views

Hey everyone! Let's dive into a tricky situation I encountered while tackling LeetCode's Jump Game IX (Problem 100762). It's about a missing test case that lets some incorrect solutions slip through the cracks. I want to break down the issue, why it matters, and how adding a specific test case can make this problem even more robust. So, grab your coding hats, and let's get started!

The Problem: Jump Game IX

Jump Game IX presents a scenario involving robots, their jump distances, and walls. The challenge is to determine how many walls can be reached by at least one robot. Sounds straightforward, right? The core logic involves checking, for each wall, if any robot can reach it within its given distance. This usually means iterating through the walls and robots, calculating distances, and incrementing a counter if a robot can reach the wall.

Understanding the Problem Statement

At its heart, Jump Game IX requires us to think spatially. We have robots positioned at various points, each capable of jumps of a certain length. Walls are scattered along a line, and our goal is to count the walls that fall within the jump range of at least one robot. This involves calculating the absolute distance between each robot and each wall, and then checking if that distance is less than or equal to the robot's maximum jump distance. A seemingly simple task can become complex when dealing with overlapping ranges and the need to avoid double-counting walls.

Why This Problem Matters

This problem isn't just an academic exercise; it mirrors real-world scenarios in robotics, resource allocation, and even network coverage planning. Imagine robots patrolling a warehouse, drones monitoring a perimeter, or cell towers providing network coverage. The principles of range calculation, overlap management, and optimization are crucial in these domains. Mastering Jump Game IX can hone your skills in these areas, making you a more versatile problem-solver.

Common Approaches to Solving the Problem

The most intuitive approach is a brute-force method: iterate through each wall and then through each robot, checking if the wall is within the robot's reach. This approach, while straightforward, can be inefficient for large datasets. More optimized solutions might involve sorting the robots and walls, or using spatial data structures to speed up the search process. The key is to balance code simplicity with computational efficiency.

The Bug: A Missing Test Case

Here's the crux of the issue: the existing test cases don't fully cover scenarios where robot jump ranges overlap. This oversight can lead to buggy code being accepted. Specifically, some solutions double-count walls that are within the range of multiple robots. Imagine a wall that two robots can reach; an incorrect solution might count it twice, leading to an inflated result. This is a classic example of a logical flaw that can easily slip through if not specifically tested for.

Overlapping Ranges: The Root Cause

The core of the bug lies in how solutions handle overlapping ranges. When multiple robots can reach the same wall, a naive approach might count that wall multiple times, once for each robot. This is incorrect because the problem asks for the number of reachable walls, not the number of robot-wall pairs. To avoid this, solutions must ensure that each wall is counted only once, regardless of how many robots can reach it. This often involves using a set or a similar data structure to keep track of the walls that have already been counted.

Why It's Crucial to Address This

Missing test cases can create a false sense of security. A solution might pass all the provided tests but still fail in real-world scenarios or under more rigorous testing conditions. Addressing this bug is crucial for maintaining the integrity of the problem and ensuring that only truly correct solutions are accepted. It also provides a valuable learning opportunity for developers, highlighting the importance of thorough testing and edge-case consideration.

The Impact of Incorrect Acceptance

The acceptance of incorrect solutions has several negative consequences. First, it undermines the credibility of the problem and the platform. Second, it can mislead developers into believing their solution is correct, leading to potential issues in real-world applications. Finally, it deprives developers of the opportunity to learn and improve their problem-solving skills. By identifying and addressing these missing test cases, we can ensure a more robust and reliable learning experience.

The Proposed Solution: A New Test Case

To address this, I propose adding a specific test case that targets overlapping robot ranges. Let's consider this example:

robots = [2, 8]
distance = [5, 5]
walls = [1, 5, 9]

In this scenario, both robots can reach the wall at position 5. A correct solution should count this wall only once, resulting in a total of 3 reachable walls (1, 5, and 9). However, a buggy solution might count the wall at position 5 twice, yielding an incorrect answer of 4.

Breaking Down the Test Case

This test case is designed to specifically target the overlapping range issue. The robots are positioned such that their reachable ranges intersect, and the walls are placed strategically within these ranges. The key wall at position 5 falls within the range of both robots, making it a critical point for testing the correctness of the solution. By including this test case, we force solutions to correctly handle overlapping ranges and avoid double-counting.

Expected Behavior: What the Solution Should Do

The correct behavior for this test case is to identify that all three walls (1, 5, and 9) are reachable. Robot 1 (at position 2 with a distance of 5) can reach walls 1 and 5. Robot 2 (at position 8 with a distance of 5) can reach walls 5 and 9. The critical point is that the wall at position 5 should only be counted once, even though both robots can reach it. The expected output, therefore, is 3.

How This Test Case Improves the Problem

Adding this test case significantly improves the robustness of the problem. It ensures that solutions not only work for simple scenarios but also correctly handle complex situations involving overlapping ranges. This makes the problem a more accurate assessment of a candidate's problem-solving abilities and coding skills. It also encourages developers to think more carefully about edge cases and potential pitfalls in their solutions.

The Code: Demonstrating the Bug

Here's a C++ code snippet that demonstrates the buggy logic. This code will incorrectly count walls within overlapping robot ranges.

class Solution {
public:
    int maxWalls(vector<int>& robots, vector<int>& distance, vector<int>& walls) {
        // buggy logic here (same as accepted solution)
        int n = robots.size();
        int ans = 0;
        for (int i = 0; i < walls.size(); i++) {
            for (int j = 0; j < n; j++) {
                if (abs(walls[i] - robots[j]) <= distance[j]) {
                    ans++;
                    break;
                }
            }
        }
        return ans;
    }
};

Why This Code Fails

This code iterates through each wall and then through each robot. If a robot can reach the wall, it increments the count and breaks the inner loop. However, it doesn't prevent double-counting. If multiple robots can reach the same wall, the wall will be counted multiple times. This is the fundamental flaw that the proposed test case exposes.

How to Fix the Code

To fix this, we need to ensure that each wall is counted only once. A common approach is to use a set to keep track of the reachable walls. The set data structure automatically prevents duplicate entries. Here's how you might modify the code:

class Solution {
public:
    int maxWalls(vector<int>& robots, vector<int>& distance, vector<int>& walls) {
        int n = robots.size();
        unordered_set<int> reachableWalls;
        for (int i = 0; i < walls.size(); i++) {
            for (int j = 0; j < n; j++) {
                if (abs(walls[i] - robots[j]) <= distance[j]) {
                    reachableWalls.insert(walls[i]);
                    break;
                }
            }
        }
        return reachableWalls.size();
    }
};

The Corrected Logic

In the corrected code, we use an unordered_set called reachableWalls to store the walls that can be reached by at least one robot. The insert operation of the unordered_set ensures that each wall is added only once, even if multiple robots can reach it. Finally, we return the size of the reachableWalls set, which gives us the correct count of reachable walls.

Let's Make LeetCode Better!

By adding this test case, we can make Jump Game IX a more accurate and challenging problem. It will help ensure that only truly correct solutions are accepted, and it will encourage developers to think more deeply about edge cases and potential pitfalls. So, let's push for this improvement and make LeetCode an even better platform for learning and problem-solving! What do you guys think about this? Let me know in the comments!