Instructions: Imagine A Dungeon Game Where All The Rooms Are ✓ Solved

Instructionsimagine A Dungeon Game Where All The Rooms Are Laid Out

Imagine a “dungeon game†where all the rooms are laid out in a perfect grid within a square environment. Each room has a creature posing some degree of danger ranging from 0 (harmless) to 9 (avoidance would be prudent). The object is to find a path through the dungeon from start to end which minimizes the overall amount of danger. Each room, unless at a boundary, only exists in the up, down, left, right directions (no diagonals). The entrance is at the upper-left (0,0) and the exit is at the lower right (n-1, n-1).

List all of the “rooms†which must be traversed, in the form of a path of room coordinates, from the start to finish. Example input file: Example output: (0,0) (1,0) (2,0) (2,1) (2,2) (2,3) (3,3) (4,3) (4,4) Total danger = 110 Input The input file will consist of 100 rows of 100 digits, 00-99 *For this assignment, you'll have to generate your own test data. Output The program should write the output to a file (in the format illustrated above, including the "total danger" output).

Sample Paper For Above instruction

The task involves designing an algorithm to find the least dangerous path through a grid-based dungeon. This type of problem is a classic example of shortest path computation in a weighted graph, where each cell (or room) in the grid represents a node with an associated cost (danger level). The goal is to identify a path from the top-left corner (0,0) to the bottom-right corner (n-1, n-1) that minimizes the sum of danger levels encountered along the route.

To effectively solve this problem, one of the most suitable algorithms is Dijkstra’s algorithm, which finds the shortest path in a graph with non-negative edge weights. When applied to the grid, each cell's danger level can be considered as the weight of traversing into that cell. The algorithm maintains a priority queue to efficiently select the next position with the smallest accumulated danger, and it updates neighboring cells accordingly until it determines the minimal danger path to the exit.

Implementing the solution begins with reading a 100x100 grid input, where each cell contains a digit 0-9 representing danger levels. The algorithm initializes a data structure to keep track of the minimum danger accumulated to reach each cell. Starting from (0,0), it explores neighboring cells using Dijkstra’s algorithm, updating their minimum danger levels as more optimal traversals are discovered. The algorithm continues until it processes the bottom-right cell, at which time the minimal danger path is identified.

Once the minimal path is found, backtracking from the endpoint to the start allows reconstruction of the route. The path is then output in the specified format, listing all room coordinates in order from the start to the finish. The total danger associated with this path is also included at the end of the output file. This approach ensures an optimal route is determined efficiently, leveraging classic graph shortest path principles applied to a grid data structure.

In practical implementation, one would use a priority queue (heap) for Dijkstra’s algorithm, maintain an array for danger costs, and keep track of predecessors to reconstruct the route. Care must be taken to handle edge conditions at grid boundaries and to ensure all relevant neighbor updates are performed correctly. Such an approach guarantees that the path is optimal and provides an explicit sequence of rooms traversed for the shortest danger route in the dungeon grid.

References

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