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Add Jump Game.
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@ -116,6 +116,7 @@ a set of rules that precisely define a sequence of operations.
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* **Uncategorized**
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* **Uncategorized**
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* `B` [Tower of Hanoi](src/algorithms/uncategorized/hanoi-tower)
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* `B` [Tower of Hanoi](src/algorithms/uncategorized/hanoi-tower)
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* `B` [Square Matrix Rotation](src/algorithms/uncategorized/square-matrix-rotation) - in-place algorithm
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* `B` [Square Matrix Rotation](src/algorithms/uncategorized/square-matrix-rotation) - in-place algorithm
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* `B` [Jump Game](src/algorithms/uncategorized/jump-game) - backtracking, dynamic programming (top-down + bottom-up) and greedy examples
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* `A` [N-Queens Problem](src/algorithms/uncategorized/n-queens)
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* `A` [N-Queens Problem](src/algorithms/uncategorized/n-queens)
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* `A` [Knight's Tour](src/algorithms/uncategorized/knight-tour)
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* `A` [Knight's Tour](src/algorithms/uncategorized/knight-tour)
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@ -129,6 +130,7 @@ algorithm is an abstraction higher than a computer program.
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* `A` [Maximum Subarray](src/algorithms/sets/maximum-subarray)
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* `A` [Maximum Subarray](src/algorithms/sets/maximum-subarray)
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* `A` [Travelling Salesman Problem](src/algorithms/graph/travelling-salesman) - shortest possible route that visits each city and returns to the origin city
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* `A` [Travelling Salesman Problem](src/algorithms/graph/travelling-salesman) - shortest possible route that visits each city and returns to the origin city
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* **Greedy** - choose the best option at the current time, without any consideration for the future
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* **Greedy** - choose the best option at the current time, without any consideration for the future
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* `B` [Jump Game](src/algorithms/uncategorized/jump-game)
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* `A` [Unbound Knapsack Problem](src/algorithms/sets/knapsack-problem)
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* `A` [Unbound Knapsack Problem](src/algorithms/sets/knapsack-problem)
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* `A` [Dijkstra Algorithm](src/algorithms/graph/dijkstra) - finding shortest path to all graph vertices
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* `A` [Dijkstra Algorithm](src/algorithms/graph/dijkstra) - finding shortest path to all graph vertices
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* `A` [Prim’s Algorithm](src/algorithms/graph/prim) - finding Minimum Spanning Tree (MST) for weighted undirected graph
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* `A` [Prim’s Algorithm](src/algorithms/graph/prim) - finding Minimum Spanning Tree (MST) for weighted undirected graph
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@ -142,10 +144,12 @@ algorithm is an abstraction higher than a computer program.
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* `B` [Quicksort](src/algorithms/sorting/quick-sort)
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* `B` [Quicksort](src/algorithms/sorting/quick-sort)
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* `B` [Tree Depth-First Search](src/algorithms/tree/depth-first-search) (DFS)
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* `B` [Tree Depth-First Search](src/algorithms/tree/depth-first-search) (DFS)
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* `B` [Graph Depth-First Search](src/algorithms/graph/depth-first-search) (DFS)
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* `B` [Graph Depth-First Search](src/algorithms/graph/depth-first-search) (DFS)
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* `B` [Jump Game](src/algorithms/uncategorized/jump-game)
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* `A` [Permutations](src/algorithms/sets/permutations) (with and without repetitions)
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* `A` [Permutations](src/algorithms/sets/permutations) (with and without repetitions)
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* `A` [Combinations](src/algorithms/sets/combinations) (with and without repetitions)
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* `A` [Combinations](src/algorithms/sets/combinations) (with and without repetitions)
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* **Dynamic Programming** - build up a solution using previously found sub-solutions
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* **Dynamic Programming** - build up a solution using previously found sub-solutions
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* `B` [Fibonacci Number](src/algorithms/math/fibonacci)
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* `B` [Fibonacci Number](src/algorithms/math/fibonacci)
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* `B` [Jump Game](src/algorithms/uncategorized/jump-game)
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* `A` [Levenshtein Distance](src/algorithms/string/levenshtein-distance) - minimum edit distance between two sequences
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* `A` [Levenshtein Distance](src/algorithms/string/levenshtein-distance) - minimum edit distance between two sequences
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* `A` [Longest Common Subsequence](src/algorithms/sets/longest-common-subsequence) (LCS)
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* `A` [Longest Common Subsequence](src/algorithms/sets/longest-common-subsequence) (LCS)
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* `A` [Longest Common Substring](src/algorithms/string/longest-common-substring)
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* `A` [Longest Common Substring](src/algorithms/string/longest-common-substring)
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@ -159,6 +163,7 @@ algorithm is an abstraction higher than a computer program.
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* **Backtracking** - similarly to brute force, try to generate all possible solutions, but each time you generate next solution you test
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* **Backtracking** - similarly to brute force, try to generate all possible solutions, but each time you generate next solution you test
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if it satisfies all conditions, and only then continue generating subsequent solutions. Otherwise, backtrack, and go on a
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if it satisfies all conditions, and only then continue generating subsequent solutions. Otherwise, backtrack, and go on a
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different path of finding a solution. Normally the DFS traversal of state-space is being used.
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different path of finding a solution. Normally the DFS traversal of state-space is being used.
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* `B` [Jump Game](src/algorithms/uncategorized/jump-game)
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* `A` [Hamiltonian Cycle](src/algorithms/graph/hamiltonian-cycle) - Visit every vertex exactly once
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* `A` [Hamiltonian Cycle](src/algorithms/graph/hamiltonian-cycle) - Visit every vertex exactly once
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* `A` [N-Queens Problem](src/algorithms/uncategorized/n-queens)
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* `A` [N-Queens Problem](src/algorithms/uncategorized/n-queens)
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* `A` [Knight's Tour](src/algorithms/uncategorized/knight-tour)
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* `A` [Knight's Tour](src/algorithms/uncategorized/knight-tour)
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128
src/algorithms/uncategorized/jump-game/README.md
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src/algorithms/uncategorized/jump-game/README.md
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# Jump Game
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## The Problem
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Given an array of non-negative integers, you are initially positioned at
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the first index of the array. Each element in the array represents your maximum
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jump length at that position.
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Determine if you are able to reach the last index.
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**Example #1**
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```
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Input: [2,3,1,1,4]
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Output: true
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Explanation: Jump 1 step from index 0 to 1, then 3 steps to the last index.
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```
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**Example #2**
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```
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Input: [3,2,1,0,4]
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Output: false
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Explanation: You will always arrive at index 3 no matter what. Its maximum
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jump length is 0, which makes it impossible to reach the last index.
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```
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## Naming
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We call a position in the array a **"good index"** if starting at that position,
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we can reach the last index. Otherwise, that index is called a **"bad index"**.
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The problem then reduces to whether or not index 0 is a "good index".
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## Solutions
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### Approach 1: Backtracking
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This is the inefficient solution where we try every single jump pattern that
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takes us from the first position to the last. We start from the first position
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and jump to every index that is reachable. We repeat the process until last
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index is reached. When stuck, backtrack.
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> See [backtrackingJumpGame.js](backtrackingJumpGame.js) file
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**Time complexity:**: `O(2^n)`.
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There are 2<sup>n</sup> (upper bound) ways of jumping from
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the first position to the last, where `n` is the length of
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array `nums`.
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**Auxiliary Space Complexity**: `O(n)`.
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Recursion requires additional memory for the stack frames.
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### Approach 2: Dynamic Programming Top-down
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Top-down Dynamic Programming can be thought of as optimized
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backtracking. It relies on the observation that once we determine
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that a certain index is good / bad, this result will never change.
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This means that we can store the result and not need to recompute
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it every time.
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Therefore, for each position in the array, we remember whether the
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index is good or bad. Let's call this array memo and let its values
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be either one of: GOOD, BAD, UNKNOWN. This technique is
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called memoization.
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> See [dpTopDownJumpGame.js](dpTopDownJumpGame.js) file
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**Time complexity:**: `O(n^2)`.
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For every element in the array, say `i`, we are looking at the
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next `nums[i]` elements to its right aiming to find a GOOD
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index. `nums[i]` can be at most `n`, where `n` is the length
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of array `nums`.
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**Auxiliary Space Complexity**: `O(2 * n) = O(n)`.
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First `n` originates from recursion. Second `n` comes from the
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usage of the memo table.
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### Approach 3: Dynamic Programming Bottom-up
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Top-down to bottom-up conversion is done by eliminating recursion.
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In practice, this achieves better performance as we no longer have the
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method stack overhead and might even benefit from some caching. More
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importantly, this step opens up possibilities for future optimization.
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The recursion is usually eliminated by trying to reverse the order of
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the steps from the top-down approach.
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The observation to make here is that we only ever jump to the right.
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This means that if we start from the right of the array, every time
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we will query a position to our right, that position has already be
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determined as being GOOD or BAD. This means we don't need to recurse
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anymore, as we will always hit the memo table.
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> See [dpBottomUpJumpGame.js](dpBottomUpJumpGame.js) file
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**Time complexity:**: `O(n^2)`.
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For every element in the array, say `i`, we are looking at the
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next `nums[i]` elements to its right aiming to find a GOOD
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index. `nums[i]` can be at most `n`, where `n` is the length
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of array `nums`.
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**Auxiliary Space Complexity**: `O(n)`.
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This comes from the usage of the memo table.
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### Approach 4: Greedy
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Once we have our code in the bottom-up state, we can make one final,
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important observation. From a given position, when we try to see if
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we can jump to a GOOD position, we only ever use one - the first one.
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In other words, the left-most one. If we keep track of this left-most
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GOOD position as a separate variable, we can avoid searching for it in
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the array. Not only that, but we can stop using the array altogether.
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> See [greedyJumpGame.js](greedyJumpGame.js) file
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**Time complexity:**: `O(n)`.
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We are doing a single pass through the `nums` array, hence `n` steps,
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where `n` is the length of array `nums`.
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**Auxiliary Space Complexity**: `O(1)`.
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We are not using any extra memory.
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## References
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- [Jump Game Fully Explained on LeetCode](https://leetcode.com/articles/jump-game/)
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- [Dynamic Programming vs Divide and Conquer](https://itnext.io/dynamic-programming-vs-divide-and-conquer-2fea680becbe)
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- [Dynamic Programming](https://en.wikipedia.org/wiki/Dynamic_programming)
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- [Memoization on Wikipedia](https://en.wikipedia.org/wiki/Memoization)
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- [Top-Down and Bottom-Up Design on Wikipedia](https://en.wikipedia.org/wiki/Top-down_and_bottom-up_design)
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