302 lines
9.0 KiB
YAML
302 lines
9.0 KiB
YAML
name: Greedy
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slug: greedy
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difficulty_level: 3
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pattern_type: technique
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display_order: 12
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description: >
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Make locally optimal choices at each step, hoping to find a global optimum.
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Greedy algorithms are simple and efficient but only work when the problem
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has the greedy choice property—local optima lead to global optimum.
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when_to_use: |
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- Interval scheduling (activity selection)
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- Huffman coding
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- Minimum spanning tree (Prim's, Kruskal's)
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- Shortest path with non-negative weights (Dijkstra's)
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- Fractional knapsack
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metaphor: |
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Imagine eating at a buffet where you can only fill your plate once. The greedy
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strategy: always take the food that looks most appealing right now. This works
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if what looks best now is actually best overall—but fails if you fill up on
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appetizers and miss the main course.
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Another analogy: making change with the fewest coins. For US currency, always
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using the largest coin that fits (quarter before dime before nickel) gives
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optimal results. But with coins [1, 3, 4], making 6 cents: greedy gives
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4+1+1=3 coins, while optimal is 3+3=2 coins.
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core_concept: |
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Greedy algorithms work by making the choice that seems best **at each step**
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without reconsidering previous choices. This works when:
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1. **Greedy choice property**: A locally optimal choice is part of some
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globally optimal solution.
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2. **Optimal substructure**: After making a greedy choice, the remaining
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subproblem has the same structure as the original.
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The key insight is recognizing when greedy works. Common patterns:
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- **Sort by deadline/end time** for scheduling problems
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- **Sort by ratio** (value/weight) for selection problems
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- **Always pick the nearest/smallest/largest** when monotonicity guarantees optimality
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When greedy doesn't work (like 0/1 Knapsack), use dynamic programming instead.
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visualization: |
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**Activity Selection (maximize non-overlapping activities):**
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```
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Activities: [(1,4), (3,5), (0,6), (5,7), (3,9), (5,9), (6,10), (8,11)]
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Sort by end time: [(1,4), (3,5), (0,6), (5,7), (3,9), (5,9), (6,10), (8,11)]
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Greedy selection:
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- (1,4): Select ✓ (first activity)
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- (3,5): Skip ✗ (overlaps with (1,4))
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- (0,6): Skip ✗ (overlaps)
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- (5,7): Select ✓ (starts after 4)
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- (3,9): Skip ✗ (overlaps)
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- (5,9): Skip ✗ (overlaps)
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- (6,10): Skip ✗ (overlaps with (5,7))
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- (8,11): Select ✓ (starts after 7)
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Selected: [(1,4), (5,7), (8,11)] — 3 activities
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```
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**Why sort by end time?**
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```
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Intuition: Finishing early leaves maximum room for future activities.
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If we picked an activity ending later but overlapping with one ending earlier:
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- We'd block the same activities (both overlap with them)
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- But we'd also potentially block more future activities
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- So the earlier-ending activity is never worse
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```
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**Jump Game (can reach end?):**
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```
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Array: [2, 3, 1, 1, 4]
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Greedy: Track farthest reachable position
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i=0: farthest = max(0, 0+2) = 2
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i=1: farthest = max(2, 1+3) = 4 ← can reach end!
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i=2: farthest = max(4, 2+1) = 4
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i=3: farthest = max(4, 3+1) = 4
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i=4: reached end ✓
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```
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code_template: |
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def activity_selection(activities: list[tuple[int, int]]) -> list[tuple]:
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"""Select maximum non-overlapping activities."""
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# Sort by end time
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activities.sort(key=lambda x: x[1])
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result = [activities[0]]
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last_end = activities[0][1]
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for start, end in activities[1:]:
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if start >= last_end: # No overlap
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result.append((start, end))
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last_end = end
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return result
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def can_jump(nums: list[int]) -> bool:
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"""Check if you can reach the last index."""
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farthest = 0
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for i in range(len(nums)):
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if i > farthest:
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return False # Can't reach this position
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farthest = max(farthest, i + nums[i])
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return True
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def min_jumps(nums: list[int]) -> int:
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"""Minimum jumps to reach the last index."""
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if len(nums) <= 1:
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return 0
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jumps = 0
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current_end = 0
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farthest = 0
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for i in range(len(nums) - 1):
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farthest = max(farthest, i + nums[i])
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if i == current_end:
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jumps += 1
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current_end = farthest
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return jumps
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def fractional_knapsack(capacity: int,
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items: list[tuple[int, int]]) -> float:
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"""Maximum value with fractional items. Items are (value, weight)."""
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# Sort by value-to-weight ratio (descending)
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items.sort(key=lambda x: x[0] / x[1], reverse=True)
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total_value = 0
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for value, weight in items:
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if capacity >= weight:
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total_value += value
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capacity -= weight
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else:
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# Take fraction of this item
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total_value += value * (capacity / weight)
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break
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return total_value
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def min_meeting_rooms(intervals: list[list[int]]) -> int:
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"""Minimum meeting rooms needed."""
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events = []
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for start, end in intervals:
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events.append((start, 1)) # Start event
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events.append((end, -1)) # End event
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events.sort()
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rooms = 0
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max_rooms = 0
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for _, delta in events:
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rooms += delta
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max_rooms = max(max_rooms, rooms)
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return max_rooms
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def partition_labels(s: str) -> list[int]:
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"""Partition string so each letter appears in at most one part."""
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last = {c: i for i, c in enumerate(s)}
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partitions = []
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start = end = 0
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for i, c in enumerate(s):
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end = max(end, last[c]) # Extend partition to include all of char c
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if i == end: # Reached end of partition
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partitions.append(end - start + 1)
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start = i + 1
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return partitions
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def gas_station(gas: list[int], cost: list[int]) -> int:
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"""Find starting station to complete circuit."""
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total_surplus = 0
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current_surplus = 0
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start = 0
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for i in range(len(gas)):
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total_surplus += gas[i] - cost[i]
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current_surplus += gas[i] - cost[i]
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if current_surplus < 0:
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# Can't reach next station from current start
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start = i + 1
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current_surplus = 0
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return start if total_surplus >= 0 else -1
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recognition_signals:
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- "maximum/minimum number"
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- "interval scheduling"
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- "activity selection"
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- "jump game"
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- "gas station"
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- "partition"
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- "assign"
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- "optimal"
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- "greedy"
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- "earliest/latest"
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- "most/least"
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common_mistakes:
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- title: Applying greedy when it doesn't work
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description: |
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Not all optimization problems have the greedy choice property. Using
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greedy on 0/1 Knapsack or Coin Change (with arbitrary coins) gives
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suboptimal results.
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fix: |
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Verify greedy works by proving the greedy choice property, or test
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against known cases. When in doubt, use dynamic programming.
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- title: Wrong sorting criteria
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description: |
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Sorting by the wrong attribute (e.g., start time instead of end time
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for activity selection) leads to suboptimal selections.
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fix: |
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Think about what greedy property you're exploiting. For "maximize
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activities," ending early maximizes remaining time. For "minimize
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lateness," sorting by deadline helps.
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- title: Not handling edge cases
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description: |
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Empty input, single element, or already-solved cases often need
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special handling.
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fix: |
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Check for edge cases before main algorithm:
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```python
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if not items:
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return 0
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if len(items) == 1:
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return items[0]
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```
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- title: Greedy from wrong direction
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description: |
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Sometimes greedy works forward but not backward (or vice versa).
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Processing in the wrong order gives wrong results.
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fix: |
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Consider both directions. For interval problems, usually sort by end
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time and process forward. For some problems, working backward reveals
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the greedy choice more clearly.
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variations:
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- name: Activity/interval selection
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description: |
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Select maximum non-overlapping intervals. Sort by end time, greedily
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select if no overlap with previous.
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example: "Activity Selection, Non-overlapping Intervals"
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- name: Jump/reach problems
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description: |
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Track farthest reachable position, greedily extend reach.
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example: "Jump Game, Jump Game II, Video Stitching"
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- name: Assignment problems
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description: |
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Match items greedily based on some criteria (smallest to smallest,
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largest to largest, etc.).
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example: "Assign Cookies, Boats to Save People"
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- name: Scheduling
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description: |
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Schedule tasks to minimize lateness or maximize throughput. Often
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involves sorting by deadline or duration.
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example: "Task Scheduler, Meeting Rooms, Car Pooling"
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- name: Huffman coding
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description: |
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Greedily merge two lowest-frequency nodes to build optimal prefix-free
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encoding tree.
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example: "Huffman Coding (not on LeetCode, but classic)"
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related_patterns:
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- dynamic-programming
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- intervals
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prerequisite_patterns: []
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