The problem requires finding the minimum number of jumps needed to reach the last index of an array, where each element nums[i]
indicates the maximum jump length from index i
.
The brute-force solution uses a recursive backtracking approach to explore all possible jump sequences. Here’s how it works:
smallest
to store the minimum number of jumps found, initialized to infinity.backtrack(i, jumps)
function takes the current index i
and the number of jumps taken:
i
equals n-1
(the last index), update smallest[0]
with the minimum of its current value and jumps
.max_jump = nums[i]
and the farthest reachable index max_reachable_index = min(i + max_jump, n-1)
.new_index
from max_reachable_index
down to i+1
, recursively call backtrack(new_index, jumps+1)
.backtrack()
starting from index 0 with 0 jumps, and return smallest[0]
.smallest
only when the last index is reached, we track the best solution across all paths.nums[i]
choices at each index, leading to an exponential time complexity of O(k^n) in the worst case, where k
is the maximum jump length and n
is the array length. The space complexity is O(n) due to the recursion stack.
The brute-force solution is highly inefficient because it explores all possible jump combinations recursively, leading to an exponential time complexity of O(k^n). For each index, it tries up to nums[i]
possible next indices, and this branching repeats for each subsequent index, resulting in a combinatorial explosion for large arrays or large jump values.
Additionally, the solution recomputes paths that may overlap, redundantly exploring the same indices multiple times, which wastes computational effort. This makes it impractical for large inputs.
The optimal solution uses a greedy approach to achieve O(n) time complexity. Instead of exploring all possible jumps, it maintains two pointers: end
(the farthest index reachable with the current number of jumps) and far
(the farthest index reachable with one more jump). Here’s how it improves:
far
as the maximum reachable index from the current position (i + nums[i]
). When the current index i
reaches end
, increment the jump count and update end
to far
, effectively choosing the farthest reachable point as the next jump’s boundary.
"Jump Game II" asks for the minimum number of jumps required to reach the last index of an array. Each element nums[i]
in the array represents the maximum number of steps you can jump forward from that index. The goal is to reach the end of the array using the fewest jumps possible.
To solve this efficiently, we apply a greedy algorithm that tracks the farthest reachable index at every step. The idea is to progress level by level, similar to Breadth-First Search (BFS) in a graph, where each level represents a jump. Instead of examining all jump paths (which leads to exponential time), we compute the farthest index reachable with the current number of jumps, then increase the jump count only when we must extend our reach.
jumps
to count the number of jumps, end
to mark the range of the current jump, and far
to track the farthest index reachable in the next jump.n - 2
(we stop before the last index since we aim to reach it).i
, calculate far = max(far, i + nums[i])
to find the furthest index we can jump to from the current segment.i
equals end
, we’ve reached the boundary of the current jump level, so we increment jumps
and update end = far
.
Consider nums = [2, 3, 1, 1, 4]
. Initially, far = 0
and end = 0
. On the first jump, you can go up to index 2. On the second jump, from indices 1 or 2, you can reach the end (index 4). So, the answer is 2 jumps.
The greedy strategy works because we always choose the jump that allows us to reach the farthest possible point. This mimics a level-order traversal in BFS and guarantees the fewest jumps needed. We don’t need to explore all paths, only the farthest reachable range from each position.
Time Complexity: O(n), where n
is the length of the array. Each index is visited once.
Space Complexity: O(1), since we use only a constant number of variables.
"Jump Game II" is a classic greedy problem that demonstrates how to minimize steps when faced with overlapping choices. By focusing on the farthest reachable index within each jump range, we avoid unnecessary computations and achieve optimal performance. This problem reinforces a powerful lesson in greedy design: local optimal decisions can lead to globally optimal results when applied strategically.