Backtracking — Choose / Explore / Un-choose, with Pruning
Systematically trying every option — and undoing
Permutations, subsets, combinations, N-Queens, Sudoku: explore a decision tree, and on a dead end or after recording a result, undo the last choice and try the next. The template is always the same three moves: choose → explore (recurse) → un-choose.
The template
void backtrack(State path, Choices remaining) {
if (isComplete(path)) { results.add(copyOf(path)); return; } // copy! path is mutated
for (Choice c : remaining) {
if (!valid(c, path)) continue; // PRUNE early — the whole point
path.add(c); // choose
backtrack(path, without(remaining, c)); // explore
path.remove(path.size() - 1); // un-choose (backtrack)
}
}
Subsets of [1,2,3], traced
At each index, decide include/skip; the recursion tree branches, and you record every node. For permutations you
instead pick an unused element each level; for "combinations" you pass a start index so you never go
backwards (that's the pruned branch in the diagram).
Pruning is what makes it tractable
The naive tree is exponential. Cut branches that can't lead to a solution: a constraint already violated
(N-Queens: same column/diagonal), a duplicate (sort, then skip c == prev), or a bound exceeded. Good
pruning turns "times out" into "passes."
Pitfalls
- Forgetting to un-choose → state leaks into sibling branches (the #1 bug).
- Adding the path by reference → every result points to the same (now-empty) list; add a copy.
- No pruning → exponential blow-up; prune as early as possible.
Takeaways
- choose → explore → un-choose; record a copy at complete states.
- Prune invalid/duplicate branches early — that's the difference between AC and TLE.
- Subsets/permutations/combinations are the same skeleton with a different "choices" rule.
Re-authored for this guide; backtracking-tree diagram hand-authored as SVG. See also: Recursion, the Pattern Recognition index.
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