IOI 2003 - Amazing (Maze Exploration)
Problem Statement Summary This is an interactive problem. You are placed in an R C grid maze whose structure is unknown. At each step you can query which directions (N, S, E, W) are open from the current cell. Navigat...
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competitive_programming/ioi/2003/amazing/solution.tex to update the written solution and
competitive_programming/ioi/2003/amazing/solution.cpp to update the implementation.
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Problem Statement
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The statement is not mirrored as a separate asset in this archive. The editorial and source files remain available below.
Editorial
Rendered from the copied solution.tex file. The original TeX source remains
available below.
Problem Statement Summary
This is an interactive problem. You are placed in an $R \times C$ grid maze whose structure is unknown. At each step you can query which directions (N, S, E, W) are open from the current cell. Navigate from a start cell to a goal cell using as few moves as possible.
Solution: BFS-Based Exploration
Strategy
Since the maze is initially unknown, we must explore it on the fly. We maintain a map of all explored cells and their open walls. At each step:
If the current cell is unvisited, query its open directions and record them.
Run BFS on the known graph to plan a route:
If the goal is reachable through known cells, follow the shortest known path.
Otherwise, navigate toward the nearest unvisited cell reachable from the known graph.
Execute one step of the planned route. enumerate
Correctness
Every cell is visited at most once (we never re-query a visited cell). Each navigation step either visits a new cell or moves along a shortest path in the known graph. Since BFS always targets the nearest frontier cell, every reachable cell is eventually explored.
Alternative: Tremaux's Algorithm
For a DFS-based exploration, Tremaux's algorithm guarantees visiting each edge at most twice, giving $O(R \times C)$ total moves with simpler bookkeeping.
C++ Implementation
#include <bits/stdc++.h> using namespace std; const int dx[] = {-1, 1, 0, 0}; // N, S, E, W const int dy[] = {0, 0, 1, -1}; const char dirChar[] = {'N', 'S', 'E', 'W'}; int main() { int R, C, sr, sc, gr, gc; cin >> R >> C >> sr >> sc >> gr >> gc; int cx = sr, cy = sc; auto cellKey = [](int x, int y) -> long long { return ((long long)x << 32) | (unsigned)y; }; unordered_map<long long, vector<int>> openDirs; unordered_set<long long> visited; while (cx != gr || cy != gc) { long long key = cellKey(cx, cy); if (!visited.count(key)) { visited.insert(key); string dirs; cin >> dirs; vector<int> open; for (char c : dirs) for (int d = 0; d < 4; d++) if (c == dirChar[d]) open.push_back(d); openDirs[key] = open; } // BFS to find goal or nearest unvisited cell queue<pair<int, int>> q; unordered_map<long long, long long> parent; unordered_map<long long, int> parentDir; q.push({cx, cy}); parent[key] = -1; int tx = cx, ty = cy; bool found = false; while (!q.empty()) { auto [x, y] = q.front(); q.pop(); long long ck = cellKey(x, y); if (x == gr && y == gc) { tx = x; ty = y; found = true; break; } if (!openDirs.count(ck)) continue; for (int d : openDirs[ck]) { int nx = x + dx[d], ny = y + dy[d]; long long nk = cellKey(nx, ny); if (parent.count(nk)) continue; parent[nk] = ck; parentDir[nk] = d; if (!visited.count(nk) && !found) { tx = nx; ty = ny; found = true; } q.push({nx, ny}); } } // Reconstruct path from (cx,cy) to (tx,ty) and take first step vector<int> path; long long tk = cellKey(tx, ty); while (tk != cellKey(cx, cy)) { path.push_back(parentDir[tk]); tk = parent[tk]; } reverse(path.begin(), path.end()); if (!path.empty()) { cout << dirChar[path[0]] << endl; cx += dx[path[0]]; cy += dy[path[0]]; } } return 0; }Complexity Analysis
Total moves: $O(R \times C)$---each cell is visited at most a constant number of times.
Time per step: $O(R \times C)$ for BFS over the known graph. Total computation: $O((R \times C)^2)$ worst case, but typically much better.
Space: $O(R \times C)$ for the explored maze graph.
Code
Exact copied C++ implementation from solution.cpp.
// IOI 2003 - Amazing (Interactive Maze Navigation)
// Navigate from start to goal in an unknown R x C grid maze.
// Strategy: BFS-based exploration. Maintain a map of visited cells and their
// open directions. At each step, BFS to find path to goal or nearest
// unvisited cell, then take one step along that path.
// Complexity: O(R*C) total moves, O((R*C)^2) worst-case computation.
#include <bits/stdc++.h>
using namespace std;
const int dx[] = {-1, 1, 0, 0}; // N, S, E, W
const int dy[] = {0, 0, 1, -1};
const char dirChar[] = {'N', 'S', 'E', 'W'};
struct Cell {
int x, y;
bool operator==(const Cell& o) const { return x == o.x && y == o.y; }
};
int main() {
int R, C;
int sr, sc, gr, gc; // start and goal (1-indexed)
cin >> R >> C >> sr >> sc >> gr >> gc;
Cell goal = {gr, gc};
Cell cur = {sr, sc};
auto cellKey = [](int x, int y) -> long long {
return ((long long)x << 32) | (unsigned int)y;
};
// Known maze structure
unordered_map<long long, vector<int>> openDirs;
unordered_set<long long> visited;
while (!(cur.x == goal.x && cur.y == goal.y)) {
long long key = cellKey(cur.x, cur.y);
// If cell not yet explored, query available directions
if (!visited.count(key)) {
visited.insert(key);
string dirs;
cin >> dirs;
vector<int> open;
for (char c : dirs) {
for (int d = 0; d < 4; d++) {
if (c == dirChar[d]) open.push_back(d);
}
}
openDirs[key] = open;
}
// BFS on known graph to find goal or nearest unvisited reachable cell
queue<Cell> q;
unordered_map<long long, long long> parent;
unordered_map<long long, int> parentDir;
q.push(cur);
parent[key] = -1;
Cell target = cur;
bool foundTarget = false;
while (!q.empty()) {
Cell c = q.front();
q.pop();
long long ck = cellKey(c.x, c.y);
if (c.x == goal.x && c.y == goal.y) {
target = c;
foundTarget = true;
break;
}
if (!openDirs.count(ck)) continue; // unexplored, can't expand
for (int d : openDirs[ck]) {
int nx = c.x + dx[d], ny = c.y + dy[d];
long long nk = cellKey(nx, ny);
if (!parent.count(nk)) {
parent[nk] = ck;
parentDir[nk] = d;
q.push({nx, ny});
// Prefer goal, but settle for nearest unvisited
if (!foundTarget && !visited.count(nk)) {
target = {nx, ny};
foundTarget = true;
}
}
}
}
// Reconstruct path from cur to target, take first step
vector<int> path;
long long tk = cellKey(target.x, target.y);
while (tk != cellKey(cur.x, cur.y)) {
path.push_back(parentDir[tk]);
tk = parent[tk];
}
reverse(path.begin(), path.end());
if (!path.empty()) {
int d = path[0];
cout << dirChar[d] << endl;
cur.x += dx[d];
cur.y += dy[d];
}
}
return 0;
}
Source Files
Exact copied source-of-truth files. Edit solution.tex for the write-up and solution.cpp for the implementation.
\documentclass[11pt,a4paper]{article}
\usepackage[utf8]{inputenc}
\usepackage{amsmath,amssymb,amsthm}
\usepackage{listings}
\usepackage{xcolor}
\usepackage[margin=1in]{geometry}
\usepackage{hyperref}
\newtheorem{theorem}{Theorem}
\lstset{
language=C++,
basicstyle=\ttfamily\small,
keywordstyle=\color{blue}\bfseries,
commentstyle=\color{green!60!black},
stringstyle=\color{red},
numbers=left,
numberstyle=\tiny\color{gray},
breaklines=true,
frame=single,
tabsize=4,
showstringspaces=false
}
\title{IOI 2003 -- Amazing (Maze Exploration)}
\author{Solution}
\date{}
\begin{document}
\maketitle
\section{Problem Statement Summary}
This is an interactive problem. You are placed in an $R \times C$ grid
maze whose structure is unknown. At each step you can query which
directions (N, S, E, W) are open from the current cell. Navigate from a
start cell to a goal cell using as few moves as possible.
\section{Solution: BFS-Based Exploration}
\subsection{Strategy}
Since the maze is initially unknown, we must explore it on the fly.
We maintain a map of all explored cells and their open walls. At each
step:
\begin{enumerate}
\item If the current cell is unvisited, query its open directions and
record them.
\item Run BFS on the \emph{known} graph to plan a route:
\begin{itemize}
\item If the goal is reachable through known cells, follow the
shortest known path.
\item Otherwise, navigate toward the nearest unvisited cell
reachable from the known graph.
\end{itemize}
\item Execute one step of the planned route.
\end{enumerate}
\subsection{Correctness}
Every cell is visited at most once (we never re-query a visited cell).
Each navigation step either visits a new cell or moves along a shortest
path in the known graph. Since BFS always targets the nearest frontier
cell, every reachable cell is eventually explored.
\subsection{Alternative: Tremaux's Algorithm}
For a DFS-based exploration, Tremaux's algorithm guarantees visiting
each edge at most twice, giving $O(R \times C)$ total moves with
simpler bookkeeping.
\section{C++ Implementation}
\begin{lstlisting}
#include <bits/stdc++.h>
using namespace std;
const int dx[] = {-1, 1, 0, 0}; // N, S, E, W
const int dy[] = {0, 0, 1, -1};
const char dirChar[] = {'N', 'S', 'E', 'W'};
int main() {
int R, C, sr, sc, gr, gc;
cin >> R >> C >> sr >> sc >> gr >> gc;
int cx = sr, cy = sc;
auto cellKey = [](int x, int y) -> long long {
return ((long long)x << 32) | (unsigned)y;
};
unordered_map<long long, vector<int>> openDirs;
unordered_set<long long> visited;
while (cx != gr || cy != gc) {
long long key = cellKey(cx, cy);
if (!visited.count(key)) {
visited.insert(key);
string dirs;
cin >> dirs;
vector<int> open;
for (char c : dirs)
for (int d = 0; d < 4; d++)
if (c == dirChar[d])
open.push_back(d);
openDirs[key] = open;
}
// BFS to find goal or nearest unvisited cell
queue<pair<int, int>> q;
unordered_map<long long, long long> parent;
unordered_map<long long, int> parentDir;
q.push({cx, cy});
parent[key] = -1;
int tx = cx, ty = cy;
bool found = false;
while (!q.empty()) {
auto [x, y] = q.front(); q.pop();
long long ck = cellKey(x, y);
if (x == gr && y == gc) {
tx = x; ty = y; found = true; break;
}
if (!openDirs.count(ck)) continue;
for (int d : openDirs[ck]) {
int nx = x + dx[d], ny = y + dy[d];
long long nk = cellKey(nx, ny);
if (parent.count(nk)) continue;
parent[nk] = ck;
parentDir[nk] = d;
if (!visited.count(nk) && !found) {
tx = nx; ty = ny; found = true;
}
q.push({nx, ny});
}
}
// Reconstruct path from (cx,cy) to (tx,ty) and take first step
vector<int> path;
long long tk = cellKey(tx, ty);
while (tk != cellKey(cx, cy)) {
path.push_back(parentDir[tk]);
tk = parent[tk];
}
reverse(path.begin(), path.end());
if (!path.empty()) {
cout << dirChar[path[0]] << endl;
cx += dx[path[0]];
cy += dy[path[0]];
}
}
return 0;
}
\end{lstlisting}
\section{Complexity Analysis}
\begin{itemize}
\item \textbf{Total moves:} $O(R \times C)$---each cell is visited at
most a constant number of times.
\item \textbf{Time per step:} $O(R \times C)$ for BFS over the known
graph. Total computation: $O((R \times C)^2)$ worst case, but
typically much better.
\item \textbf{Space:} $O(R \times C)$ for the explored maze graph.
\end{itemize}
\end{document}
// IOI 2003 - Amazing (Interactive Maze Navigation)
// Navigate from start to goal in an unknown R x C grid maze.
// Strategy: BFS-based exploration. Maintain a map of visited cells and their
// open directions. At each step, BFS to find path to goal or nearest
// unvisited cell, then take one step along that path.
// Complexity: O(R*C) total moves, O((R*C)^2) worst-case computation.
#include <bits/stdc++.h>
using namespace std;
const int dx[] = {-1, 1, 0, 0}; // N, S, E, W
const int dy[] = {0, 0, 1, -1};
const char dirChar[] = {'N', 'S', 'E', 'W'};
struct Cell {
int x, y;
bool operator==(const Cell& o) const { return x == o.x && y == o.y; }
};
int main() {
int R, C;
int sr, sc, gr, gc; // start and goal (1-indexed)
cin >> R >> C >> sr >> sc >> gr >> gc;
Cell goal = {gr, gc};
Cell cur = {sr, sc};
auto cellKey = [](int x, int y) -> long long {
return ((long long)x << 32) | (unsigned int)y;
};
// Known maze structure
unordered_map<long long, vector<int>> openDirs;
unordered_set<long long> visited;
while (!(cur.x == goal.x && cur.y == goal.y)) {
long long key = cellKey(cur.x, cur.y);
// If cell not yet explored, query available directions
if (!visited.count(key)) {
visited.insert(key);
string dirs;
cin >> dirs;
vector<int> open;
for (char c : dirs) {
for (int d = 0; d < 4; d++) {
if (c == dirChar[d]) open.push_back(d);
}
}
openDirs[key] = open;
}
// BFS on known graph to find goal or nearest unvisited reachable cell
queue<Cell> q;
unordered_map<long long, long long> parent;
unordered_map<long long, int> parentDir;
q.push(cur);
parent[key] = -1;
Cell target = cur;
bool foundTarget = false;
while (!q.empty()) {
Cell c = q.front();
q.pop();
long long ck = cellKey(c.x, c.y);
if (c.x == goal.x && c.y == goal.y) {
target = c;
foundTarget = true;
break;
}
if (!openDirs.count(ck)) continue; // unexplored, can't expand
for (int d : openDirs[ck]) {
int nx = c.x + dx[d], ny = c.y + dy[d];
long long nk = cellKey(nx, ny);
if (!parent.count(nk)) {
parent[nk] = ck;
parentDir[nk] = d;
q.push({nx, ny});
// Prefer goal, but settle for nearest unvisited
if (!foundTarget && !visited.count(nk)) {
target = {nx, ny};
foundTarget = true;
}
}
}
}
// Reconstruct path from cur to target, take first step
vector<int> path;
long long tk = cellKey(target.x, target.y);
while (tk != cellKey(cur.x, cur.y)) {
path.push_back(parentDir[tk]);
tk = parent[tk];
}
reverse(path.begin(), path.end());
if (!path.empty()) {
int d = path[0];
cout << dirChar[d] << endl;
cur.x += dx[d];
cur.y += dy[d];
}
}
return 0;
}