The abstraction layer with move() and canMove() is what made this feel different from a plain BFS grid problem.
Model the maze as a graph where each cell is a node and moves to adjacent open cells are edges. Use BFS to find the shortest path from start to cheese, leveraging the move() and canMove() functions to explore neighbors. If BFS exhausts all reachable cells without finding the cheese, return -1.
Pro tip: Clarify the maze representation and movement constraints upfront (e.g., 4-directional vs 8-directional, obstacles, grid size) to avoid incorrect assumptions. Discuss time and space complexity (O(R*C)) and mention potential optimizations like bidirectional BFS if the maze is large.
Ask clarifying questions about the maze structure, movement rules, and the behavior of move() and canMove(). Confirm the goal is to find the shortest path length.
Choose BFS for shortest path in an unweighted grid. Explain how you'll track visited cells and distances, and how move() and canMove() will be used to navigate.
Define move(direction) to update the current position if the move is valid, and canMove(direction) to check if moving in that direction is possible without hitting a wall or boundary.
Initialize a queue with the start position and a distance map. While the queue is not empty, dequeue a cell, check if it's the cheese, and enqueue all valid unvisited neighbors using canMove() and move().
If the cheese is unreachable, return -1. Otherwise, return the distance when the cheese is found. Test with cases like start equals cheese, no path, and large mazes.
AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.