LeetCode Problem Workspace
Stone Game IV
Stone Game IV requires predicting the winner using state transition dynamic programming with careful consideration of perfect square moves.
3
Topics
5
Code langs
3
Related
Practice Focus
Hard · State transition dynamic programming
Answer-first summary
Stone Game IV requires predicting the winner using state transition dynamic programming with careful consideration of perfect square moves.
Ace coding interviews with Interview AiBoxInterview AiBox guidance for State transition dynamic programming
In Stone Game IV, Alice wins if she can force Bob into a losing position by removing a perfect square number of stones. Using state transition dynamic programming, we track which pile sizes are winning or losing. This approach ensures you can determine the result efficiently even for large n by building up the DP table incrementally.
Problem Statement
Alice and Bob play a turn-based game starting with a pile of n stones. On each turn, the current player must remove a number of stones that is a perfect square. The first player unable to make a move loses the game.
Given an integer n representing the initial number of stones, determine if Alice can guarantee a win assuming both players play optimally. Output true if Alice can win and false otherwise.
Examples
Example 1
Input: n = 1
Output: true
Alice can remove 1 stone winning the game because Bob doesn't have any moves.
Example 2
Input: n = 2
Output: false
Alice can only remove 1 stone, after that Bob removes the last one winning the game (2 -> 1 -> 0).
Example 3
Input: n = 4
Output: true
n is already a perfect square, Alice can win with one move, removing 4 stones (4 -> 0).
Constraints
- 1 <= n <= 105
Solution Approach
Dynamic Programming Array
Create a DP array where dp[i] represents if the current player can win with i stones. Initialize dp[0] = false since no stones means a loss. Iterate from 1 to n, checking all square numbers k _k <= i. If removing k_k stones leads to a losing state dp[i - k*k] = false, mark dp[i] = true.
Iterative State Transitions
For each pile size i, consider all possible perfect square moves. Use the state transition: dp[i] = any(!dp[i - k*k]). This ensures that dp[i] correctly reflects the ability to force the opponent into a losing state, capturing the exact state transition DP pattern of this problem.
Optimizing with Square Limits
Precompute all perfect squares up to n to reduce repeated calculations. This avoids redundant loops and ensures the DP computation remains efficient for large n, directly addressing the failure mode of slow computation when repeatedly checking squares.
Complexity Analysis
| Metric | Value |
|---|---|
| Time | Depends on the final approach |
| Space | Depends on the final approach |
Time complexity is O(n * sqrt(n)) because for each i from 1 to n we check up to sqrt(i) perfect square moves. Space complexity is O(n) to store the DP array representing winning and losing states for each pile size.
What Interviewers Usually Probe
- Ask if you considered precomputing squares to improve DP efficiency.
- Expect you to explain how dp[i] = any(!dp[i - k*k]) captures winning states.
- Check if you correctly handle edge cases like n = 0 or small perfect squares.
Common Pitfalls or Variants
Common pitfalls
- Failing to consider all possible perfect square moves for each state.
- Incorrectly initializing dp[0], leading to wrong outcomes for small n.
- Confusing the state meaning, marking dp[i] as true when it does not force a loss on the opponent.
Follow-up variants
- Change the removal rule to cubes instead of squares to test DP adaptability.
- Play with multiple piles and allow removing squares from any pile, increasing state space complexity.
- Modify the first player to Bob and ask for the winning strategy under the same DP framework.
FAQ
What is the key pattern to solve Stone Game IV?
The key pattern is state transition dynamic programming, where each dp[i] depends on smaller piles and perfect square removals.
How do I handle small n values in Stone Game IV?
Initialize dp[0] = false and compute dp[1] through dp[n] iteratively, checking all perfect square moves for each i.
Can this approach scale to n = 10^5?
Yes, by precomputing all squares up to n and using the O(n*sqrt(n)) DP approach, it scales efficiently.
Why does Alice sometimes lose even when n is small?
If every perfect square removal leaves Bob in a winning state, Alice cannot force a win, demonstrating the state transition logic.
Does GhostInterview help identify optimal moves in Stone Game IV?
Yes, it pinpoints which stone removals lead to winning states and visualizes the DP transitions for strategic decision-making.
Solution
Solution 1
#### Python3
class Solution:
def winnerSquareGame(self, n: int) -> bool:
@cache
def dfs(i: int) -> bool:
if i == 0:
return False
j = 1
while j * j <= i:
if not dfs(i - j * j):
return True
j += 1
return False
return dfs(n)Solution 2
#### Python3
class Solution:
def winnerSquareGame(self, n: int) -> bool:
@cache
def dfs(i: int) -> bool:
if i == 0:
return False
j = 1
while j * j <= i:
if not dfs(i - j * j):
return True
j += 1
return False
return dfs(n)Continue Practicing
Continue Topic
math
Practice more edge cases under the same topic.
arrow_forwardauto_awesomeContinue Pattern
State transition dynamic programming
Expand the same solving frame across more problems.
arrow_forwardsignal_cellular_altSame Difficulty Track
Hard
Stay on this level to stabilize interview delivery.
arrow_forward