Skip to content
playdsa
Preferences

Make yourself comfortable.

Saved on this browser. Your device’s reduced-motion preference is always respected.

Theme
Advanced settings
Back to syllabus

One-Dimensional DP

5 chapters · 13 challenges · The Memory Mines

Understand the idea, practise through play, then prove it in code. Choose your next quest below.

Visual introduction to this topic
Start here · 3 minute mental model

What is one-dimensional dynamic programming?

Dynamic programming stores answers to overlapping smaller problems. In one-dimensional DP, each state is usually identified by one changing position, amount, or time.

Think of trail checkpoints. At checkpoint i, reuse the best outcomes already recorded at earlier checkpoints instead of replaying every route from the beginning.

Define dp[i], write its transition, establish bases, then choose an evaluation order.

State one precise answer

Say what dp[i] means in a full sentence before coding.

Transition from solved states

Every dependency must already be available when the current state is computed.

Compress only after clarity

Keep the full table first; reduce memory once dependencies are obvious.

What you will learn firstStair Memories

Build today from two smaller answers

Begin the guided lesson

Your chapter route

Stair Memories

Continue
Source reviewed

Built from authoritative material

This track is checked against the sources below. Visual traces still carry their own complete or guided coverage label, so unfinished explanations are not presented as complete executions.

Help shape PlayDSA

Something confusing, broken, or missing? Leave a quick note without leaving your lesson.

Please leave out passwords, payment details and other private information.

Page included: /

Sign in to save feedback here, or send it with your email app. Your draft stays here while you sign in.

Open email instead