My first instinct was BFS and I even started writing it out before realizing coordinates go up to 1e9.
Reduce the problem to the first quadrant using symmetry, then derive a closed-form formula for the minimum moves by analyzing small cases and identifying patterns. For large coordinates, use the formula directly, handling edge cases like (0,0), (1,0), and (2,2) separately.
Pro tip: Mention that the knight's move problem can be solved in O(1) time and space, which is crucial for coordinates up to 1e9. Also, relate it to potential ML applications like path planning in grid worlds, showing breadth.
Use absolute values to map the target to the first quadrant (x >= 0, y >= 0) and sort so that x >= y. This simplifies the problem without loss of generality.
Compute minimum moves for small coordinates manually or via BFS to identify patterns. Note special cases: (0,0) -> 0, (1,0) -> 3, (2,2) -> 4.
For large x and y, the minimum moves is max(ceil(x/2), ceil((x+y)/3)) adjusted to have the same parity as x+y. Alternatively, use the known formula: if x < y swap; if x==1 and y==0 return 3; if x==2 and y==2 return 4; else return max(ceil(x/2), ceil((x+y)/3)) + ((max(ceil(x/2), ceil((x+y)/3)) + x + y) % 2).
The algorithm runs in O(1) time and O(1) space, as it only involves arithmetic operations on the input coordinates.
Explicitly handle edge cases like (0,0), (1,0), (2,2), and large values. Test with random coordinates against a BFS for small values to validate the formula.
AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.