## #HackerRank: Correlation and Regression Lines solutions

import numpy as np
import scipy as sp
from scipy.stats import norm

### Correlation and Regression Lines – A Quick Recap #1

Here are the test scores of 10 students in physics and history:

Physics Scores 15 12 8 8 7 7 7 6 5 3

History Scores 10 25 17 11 13 17 20 13 9 15

Compute Karl Pearson’s coefficient of correlation between these scores. Compute the answer correct to three decimal places.

Output Format

In the text box, enter the floating point/decimal value required. Do not leave any leading or trailing spaces. Your answer may look like: 0.255

This is NOT the actual answer – just the format in which you should provide your answer.

physicsScores=[15, 12,  8,  8,  7,  7,  7,  6, 5,  3]
historyScores=[10, 25, 17, 11, 13, 17, 20, 13, 9, 15]
print(np.corrcoef(historyScores,physicsScores)[0][1])
0.144998154581


### Correlation and Regression Lines – A Quick Recap #2

Here are the test scores of 10 students in physics and history:

Physics Scores 15 12 8 8 7 7 7 6 5 3

History Scores 10 25 17 11 13 17 20 13 9 15

Compute the slope of the line of regression obtained while treating Physics as the independent variable. Compute the answer correct to three decimal places.

Output Format

In the text box, enter the floating point/decimal value required. Do not leave any leading or trailing spaces. Your answer may look like: 0.255

This is NOT the actual answer – just the format in which you should provide your answer.

sp.stats.linregress(physicsScores,historyScores).slope
0.20833333333333331


### Correlation and Regression Lines – A quick recap #3

Here are the test scores of 10 students in physics and history:

Physics Scores 15 12 8 8 7 7 7 6 5 3

History Scores 10 25 17 11 13 17 20 13 9 15

When a student scores 10 in Physics, what is his probable score in History? Compute the answer correct to one decimal place.

Output Format

In the text box, enter the floating point/decimal value required. Do not leave any leading or trailing spaces. Your answer may look like: 0.255

This is NOT the actual answer – just the format in which you should provide your answer.

def predict(pi,x,y):
slope, intercept, rvalue, pvalue, stderr=sp.stats.linregress(x,y);
return slope*pi+ intercept

predict(10,physicsScores,historyScores)
15.458333333333332


### Correlation and Regression Lines – A Quick Recap #4

The two regression lines of a bivariate distribution are:

4x – 5y + 33 = 0 (line of y on x)

20x – 9y – 107 = 0 (line of x on y).

Estimate the value of x when y = 7. Compute the correct answer to one decimal place.

Output Format

In the text box, enter the floating point/decimal value required. Do not lead any leading or trailing spaces. Your answer may look like: 7.2

This is NOT the actual answer – just the format in which you should provide your answer.

x=[i for i in range(0,20)]

'''
4x - 5y + 33 = 0
x = ( 5y - 33 ) / 4
y = ( 4x + 33 ) / 5

20x - 9y - 107 = 0
x = (9y + 107)/20
y = (20x - 107)/9
'''
t=7
print( ( 9 * t + 107 ) / 20 )
8.5


#### Correlation and Regression Lines – A Quick Recap #5

The two regression lines of a bivariate distribution are:

4x – 5y + 33 = 0 (line of y on x)

20x – 9y – 107 = 0 (line of x on y).

find the variance of y when σx= 3.

Compute the correct answer to one decimal place.

Output Format

In the text box, enter the floating point/decimal value required. Do not lead any leading or trailing spaces. Your answer may look like: 7.2

This is NOT the actual answer – just the format in which you should provide your answer.

#### Q.3. If the two regression lines of a bivariate distribution are 4x – 5y + 33 = 0 and 20x – 9y – 107 = 0,

• calculate the arithmetic means of x and y respectively.
• estimate the value of x when y = 7. – find the variance of y when σx = 3.
##### Solution : –

We have,

4x – 5y + 33 = 0 => y = 4x/5 + 33/5 ————— (i)

And

20x – 9y – 107 = 0 => x = 9y/20 + 107/20 ————- (ii)

(i) Solving (i) and (ii) we get, mean of x = 13 and mean of y = 17.[Ans.]

(ii) Second line is line of x on y

x = (9/20) × 7 + (107/20) = 170/20 = 8.5 [Ans.]

(iii) byx = r(σy/σx) => 4/5 = 0.6 × σy/3 [r = √(byx.bxy) = √{(4/5)(9/20)]= 0.6 => σy = (4/5)(3/0.6) = 4 [Ans.]

variance= σ**2=> 16

## What is the difference between linear regression on y with x and x with y?

The Pearson correlation coefficient of x and y is the same, whether you compute pearson(x, y) or pearson(y, x). This suggests that doing a linear regression of y given x or x given y should be the same, but that’s the case.

The best way to think about this is to imagine a scatter plot of points with y on the vertical axis and x represented by the horizontal axis. Given this framework, you see a cloud of points, which may be vaguely circular, or may be elongated into an ellipse. What you are trying to do in regression is find what might be called the ‘line of best fit’. However, while this seems straightforward, we need to figure out what we mean by ‘best’, and that means we must define what it would be for a line to be good, or for one line to be better than another, etc. Specifically, we must stipulate a loss function. A loss function gives us a way to say how ‘bad’ something is, and thus, when we minimize that, we make our line as ‘good’ as possible, or find the ‘best’ line.

Traditionally, when we conduct a regression analysis, we find estimates of the slope and intercept so as to minimize the sum of squared errors. These are defined as follows:

In terms of our scatter plot, this means we are minimizing the sum of the vertical distances between the observed data points and the line.

On the other hand, it is perfectly reasonable to regress x onto y, but in that case, we would put x on the vertical axis, and so on. If we kept our plot as is (with x on the horizontal axis), regressing x onto y (again, using a slightly adapted version of the above equation with x and y switched) means that we would be minimizing the sum of the horizontal distances between the observed data points and the line. This sounds very similar, but is not quite the same thing. (The way to recognize this is to do it both ways, and then algebraically convert one set of parameter estimates into the terms of the other. Comparing the first model with the rearranged version of the second model, it becomes easy to see that they are not the same.)

Note that neither way would produce the same line we would intuitively draw if someone handed us a piece of graph paper with points plotted on it. In that case, we would draw a line straight through the center, but minimizing the vertical distance yields a line that is slightly flatter (i.e., with a shallower slope), whereas minimizing the horizontal distance yields a line that is slightly steeper.

A correlation is symmetrical x is as correlated with y as y is with x. The Pearson product-moment correlation can be understood within a regression context, however. The correlation coefficient, r, is the slope of the regression line when both variables have been standardized first. That is, you first subtracted off the mean from each observation, and then divided the differences by the standard deviation. The cloud of data points will now be centered on the origin, and the slope would be the same whether you regressed y onto x, or x onto y.

Now, why does this matter? Using our traditional loss function, we are saying that all of the error is in only one of the variables (viz., y). That is, we are saying that x is measured without error and constitutes the set of values we care about, but that y has sampling error. This is very different from saying the converse. This was important in an interesting historical episode: In the late 70’s and early 80’s in the US, the case was made that there was discrimination against women in the workplace, and this was backed up with regression analyses showing that women with equal backgrounds (e.g., qualifications, experience, etc.) were paid, on average, less than men. Critics (or just people who were extra thorough) reasoned that if this was true, women who were paid equally with men would have to be more highly qualified, but when this was checked, it was found that although the results were ‘significant’ when assessed the one way, they were not ‘significant’ when checked the other way, which threw everyone involved into a tizzy. See here for a famous paper that tried to clear the issue up.

The formula for the slope of a simple regression line is a consequence of the loss function that has been adopted. If you are using the standard Ordinary Least Squares loss function (noted above), you can derive the formula for the slope that you see in every intro textbook. This formula can be presented in various forms; one of which I call the ‘intuitive’ formula for the slope. Consider this form for both the situation where you are regressing y on x, and where you are regressing x on y:

Now, I hope it’s obvious that these would not be the same unless Var(xequals Var(y). If the variances are equal (e.g., because you standardized the variables first), then so are the standard deviations, and thus the variances would both also equal SD(x)SD(y). In this case, β^1 would equal Pearson’s r, which is the same either way by virtue of the principle of commutativity:

Source

## #HackerEarth: #BattleOfBots 9: Taunt

Problem

Taunt is a two player board game which is played on a 10X4 grid of cells and is played on opposite sides of the game-board. Each player has an allocated color, Orange ( First Player ) or Green ( Second Player ) being conventional. Each player has nine piece in total. The players move their pieces towards to his / her opponent’s area by moving their pieces strategically. Each piece has a different moving feature and is one of the 3 types of pieces.

Piece 1: It can move to horizontally or vertically adjacent cell, if the cell doesn’t contain a piece of same color.

Piece 2: It can move to horizontally adjacent cell or can move two steps forward, if the cell doesn’t contain a piece of same color (except the piece itself).

This type of piece can move to its own position if its in the second last row of the grid and going downward or if its in the second row of the grid and going upward.

Piece 3: It can move two step diagonally in the forward direction, if the cell doesn’t contain a piece of same color (except the piece itself).

This type of piece can move to its own position if its in the second last row of the grid and going downward or if its in the second row of the grid and going upward.

Players take turns involving moves of pieces as mentioned above and can captures opponent’s piece by jumping on or over opponent’s pieces.

Note: Forward direction for first player is downward and for second player is upward.

If a piece (except piece 1) is moving downward and touches the last row, its direction will change i.e. now it will move upward. Similarly, once if a piece (except piece 1) is moving upward and touches the first row, its direction will change i.e. now it will move downward.

Rules:

• Player can only move according to the moves mentioned above.
• A player may not move an opponent’s piece.
• A player can captures opponent’s piece by jumping on or over opponent pieces.

The game will end after 100 moves ( 50 moves for each player ) or when any of the players don’t have any move left. At the end of the game the player with majority of pieces will win.

We will play it on an 10X4 grid. The top left of the grid is [0,0] and the bottom right is [9,3].

Input:
The input will be a 10X4 matrix consisting only of 0,1or2. Next line will contain an integer denoting the total number of moves till the current state of the board. Next line contains an integer – 1 or 2 which is your player id.

In the given matrix, top-left is [0,0] and bottom-right is [9,3]. The y-coordinate increases from left to right, and x-coordinate increases from top to bottom.

A cell is represented by 3 integers.

First integer denotes the player id (1 or 2).
Second integer denotes the type of piece (1, 2 or 3).
Third integer denotes the direction of the piece (0 (upward) or 1 (downward)). When the piece is of first type, direction doesn’t matter as the piece is free to move to horizontally or vertically adjacent cell, if the cell doesn’t contain a piece of same color.

Empty cell is represented by 000.

Output:
In the first line print the coordinates of the cell separated by space, the piece you want to move.
In second line print the coordinates of the cell in which the piece will jump.
You must take care that you don’t print invalid coordinates. For example, [1,1] might be a valid coordinate in the game play if the piece is able to jump to [1,1], but [9,10] will never be. Also if you play an invalid move or your code exceeds the time/memory limit while determining the move, you lose the game.

Starting state
The starting state of the game is the state of the board before the game starts.

131 131 131 121
121 121 111 111
111 000 000 000
000 000 000 000
000 000 000 000
000 000 000 000
000 000 000 000
000 000 000 210
210 210 220 220
220 230 230 230


First Input
This is the input give to the first player at the start of the game.

131 131 131 121
121 121 111 111
111 000 000 000
000 000 000 000
000 000 000 000
000 000 000 000
000 000 000 000
000 000 000 210
210 210 220 220
220 230 230 230
0
1


SAMPLE INPUT
000 000 000 000
000 000 000 111
000 000 111 130
000 000 000 000
000 000 000 000
000 220 000 000
131 000 000 000
121 000 210 000
000 210 131 000
000 210 000 000
58
1
SAMPLE OUTPUT
8 2
8 0


Explanation

This is player 1’s turn, and the player will move the piece at [8,2] and will take two steps diagonally in downward direction and will be at [8,0]
After his/her move the state of game becomes:

000 000 000 000
000 000 000 111
000 000 111 130
000 000 000 000
000 000 000 000
000 220 000 000
131 000 000 000
121 000 210 000
130 210 000 000
000 000 000 000
59
2


Note: Direction of the piece is also changed from 1 to 0 as the piece was moving downward and touches the last row. This state will be fed as input to program of player 2.

Here is the code of the default bot.

Time Limit:1.0 sec(s) for each input file.
Memory Limit:256 MB
Source Limit:1024 KB

Sample Game

## Problem:

Sample Game

Draughts is a two player board game which is played on a 8X8 grid of cells and is played on opposite sides of the game-board. Each player has an allocated color, Red ( First Player ) or White ( Second Player ) being conventional. Players take turns involving diagonal moves of uniform game pieces in the forward direction only and mandatory captures by jumping over opponent pieces.

Rules:

• Player can only move diagonally to the adjacent cell and in forward direction, if the diagonally adjacent cell is vacant.
• A player may not move an opponent’s piece.
• If the diagonally adjacent cell contains an opponent’s piece, and the cell immediately beyond it is vacant, the opponent’s piece may be captured (and removed from the game) by jumping over it in the forward direction only.
• If a player made a jump, then its mandatory to keep on jumping as long as the jump is possible.
• Player cannot move to the diagonally adjacent cell once the player made a jump.

The game will end when any of the players don’t have any move left. At the end of the game the player with majority of pieces will win.

We will play it on an 8X8 grid. The top left of the grid is [0,0] and the bottom right is [7,7].

Input:
The input will be a 8X8 matrix consisting only of 0o2. Then another line will follow which will contain a number –  1 or 2 which is your player id. In the given matrix, top-left is [0,0] and bottom-right is [7,7]. The x-coordinate increases from left to right, and y-coordinate increases from top to bottom.

The cell marked 0 means it doesn’t contain any stones. The cell marked 1 means it contains first player’s stone which is Red in color. The cell marked 2 means it contains second player’s stone which is white in color.

Output:
In the first line print the coordinates of the cell separated by space, the piece he / she wants to move.
In second line print an integer N, number of steps or jumps the piece will make in one move.
In the next N lines print the coordinates of the cells in which the piece will make jump.
You must take care that you don’t print invalid coordinates. For example, [1,1] might be a valid coordinate in the game play if [1,1] in diagonal to the piece in which is going to jump, but [9,10] will never be. Also if you play an invalid move or your code exceeds the time/memory limit while determining the move, you lose the game.

Starting state
The starting state of the game is the state of the board before the game starts.

0 1 0 1 0 1 0 1
1 0 1 0 1 0 1 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 2 0 2 0 2 0 2
2 0 2 0 2 0 2 0


First Input
This is the input give to the first player at the start of the game.

0 1 0 1 0 1 0 1
1 0 1 0 1 0 1 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 2 0 2 0 2 0 2
2 0 2 0 2 0 2 0
1

SAMPLE INPUT
0 1 0 1 0 1 0 1
1 0 1 0 1 0 0 0
0 0 0 0 0 1 0 0
0 0 0 0 2 0 0 0
0 0 0 0 0 0 0 0
0 0 2 0 0 0 0 0
0 0 0 2 0 0 0 2
2 0 2 0 2 0 2 0
1
SAMPLE OUTPUT
2 5
2
4 3
6 1

Explanation

This is player 1’s turn, and the player will move the piece at [2,5] and will make two jumps. First jump will be at [4,3and second jump will be at [6,1]

After his/her move the state of game becomes:

0 1 0 1 0 1 0 1
1 0 1 0 1 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 1 0 2 0 2 0 2
2 0 2 0 2 0 2 0


This state will be fed as input to program of player 2.

Other valid move for the first player is

2 5
1
3 6


But the following are invalid moves.
Case 1:

2 5
1
4 3


Because after making a jump its possible to jump again and its mandatory to jump as long as its possible to jump.

Case 2:

2 5
2
4 3
5 4


Because after making a jump its invalid to move to diagonally adjacent cell.

Here is the code of the Random Bot.

Time Limit:1.0 sec(s) for each input file.
Memory Limit:256 MB
Source Limit:1024 KB

## Solution

This is the solution submitted by me

## Problem:

Reversi is a two player board game which is played on a 10 x 10 grid of cells. Each player has an allocated color, Black ( First Player ) or White ( Second Player ) being conventional. Players take turns placing a stone of their color on a single cell. A player must place a stone on the board, in such a position that there exists at least one straight (horizontal, vertical, or diagonal) occupied line between the new stone and another stone of same color, with one or more contiguous other color stone between them.

During a game, any stone of the opponent’s color that are in a straight line and bounded by the stone just placed and another stone of the current player’s color are turned over to the current player’s color. The game will end when the board is completely filled or both the players don’t have any move left. At the end of the game the player with majority of stone will win.

We will play it on an 10 x 10 grid. The top left of the grid is [0,0] and the bottom right is [9,9]. The rule is that a cell[i,j] is connected to any of top, left, right, or bottom cell.

Input:
The input will be a 10 x 10 matrix consisting only of 0,1,2 or 3. Then another line will follow which will contain a number – 1 or 2 which is your player id.

In the given matrix, top-left is [0,0] and bottom-right is [9,9].

In cell[row,column], row increases from top to bottom and column increases from left to right.

The cell marked 0 means it doesn’t contain any stones. The cell marked 1 means it contains first player’s stone which is Black in color. The cell marked 2 means it contains second player’s stone which is white in color. The cell marked 3 means it is a valid place for player whose turn it is.

Output:
Print the coordinates of the cell separated by space, where you want to play your move. You must take care that you don’t print invalid coordinates. For example, [1] might be a valid coordinate in the game play if cell[i,j]=3, but [10] will never be. Also if you play an invalid move or your code exceeds the time/memory limit while determining the move, you lose the game.

Starting state
The starting state of the game is the state of the board before the game starts.

0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0
0 0 0 0 2 1 0 0 0 0
0 0 0 0 1 2 0 0 0 0
0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0


First Input
This is the input give to the first player at the start of the game.

0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0
0 0 0 0 3 0 0 0 0 0
0 0 0 3 2 1 0 0 0 0
0 0 0 0 1 2 3 0 0 0
0 0 0 0 0 3 0 0 0 0
0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0
1


Scoring
The scores are calculated by running tournament of all submissions. Your latest submission will be taken into tournament. Scores are assigned according to the Glicko-2 rating system. For more information and questions, see Bot problem judge.

SAMPLE INPUT

0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0
0 0 0 0 3 0 0 0 0 0
0 0 0 3 2 1 3 0 0 0
0 0 0 0 2 2 0 0 0 0
0 0 0 3 1 1 2 3 0 0
0 0 0 1 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0
1
SAMPLE OUTPUT
4 3

Explanation

This is player 1’s turn, and the player puts his/her stone in cell[4,3].
After his/her move the state of game becomes:

0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0
0 0 0 3 0 3 0 0 0 0
0 0 0 1 1 1 0 0 0 0
0 0 0 3 1 2 0 0 0 0
0 0 0 3 1 1 2 0 0 0
0 0 0 1 0 3 0 0 0 0
0 0 3 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0


This state will be fed as input to program of player 2.

Time Limit:1.0 sec(s) for each input file.
Memory Limit: 256 MB
Source Limit: 1024 KB
Marking Scheme:Marks are awarded if any testcase passes.
Allowed Languages:C, CPP, CLOJURE, CSHARP, D, ERLANG, FSHARP, GO, GROOVY, HASKELL, JAVA, JAVA8, JAVASCRIPT, JAVASCRIPT_NODE, LISP, LISP_SBCL, LUA, OBJECTIVEC, OCAML, OCTAVE, PASCAL, PERL, PHP, PYTHON, PYTHON3, R, RACKET, RUBY, RUST, SCALA, SWIFT, VB

## Travelling Salesman Problem

Given a set of cities and distance between every pair of cities, the problem is to find the shortest possible route that visits every city exactly once and returns to the starting point.
Note the difference between Hamiltonian Cycle and TSP. The Hamiltonian cycle problem is to find if there exist a tour that visits every city exactly once. Here we know that Hamiltonian Tour exists (because the graph is complete) and in fact many such tours exist, the problem is to find a minimum weight Hamiltonian Cycle.

For example, consider the graph shown in figure on right side. A TSP tour in the graph is 1-2-4-3-1. The cost of the tour is 10+25+30+15 which is 80.

The problem is a famous NP hard problem. There is no polynomial time know solution for this problem.

Following are different solutions for the traveling salesman problem

Naive Solution:
1) Consider city 1 as the starting and ending point.
2) Generate all (n-1)! Permutations of cities.
3) Calculate cost of every permutation and keep track of minimum cost permutation.
4) Return the permutation with minimum cost.

Time Complexity: Ω(n!)

Dynamic Programming:
Let the given set of vertices be {1, 2, 3, 4,….n}. Let us consider 1 as starting and ending point of output. For every other vertex i (other than 1), we find the minimum cost path with 1 as the starting point, i as the ending point and all vertices appearing exactly once. Let the cost of this path be cost(i), the cost of corresponding Cycle would be cost(i) + dist(i, 1) where dist(i, 1) is the distance from i to 1. Finally, we return the minimum of all [cost(i) + dist(i, 1)] values. This looks simple so far. Now the question is how to get cost(i)?
To calculate cost(i) using Dynamic Programming, we need to have some recursive relation in terms of sub-problems. Let us define a term C(S, i) be the cost of the minimum cost path visiting each vertex in set S exactly once, starting at 1 and ending at i.
We start with all subsets of size 2 and calculate C(S, i) for all subsets where S is the subset, then we calculate C(S, i) for all subsets S of size 3 and so on. Note that 1 must be present in every subset.

If size of S is 2, then S must be {1, i},
C(S, i) = dist(1, i)
Else if size of S is greater than 2.
C(S, i) = min { C(S-{i}, j) + dis(j, i)} where j belongs to S, j != i and j != 1.


For a set of size n, we consider n-2 subsets each of size n-1 such that all subsets don’t have nth in them.
Using the above recurrence relation, we can write dynamic programming based solution. There are at most O(n2n) subproblems, and each one takes linear time to solve. The total running time is therefore O(n22n). The time complexity is much less than O(n!), but still exponential. Space required is also exponential. So this approach is also infeasible even for slightly higher number of vertices.

Solution similar to BotClean Problem and BotClean Partially Visible

## HackerRank: BotClean Partially Observable

Problem Statement

The game Bot Clean took place in a fully observable environment, i.e., the state of every cell was visible to the bot at all times. Let us consider a variation of it where the environment is partially observable. The bot has the same actuators and sensors. But the sensors visibility is confined to its 8 adjacent cells.

Input Format
The first line contains two space separated integers which indicate the current position of the bot. The board is indexed using Matrix Convention

5 lines follow, representing the grid. Each cell in the grid is represented by any of the following 4 characters:
‘b’ (ascii value 98) indicates the bot’s current position,
‘d’ (ascii value 100) indicates a dirty cell,
‘-‘ (ascii value 45) indicates a clean cell in the grid, and
‘o’ (ascii value 111) indicates the cell that is currently not visible.

Output Format
Output is the action that is taken by the bot in the current step. It can either be any of the movements in 4 directions or the action of cleaning the cell in which it is currently located. Hence the output formats are LEFT, RIGHT, UP, DOWN or CLEAN.

Sample Input

0 0
b-ooo
-dooo
ooooo
ooooo
ooooo


Sample Output

RIGHT


Complete the function next_move that takes in 3 parameters: posr and posc denote the co-ordinates of the bot’s current position, and board denotes the board state, and print the bot’s next move.

Scoring
The goal is to clean all the dirty cells in as few moves as possible. Your score is (200 – #bot moves)/25. All bots in this challenge will be given the same input. CLEAN is also considered a move.

Solution:

Solution tester posted alongside the program for users to test their input as well.

## HackerRank: BotClean

### Problem Statement

The goal of Artificial Intelligence is to create a rational agent (Artificial Intelligence 1.1.4). An agent gets input from the environment through sensors and acts on the environment with actuators. In this challenge, you will program a simple bot to perform the correct actions based on environmental input.

Meet the bot MarkZoid. It’s a cleaning bot whose sensor is a head mounted camera and whose actuators are the wheels beneath it. It’s used to clean the floor.

The bot here is positioned at the top left corner of a 5*5 grid. Your task is to move the bot to clean all the dirty cells.

Input Format

The first line contains two space separated integers which indicate the current position of the bot.
The board is indexed using Matrix Convention
5 lines follow representing the grid. Each cell in the grid is represented by any of the following 3 characters: ‘b’ (ascii value 98) indicates the bot’s current position, ‘d’ (ascii value 100) indicates a dirty cell and ‘-‘ (ascii value 45) indicates a clean cell in the grid.

Note If the bot is on a dirty cell, the cell will still have ‘d’ on it.

Output Format

The output is the action that is taken by the bot in the current step, and it can be either one of the movements in 4 directions or cleaning up the cell in which it is currently located. The valid output strings are LEFT, RIGHT, UP and DOWN or CLEAN. If the bot ever reaches a dirty cell, output CLEAN to clean the dirty cell. Repeat this process until all the cells on the grid are cleaned.

Sample Input #00

0 0
b---d
-d--d
--dd-
--d--
----d


Sample Output #00

RIGHT


Resultant state

-b--d
-d--d
--dd-
--d--
----d


Sample Input #01

0 1
-b--d
-d--d
--dd-
--d--
----d


Sample Output #01

DOWN


Resultant state

----d
-d--d
--dd-
--d--
----d


Complete the function next_move that takes in 3 parameters posr, posc being the co-ordinates of the bot’s current position and board which indicates the board state to print the bot’s next move.

The codechecker will keep calling the function next_move till the game is over or you make an invalid move.

Scoring

Your score is (200 – number of moves the bot makes)/40. CLEAN is considered a move as well.

Once you submit, your bot will be played on four grids with three of the grid configurations unknown to you. The final score will be the sum of the scores obtained in each of the four grids.