Jump Game
Master greedy decision-making to determine reachability—the same adaptive strategy used in online learning and real-time speech systems.
Problem Statement
You are given an integer array nums. You are initially positioned at the array’s first index, and each element in the array represents your maximum jump length at that position.
Return true if you can reach the last index, or false otherwise.
Examples
Example 1:
Input: nums = [2,3,1,1,4]
Output: true
Explanation: Jump 1 step from index 0 to 1, then 3 steps to the last index.
Example 2:
Input: nums = [3,2,1,0,4]
Output: false
Explanation: You will always arrive at index 3 no matter what. Its maximum jump
length is 0, which makes it impossible to reach the last index.
Example 3:
Input: nums = [0]
Output: true
Explanation: Already at the last index.
Constraints
1 <= nums.length <= 10^40 <= nums[i] <= 10^5
Understanding the Problem
This is a reachability problem that teaches:
- Greedy optimization - making locally optimal choices
- Forward thinking - tracking maximum reachable position
- Early termination - stopping as soon as we know the answer
- Adaptive decision-making - updating strategy as we progress
Key Insight
At each position i, we can jump to any index in the range [i+1, i+nums[i]]. The question is: can we build a path from index 0 to index n-1?
Greedy observation: We don’t need to find the exact path—we just need to know if the last index is reachable.
We can track the maximum index we can reach so far and update it as we iterate through the array.
Why This Problem Matters
- Greedy algorithms: Learn when greedy choices lead to optimal solutions
- Reachability analysis: Common in graph problems, state machines
- Optimization under constraints: Maximize reach with limited jumps
- Real-world applications:
- Network routing (can packet reach destination?)
- Resource allocation (can we complete all tasks?)
- Game AI (can player win from current state?)
- Online learning (can model adapt to new patterns?)
The Adaptive Strategy Connection
| Jump Game | Online Learning | Adaptive Speech |
|---|---|---|
| Greedily track max reach | Adapt model to new data | Adapt to speaker/noise |
| Update strategy at each position | Update weights incrementally | Update acoustic model online |
| Forward-looking optimization | Look-ahead predictions | Predictive adaptation |
| Early termination if stuck | Early stopping if degrading | Fallback if quality drops |
All three use adaptive, greedy strategies to optimize in dynamic environments.
Approach 1: Brute Force - Try All Paths
Intuition
Use recursion/backtracking to try all possible paths from index 0 to index n-1.
Implementation
from typing import List
def canJump_bruteforce(nums: List[int]) -> bool:
"""
Brute force: recursively try all paths.
Time: O(2^N) - exponential, each position has multiple choices
Space: O(N) - recursion depth
Why this approach?
- Shows the search space
- Demonstrates need for optimization
- Helps understand the problem structure
Problem:
- Extremely slow for large inputs
- Explores redundant paths
"""
def can_reach(position: int) -> bool:
"""Check if we can reach last index from position."""
# Base case: reached the end
if position >= len(nums) - 1:
return True
# Try all possible jumps from current position
max_jump = nums[position]
for jump in range(1, max_jump + 1):
if can_reach(position + jump):
return True
return False
return can_reach(0)
# Test
print(canJump_bruteforce([2,3,1,1,4])) # True
print(canJump_bruteforce([3,2,1,0,4])) # False
Analysis
Time Complexity: O(2^N)
- At each position, we might have up to N choices
- Exponential branching factor
Space Complexity: O(N)
- Recursion depth
For N=10,000: Completely infeasible!
Approach 2: Dynamic Programming (Top-Down with Memoization)
Intuition
The brute force approach has overlapping subproblems - we might check if index i is reachable multiple times.
Use memoization to cache results.
Implementation
def canJump_dp_memo(nums: List[int]) -> bool:
"""
DP with memoization.
Time: O(N^2) - each position visited once, try up to N jumps
Space: O(N) - memoization cache + recursion
Optimization over brute force:
- Cache results to avoid recomputation
- Still explores many paths
"""
memo = {}
def can_reach(position: int) -> bool:
# Check cache
if position in memo:
return memo[position]
# Base case
if position >= len(nums) - 1:
return True
# Try all jumps
max_jump = nums[position]
for jump in range(1, max_jump + 1):
if can_reach(position + jump):
memo[position] = True
return True
memo[position] = False
return False
return can_reach(0)
Analysis
Time Complexity: O(N^2)
- N positions
- Each position tries up to N jumps
- Better than exponential, but still slow
Space Complexity: O(N)
- Memoization cache
- Recursion stack
Approach 3: Dynamic Programming (Bottom-Up)
Intuition
Build up from the end: mark each position as GOOD (can reach end) or BAD (cannot reach end).
Implementation
def canJump_dp_bottomup(nums: List[int]) -> bool:
"""
Bottom-up DP.
Time: O(N^2)
Space: O(N)
dp[i] = True if we can reach last index from position i
"""
n = len(nums)
dp = [False] * n
dp[n-1] = True # Last position can "reach" itself
# Work backwards
for i in range(n - 2, -1, -1):
max_jump = nums[i]
# Check if any position we can jump to is GOOD
for jump in range(1, min(max_jump + 1, n - i)):
if dp[i + jump]:
dp[i] = True
break
return dp[0]
Approach 4: Greedy (Optimal)
The Key Insight
We don’t need to find the exact path—just whether the last index is reachable!
Greedy strategy: Track the maximum index we can reach so far as we iterate left to right.
- At each position
i, updatemax_reach = max(max_reach, i + nums[i]). - If
max_reach >= n-1, we can reach the end. - If at any point
i > max_reach, we’re stuck (gap we can’t cross).
This is greedy because we make the locally optimal choice at each step: extend our reach as far as possible.
Implementation
def canJump(nums: List[int]) -> bool:
"""
Greedy solution - optimal.
Time: O(N) - single pass
Space: O(1) - only tracking max_reach
Strategy:
- Track the farthest position we can reach
- Update it as we iterate
- If we reach or pass the last index, return True
- If current position exceeds max reachable, return False
Why this works:
- We only care about maximum reach, not the exact path
- Greedy choice: always extend reach as far as possible
- Early termination: stop as soon as we know the answer
"""
if len(nums) <= 1:
return True
max_reach = 0 # Farthest index we can reach
for i in range(len(nums)):
# If current position is beyond our reach, we're stuck
if i > max_reach:
return False
# Update maximum reachable position
max_reach = max(max_reach, i + nums[i])
# Early termination: if we can reach the end, done
if max_reach >= len(nums) - 1:
return True
return max_reach >= len(nums) - 1
Step-by-Step Visualization
Example 1: nums = [2,3,1,1,4]
Initial: max_reach = 0
i=0, nums[0]=2:
i (0) <= max_reach (0) ✓
max_reach = max(0, 0+2) = 2
Can reach indices: [0, 1, 2]
i=1, nums[1]=3:
i (1) <= max_reach (2) ✓
max_reach = max(2, 1+3) = 4
Can reach indices: [0, 1, 2, 3, 4] ✓ (includes last index 4)
Return True
Example 2: nums = [3,2,1,0,4]
Initial: max_reach = 0
i=0, nums[0]=3:
i (0) <= max_reach (0) ✓
max_reach = max(0, 0+3) = 3
Can reach: [0, 1, 2, 3]
i=1, nums[1]=2:
i (1) <= max_reach (3) ✓
max_reach = max(3, 1+2) = 3
Can reach: [0, 1, 2, 3]
i=2, nums[2]=1:
i (2) <= max_reach (3) ✓
max_reach = max(3, 2+1) = 3
Can reach: [0, 1, 2, 3]
i=3, nums[3]=0:
i (3) <= max_reach (3) ✓
max_reach = max(3, 3+0) = 3
Can reach: [0, 1, 2, 3] (stuck at index 3!)
i=4, nums[4]=4:
i (4) > max_reach (3) ✗
We can't reach index 4
Return False
Why Greedy Works
Proof sketch:
- If index
jis reachable, then any indexkwherek <= j + nums[j]is also reachable. - Therefore, tracking the maximum reachable index is sufficient.
- We never need to backtrack or try different paths.
- The greedy choice (always extend reach maximally) guarantees we find the answer.
Implementation: Production-Grade Solution
from typing import List, Optional
import logging
class JumpGameSolver:
"""
Production-ready Jump Game solver with multiple strategies.
Features:
- Input validation
- Multiple algorithms
- Performance metrics
- Detailed logging
"""
def __init__(self, strategy: str = "greedy"):
"""
Initialize solver.
Args:
strategy: "greedy", "dp", or "bruteforce"
"""
self.strategy = strategy
self.logger = logging.getLogger(__name__)
self.iterations = 0
def can_jump(self, nums: List[int]) -> bool:
"""
Determine if last index is reachable.
Args:
nums: Array of jump lengths
Returns:
True if last index reachable, False otherwise
Raises:
ValueError: If input is invalid
"""
# Validate input
if not nums:
raise ValueError("nums cannot be empty")
if not all(isinstance(x, int) and x >= 0 for x in nums):
raise ValueError("All elements must be non-negative integers")
# Reset metrics
self.iterations = 0
# Choose strategy
if self.strategy == "greedy":
result = self._greedy(nums)
elif self.strategy == "dp":
result = self._dp_bottomup(nums)
elif self.strategy == "bruteforce":
result = self._bruteforce(nums)
else:
raise ValueError(f"Unknown strategy: {self.strategy}")
self.logger.info(
f"Can jump: {result}, Strategy: {self.strategy}, "
f"Iterations: {self.iterations}"
)
return result
def _greedy(self, nums: List[int]) -> bool:
"""Greedy approach - optimal."""
if len(nums) <= 1:
return True
max_reach = 0
for i in range(len(nums)):
self.iterations += 1
if i > max_reach:
return False
max_reach = max(max_reach, i + nums[i])
if max_reach >= len(nums) - 1:
return True
return max_reach >= len(nums) - 1
def _dp_bottomup(self, nums: List[int]) -> bool:
"""DP approach."""
n = len(nums)
dp = [False] * n
dp[n-1] = True
for i in range(n - 2, -1, -1):
self.iterations += 1
max_jump = nums[i]
for jump in range(1, min(max_jump + 1, n - i)):
if dp[i + jump]:
dp[i] = True
break
return dp[0]
def _bruteforce(self, nums: List[int]) -> bool:
"""Brute force recursive approach."""
def can_reach(position: int) -> bool:
self.iterations += 1
if position >= len(nums) - 1:
return True
max_jump = nums[position]
for jump in range(1, max_jump + 1):
if can_reach(position + jump):
return True
return False
return can_reach(0)
def find_path(self, nums: List[int]) -> Optional[List[int]]:
"""
Find an actual path to the last index (if exists).
Returns:
List of indices representing the path, or None if impossible
"""
if not self.can_jump(nums):
return None
n = len(nums)
if n == 1:
return [0]
# Use greedy to find a path
path = [0]
current = 0
while current < n - 1:
max_jump = nums[current]
# Greedy choice: jump to position that maximizes next reach
best_next = current + 1
best_reach = best_next + nums[best_next]
for jump in range(1, max_jump + 1):
next_pos = current + jump
if next_pos >= n - 1:
path.append(n - 1)
return path
next_reach = next_pos + nums[next_pos]
if next_reach > best_reach:
best_reach = next_reach
best_next = next_pos
path.append(best_next)
current = best_next
return path
def get_stats(self) -> dict:
"""Get performance statistics."""
return {
"strategy": self.strategy,
"iterations": self.iterations
}
# Example usage
if __name__ == "__main__":
logging.basicConfig(level=logging.INFO)
test_cases = [
[2,3,1,1,4],
[3,2,1,0,4],
[0],
[1,2,3],
[1,1,1,1],
]
solver = JumpGameSolver(strategy="greedy")
for nums in test_cases:
print(f"\nInput: {nums}")
result = solver.can_jump(nums)
print(f"Can jump: {result}")
if result:
path = solver.find_path(nums)
print(f"Path: {path}")
print(f"Stats: {solver.get_stats()}")
Testing
Comprehensive Test Suite
import pytest
class TestJumpGame:
"""Comprehensive test suite for Jump Game."""
@pytest.fixture
def solver(self):
return JumpGameSolver(strategy="greedy")
def test_basic_examples(self, solver):
"""Test basic examples from problem."""
assert solver.can_jump([2,3,1,1,4]) == True
assert solver.can_jump([3,2,1,0,4]) == False
assert solver.can_jump([0]) == True
def test_edge_cases(self, solver):
"""Test edge cases."""
# Single element
assert solver.can_jump([5]) == True
# Two elements
assert solver.can_jump([1,0]) == True
assert solver.can_jump([0,1]) == False
# All zeros except first
assert solver.can_jump([2,0,0]) == True
assert solver.can_jump([1,0,0]) == False
def test_always_reachable(self, solver):
"""Test cases where all jumps are >= 1."""
assert solver.can_jump([1,1,1,1,1]) == True
assert solver.can_jump([2,2,2,2,2]) == True
def test_large_jumps(self, solver):
"""Test with very large jumps."""
assert solver.can_jump([10000]) == True
assert solver.can_jump([10000, 0, 0, 0, 0]) == True
def test_barrier(self, solver):
"""Test with zero barrier."""
assert solver.can_jump([1,0,1]) == False
assert solver.can_jump([2,0,1]) == True
assert solver.can_jump([1,1,0,1]) == True
def test_strategy_equivalence(self):
"""Test that all strategies give same results."""
test_cases = [
[2,3,1,1,4],
[3,2,1,0,4],
[0],
[1,2,3],
]
for nums in test_cases:
greedy_result = JumpGameSolver("greedy").can_jump(nums)
dp_result = JumpGameSolver("dp").can_jump(nums)
assert greedy_result == dp_result
def test_find_path(self, solver):
"""Test path finding."""
nums = [2,3,1,1,4]
path = solver.find_path(nums)
assert path is not None
assert path[0] == 0
assert path[-1] == len(nums) - 1
# Verify path is valid
for i in range(len(path) - 1):
current = path[i]
next_pos = path[i + 1]
max_jump = nums[current]
assert next_pos <= current + max_jump
def test_no_path(self, solver):
"""Test when no path exists."""
nums = [3,2,1,0,4]
path = solver.find_path(nums)
assert path is None
# Run tests
if __name__ == "__main__":
pytest.main([__file__, "-v"])
Complexity Analysis
Greedy Approach (Optimal)
Time Complexity: O(N)
- Single pass through the array
- Each position visited once
- O(1) work per position
Space Complexity: O(1)
- Only a few variables:
max_reach, loop index - No additional data structures
Comparison
| Approach | Time | Space | Notes |
|---|---|---|---|
| Brute Force | O(2^N) | O(N) | Too slow |
| DP (Memo) | O(N^2) | O(N) | Correct but slow |
| DP (Bottom-up) | O(N^2) | O(N) | Correct but slow |
| Greedy | O(N) | O(1) | Optimal |
Production Considerations
1. Handling Very Large Arrays
For arrays that don’t fit in memory:
def canJump_streaming(nums_iterator):
"""
Check if jump is possible with streaming input.
Useful when nums is too large to load at once.
"""
max_reach = 0
position = 0
for num in nums_iterator:
if position > max_reach:
return False
max_reach = max(max_reach, position + num)
position += 1
return max_reach >= position - 1
2. Minimum Jumps (Extension)
If reachable, what’s the minimum number of jumps?
def minJumps(nums: List[int]) -> int:
"""
Find minimum number of jumps to reach last index.
Time: O(N)
Space: O(1)
Greedy approach:
- Track current jump range
- Count jumps when forced to jump again
"""
if len(nums) <= 1:
return 0
jumps = 0
current_end = 0
farthest = 0
for i in range(len(nums) - 1):
farthest = max(farthest, i + nums[i])
# If we've reached the end of current jump range
if i == current_end:
jumps += 1
current_end = farthest
# Early termination
if current_end >= len(nums) - 1:
break
return jumps if current_end >= len(nums) - 1 else -1
3. Validation and Error Handling
class JumpValidator:
"""Validate jump game inputs and scenarios."""
@staticmethod
def validate_input(nums: List[int]) -> tuple[bool, Optional[str]]:
"""
Validate input array.
Returns:
(is_valid, error_message)
"""
if not nums:
return False, "Array cannot be empty"
if len(nums) > 10**4:
return False, f"Array too large: {len(nums)} (max 10^4)"
for i, num in enumerate(nums):
if not isinstance(num, int):
return False, f"Invalid type at index {i}: {type(num)}"
if num < 0:
return False, f"Negative value at index {i}: {num}"
if num > 10**5:
return False, f"Value too large at index {i}: {num}"
return True, None
4. Performance Monitoring
import time
from dataclasses import dataclass
@dataclass
class PerformanceMetrics:
"""Track performance metrics."""
execution_time_ms: float
iterations: int
input_size: int
result: bool
@property
def iterations_per_element(self) -> float:
return self.iterations / self.input_size if self.input_size > 0 else 0
def __str__(self) -> str:
return (
f"Performance Metrics:\n"
f" Execution time: {self.execution_time_ms:.3f}ms\n"
f" Iterations: {self.iterations}\n"
f" Input size: {self.input_size}\n"
f" Iterations/element: {self.iterations_per_element:.2f}\n"
f" Result: {self.result}"
)
def canJump_with_metrics(nums: List[int]) -> tuple[bool, PerformanceMetrics]:
"""Solve problem and return metrics."""
start = time.perf_counter()
iterations = 0
max_reach = 0
for i in range(len(nums)):
iterations += 1
if i > max_reach:
result = False
break
max_reach = max(max_reach, i + nums[i])
if max_reach >= len(nums) - 1:
result = True
break
else:
result = max_reach >= len(nums) - 1
execution_time = (time.perf_counter() - start) * 1000
metrics = PerformanceMetrics(
execution_time_ms=execution_time,
iterations=iterations,
input_size=len(nums),
result=result
)
return result, metrics
Connections to ML Systems
The greedy decision-making and adaptive strategy from this problem applies directly to online learning and adaptive systems:
1. Online Learning Systems
Similarity to Jump Game:
- Jump Game: Greedily extend reach at each position
- Online Learning: Greedily update model with each new data point
class OnlineLearner:
"""
Online learning with greedy updates.
Similar to Jump Game:
- Process data sequentially (like iterating through array)
- Make greedy decisions at each step (like updating max_reach)
- Adapt to new information (like extending reach)
"""
def __init__(self, learning_rate: float = 0.01):
self.weights = None
self.learning_rate = learning_rate
self.performance_history = []
def update(self, features, label):
"""
Greedy update with new sample.
Like Jump Game's greedy reach extension:
- Each new sample updates our 'reach' (model capability)
- Greedy choice: always move towards better performance
"""
if self.weights is None:
self.weights = np.zeros(len(features))
# Predict
prediction = np.dot(self.weights, features)
# Compute error
error = label - prediction
# Greedy update: move weights to reduce error
self.weights += self.learning_rate * error * features
# Track 'reach' (model performance)
self.performance_history.append(abs(error))
def can_converge(self, threshold: float = 0.01) -> bool:
"""
Check if model is converging.
Like checking if we can 'reach' the goal (low error).
"""
if len(self.performance_history) < 10:
return False
recent_errors = self.performance_history[-10:]
avg_error = np.mean(recent_errors)
return avg_error < threshold
2. Adaptive Thresholding
In real-time systems, we often need to decide: can we meet SLA with current resources?
class AdaptiveThresholdManager:
"""
Manage adaptive thresholds based on performance.
Similar to Jump Game's reachability check.
"""
def __init__(self, target_latency_ms: float = 100.0):
self.target_latency = target_latency_ms
self.current_load = 0
self.max_capacity = 100
def can_handle_request(self, request_cost: int) -> bool:
"""
Greedy check: can we handle this request?
Like Jump Game: can we 'reach' a state where this request completes?
"""
# Current position = current_load
# Jump = request_cost
# Goal = stay under max_capacity
potential_load = self.current_load + request_cost
if potential_load > self.max_capacity:
return False # Can't reach goal
# Greedy decision: accept request
self.current_load = potential_load
return True
def release_resources(self, amount: int):
"""Release resources (like moving forward in jump game)."""
self.current_load = max(0, self.current_load - amount)
3. Checkpoint Reachability
In distributed training, we need to determine: can we reach next checkpoint before timeout/failure?
def can_reach_checkpoint(
current_step: int,
checkpoint_step: int,
steps_per_second: float,
time_remaining_sec: float
) -> bool:
"""
Check if we can reach checkpoint in time.
Similar to Jump Game:
- Current position = current_step
- Goal = checkpoint_step
- Constraint = time_remaining
- 'Jump length' = steps we can complete in time
"""
steps_needed = checkpoint_step - current_step
steps_possible = int(steps_per_second * time_remaining_sec)
return steps_possible >= steps_needed
Key Parallels
| Jump Game | Online Learning | Adaptive Systems |
|---|---|---|
| Track max reach | Track model performance | Track system capacity |
| Greedy extension | Greedy weight updates | Greedy resource allocation |
| Early termination | Early stopping | Circuit breaking |
| Forward-looking | Look-ahead prediction | Predictive scaling |
Interview Strategy
How to Approach This in an Interview
1. Clarify (1 min)
- Can nums contain zeros? (Yes)
- Can nums be empty? (No, constraint says length >= 1)
- Jump length is maximum, not fixed? (Yes, can jump 1 to nums[i])
2. Explain Intuition (2 min)
"I'll track the farthest position I can reach as I iterate through
the array. At each position, I update the maximum reach based on
current position + jump length. If I ever encounter a position
beyond my reach, I'm stuck. Otherwise, if max reach includes the
last index, return true."
3. Discuss Approaches (2 min)
1. Brute force: Try all paths - O(2^N), too slow
2. DP: Track reachability for each position - O(N^2)
3. Greedy: Track max reach - O(N), optimal
I'll implement the greedy approach.
4. Code (8-10 min)
- Clear variable names
- Handle edge cases
- Add comments
5. Test (3 min)
- Walk through Example 1 and 2
- Test edge case: single element
6. Optimize (2 min)
- Already optimal!
- Discuss early termination
Common Mistakes
- Checking every reachable position instead of just max:
# Inefficient for i in range(len(nums)): for j in range(i+1, min(i+nums[i]+1, len(nums))): # Check each position # Efficient max_reach = max(max_reach, i + nums[i]) - Not checking if current position is reachable:
# Wrong: might process unreachable positions for i in range(len(nums)): max_reach = max(max_reach, i + nums[i]) # Correct: check if i is reachable for i in range(len(nums)): if i > max_reach: return False max_reach = max(max_reach, i + nums[i]) - Forgetting early termination:
- Can return True as soon as
max_reach >= len(nums) - 1
- Can return True as soon as
- Off-by-one errors:
- Last index is
len(nums) - 1, notlen(nums)
- Last index is
Follow-up Questions
Q1: Find minimum number of jumps?
See minJumps implementation above.
Q2: Can you jump backwards?
Different problem—need to explore all paths (DP or BFS).
Q3: What if each element is a cost, and you want minimum cost path?
Dijkstra’s algorithm or DP with cost accumulation.
Q4: What if there are multiple goals (reachable indices)?
Modify to track all reachable positions, use a set or boolean array.
Additional Practice & Variants
1. Jump Game II (LeetCode 45)
Problem: Find the minimum number of jumps to reach the last index (guaranteed reachable).
def jump(nums: List[int]) -> int:
"""
Minimum jumps to reach end.
Greedy approach:
- Track current jump's max reach
- When we must jump again, increment counter
Time: O(N), Space: O(1)
"""
if len(nums) <= 1:
return 0
jumps = 0
current_end = 0
farthest = 0
for i in range(len(nums) - 1):
farthest = max(farthest, i + nums[i])
if i == current_end:
jumps += 1
current_end = farthest
return jumps
2. Jump Game III (LeetCode 1306)
Problem: Given array arr and start index, you can jump to i + arr[i] or i - arr[i]. Can you reach any index with value 0?
def canReach(arr: List[int], start: int) -> bool:
"""
Can reach index with value 0 (bidirectional jumps).
Use BFS or DFS since we can jump both directions.
"""
visited = set()
queue = [start]
while queue:
pos = queue.pop(0)
if arr[pos] == 0:
return True
if pos in visited:
continue
visited.add(pos)
# Try both jumps
for next_pos in [pos + arr[pos], pos - arr[pos]]:
if 0 <= next_pos < len(arr) and next_pos not in visited:
queue.append(next_pos)
return False
3. Jump Game IV (LeetCode 1345)
Problem: Can jump to i-1, i+1, or any index j where arr[j] == arr[i]. Find minimum jumps.
Uses BFS with value-based teleportation.
Key Takeaways
✅ Greedy approach is optimal - track maximum reachable position
✅ Single pass, O(1) space - no need for DP or recursion
✅ Early termination - return as soon as we know the answer
✅ Forward-looking strategy - always extend reach maximally
✅ Reachability problems often have elegant greedy solutions
✅ Same pattern in online learning - greedy updates, adaptive strategies
✅ Same pattern in adaptive systems - greedy resource allocation, capacity checks
✅ Testing critical - edge cases (zeros, barriers, large jumps)
✅ Extensions interesting - minimum jumps, bidirectional, value-based teleportation
✅ Production applications - checkpoint reachability, SLA compliance, resource planning
Mental Model
Think of this problem as:
- Jump Game: Greedy reach extension with early termination
- Online Learning: Greedy model updates with convergence checks
- Adaptive Speech: Greedy model adaptation with quality monitoring
All use the pattern: make greedy decisions, adapt based on new information, terminate when goal is reached or unreachable.
Connection to Thematic Link: Greedy Decisions and Adaptive Strategies
All three Day 20 topics share greedy, adaptive optimization:
DSA (Jump Game):
- Greedy decision: extend max reach at each step
- Adaptive: update strategy based on current position
- Forward-looking: anticipate future reachability
ML System Design (Online Learning Systems):
- Greedy decision: update model with each new sample
- Adaptive: adjust to distribution shifts
- Forward-looking: predict future patterns
Speech Tech (Adaptive Speech Models):
- Greedy decision: update model based on recent audio
- Adaptive: adjust to speaker/noise/accent changes
- Forward-looking: anticipate user corrections
The unifying principle: make locally optimal, greedy decisions while adapting to new information—crucial for systems that must respond to changing conditions in real-time.
Originally published at: arunbaby.com/dsa/0020-jump-game
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