CMD Guide
HomeDSAArrays

medium Jump Game

Problem Statement

You are given an array of integers nums. You start at the first index of the array and each element in nums represents the maximum number of steps you can jump forward from that position.

Return true if you can reach the last index, or false otherwise.

Examples

Example 1

Example 2

Example 3

Constraints:

Try it yourself

Try solving this question here:

After you try — Pattern Transfer

Pattern: GREEDY FARTHEST-REACH (Jump Game family).

Template (reachability): maxReach=0; for each i: if i > maxReach return false; maxReach = max(maxReach, i+nums[i]); return true.

When NOT: min number of jumps → same family with BFS layers (Jump II); jump fees / weights → DP or shortest path; not sliding window.

Edges

🎯 STRICT STANDOUT: Why / complexity derivation / pattern+when-not / edges / drills — Jump Game medium

Why this exists (judgment layer)

Reachability on a line with max jump lengths is the poster child for greedy farthest-reach — linear time proof that you never need full BFS/DP for the yes/no form.

Worked example & complexity derivation

Template: maxReach=0
for i in 0..n-1:
  if i > maxReach: return false  # stranded
  maxReach = max(maxReach, i + nums[i])
  if maxReach >= n-1: return true
[1,0,1,0]: i=0 reach=1; i=1 ≤1 but 1+0=1; i=2 >1 → false
[2,0,2,0,1]: i=0 reach=2; i=2 reach=max(2,4) ≥ last → true
Time O(n) one pass; space O(1)
Correctness sketch: maxReach is the farthest index reachable from any index ≤ current frontier; if i exceeds it, no prior jump lands on i

Pattern transfer & when-NOT

Pattern: GREEDY FARTHEST-REACH (Jump Game family). When-NOT: min jump count → Jump Game II (BFS layers / greedy windows); weighted jumps → DP/shortest path; graph with obstacles → BFS. Not sliding window.

Edge cases (hand-run)

[0] → true (already at last). [0,1] → false. [2,0,0] → true. All zeros after start with nums[0]=0 and n>1 → false.

Hostile-panel drills (defend the decision)

Q1. Why greedy works for reachability but not always for min jumps without care?
Model answer: Yes/no only needs the reachable set's right frontier; min jumps needs layer expansion (or Jump II greedy on windows) to count hops.

Q2. Hand-run [3,2,1,0,4].
Model answer: maxReach progresses 3, max(3,1+2=3), max(3,2+1=3), max(3,3+0=3); i=4 > 3 → false.

Q3. Space of DP boolean reachable[i] vs greedy?
Model answer: DP O(n) space (or bitset); greedy O(1) by tracking only the frontier.

✅ Solution Jump Game

Problem Statement

You are given an array of integers nums. You start at the first index of the array and each element in nums represents the maximum number of steps you can jump forward from that position.

Return true if you can reach the last index, or false otherwise.

Examples

Example 1

  • Input: nums = [1, 2, 3, 4, 5]
  • Expected Output: true
  • Justification: Starting at index 0, you can jump 1 step to index 1. From index 1, you can jump 2 steps to index 3. From index 3, you can jump 1 steps to the last index (4). Therefore, it is possible to reach the end.

Example 2

  • Input: nums = [2, 0, 2, 0, 1]
  • Expected Output: true
  • Justification: Starting at index 0, you can jump 2 steps to index 2. From index 2, you can jump 2 steps to the last index (4). Therefore, it is possible to reach the end.

Example 3

  • Input: nums = [1, 0, 1, 0]
  • Expected Output: false
  • Justification: Starting at index 0, you can jump 1 step to index 1. However, index 1 has a value of 0, which means you cannot move forward from there. Therefore, it is impossible to reach the end.

Constraints:

  • 1 <= nums.length <= 104
  • 0 <= nums[i] <= 105

Solution

To solve this problem, we will use a greedy approach. The idea is to keep track of the farthest index that can be reached while iterating through the array. If at any point, the current index exceeds the farthest reachable index, then it's not possible to reach the end, and we return false. If we can reach or surpass the last index, we return true. This approach ensures that we only make necessary jumps and keeps the solution efficient.

This greedy method is effective because it continually updates the farthest reachable index, ensuring that we make the optimal choice at each step. By focusing on the maximum reachability, we avoid unnecessary computations and directly assess the feasibility of reaching the last index.

Step-by-Step Algorithm

  • Initialize a variable maxReach to 0. This will keep track of the farthest index we can reach.
  • Loop through each index i of the array nums:
    • If i exceeds maxReach, return false (since we can't move beyond maxReach).
    • Update maxReach to the maximum of maxReach and i + nums[i].
  • If the loop completes, return true (since we can reach or exceed the last index).

Algorithm Walkthrough

Let's walk through the algorithm using the input [2, 0, 2, 0, 1]:

  • Initialize maxReach to 0.
  • At index 0:
    • nums[0] is 2.
    • Check if 0 > maxReach (0). This is false.
    • Update maxReach to max(0, 0 + 2) = 2.
  • At index 1:
    • nums[1] is 0.
    • Check if 1 > maxReach (2). This is false.
    • maxReach remains 2 since max(2, 1 + 0) = 2.
  • At index 2:
    • nums[2] is 2.
    • Check if 2 > maxReach (2). This is false.
    • Update maxReach to max(2, 2 + 2) = 4.
  • At index 3:
    • nums[3] is 0.
    • Check if 3 > maxReach (4). This is false.
    • maxReach remains 4 since max(4, 3 + 0) = 4.
  • At index 4:
    • nums[4] is 1.
    • Check if 4 > maxReach (4). This is false.
    • Update maxReach to max(4, 4 + 1) = 5.

Since maxReach is greater than or equal to the last index (4), we return true.

Code

java
public class Solution {

  public boolean canJump(int[] nums) {
    // Initialize the maximum reachable index
    int maxReach = 0;
    // Iterate through each index in the array
    for (int i = 0; i < nums.length; i++) {
      // If the current index is greater than maxReach, return false
      if (i > maxReach) {
        return false;
      }
      // Update the maximum reachable index
      maxReach = Math.max(maxReach, i + nums[i]);
    }
    // If we have iterated through the array, return true
    return true;
  }

  public static void main(String[] args) {
    Solution sol = new Solution();
    // Example 1
    System.out.println(sol.canJump(new int[] { 1, 2, 3, 4, 5 })); // true
    // Example 2
    System.out.println(sol.canJump(new int[] { 2, 0, 2, 0, 1 })); // true
    // Example 3
    System.out.println(sol.canJump(new int[] { 1, 0, 1, 0 })); // false
  }
}

Complexity Analysis

  • Time Complexity: , where n is the length of the array nums. We only traverse the array once.
  • Space Complexity: . We only use a single variable maxReach to store the maximum reachable index, which requires constant space.

Pattern Transfer — GREEDY FARTHEST-REACH (Jump I)

Pattern family: greedy farthest-reach for jump games.

Template (boolean reachability):

maxReach = 0
for i in 0..n-1:
  if i > maxReach: return false
  maxReach = max(maxReach, i + nums[i])
return true

Invariant: after processing indices 0..i−1 (and checking i), maxReach is the farthest index reachable from any position we can stand on. If i ≤ maxReach, we can stand at i.

When NOT:

  • Min jumps → Jump II (BFS layers / same farthest idea counting layers).
  • Jump with cost/fee → DP.
  • General graph with weights → shortest path.
  • Boolean DP can[i] also works but typically more space / easier to write O(n²).

Complexity: one loop of n iterations, O(1) work each → Θ(n) time, O(1) space.

Edge hand-runs

  • [0]: i=0, 0>0 false, maxReach=max(0,0+0)=0, done → true.
  • [0,1]: i=0 maxR=0; i=1>0 → false.
  • [2,0,0]: maxR grows to 2 → true.
  • [1,0,1,0]: i=0 maxR=1; i=1 maxR=1; i=2>1 → false.

Drill: State the Jump II question in one sentence and name the extra variables (end, far, jumps).

🧩 Pattern · Greedy

Recognize it: A locally-optimal choice is provably globally optimal → take the best step now (often after sorting).

▶ Visualize this problem (step it, predict each fork)
⛶ Open this problem debugger in explore mode
🤖 Don't fully get this? Learn it with Claude

Stuck on Jump Game? Open Claude, copy a block below, and it'll teach you this exact concept — visually and interactively.

🪜 Hint ladder (no spoilers)

Progressively stronger hints — you still solve it.

I'm working on the problem **Jump Game** (DSA). Give me a HINT LADDER: start with the tiniest nudge, then wait. Only reveal the next, stronger hint when I ask. Do NOT show the full solution unless I type 'show solution'. Keep me doing the thinking. If you're unsure or a claim isn't standard, say so and reason from first principles instead of guessing.
🎨 Explain the approach visually

See the technique, not just code.

Explain the optimal approach to **Jump Game** with a VISUAL walkthrough: trace it on a small concrete example using ASCII art / a step-by-step diagram, narrate what changes each step, then give time & space complexity with a one-line derivation. If you're unsure or a claim isn't standard, say so and reason from first principles instead of guessing.
🔍 Review my solution

Catch bugs, edge cases, sub-optimality.

I'll paste my solution to **Jump Game**. Review it for correctness, missed edge cases, and time/space complexity, then coach me toward the optimal — don't just rewrite it. Ask me to paste my code now. If you're unsure or a claim isn't standard, say so and reason from first principles instead of guessing.
🔁 Drill the pattern

Lock in recognition with look-alikes.

Give me 2 problems that use the SAME underlying pattern as **Jump Game**. For each, let me attempt first, then review my answer and name the trigger signal that reveals the pattern. If you're unsure or a claim isn't standard, say so and reason from first principles instead of guessing.

📝 My notes