\chapter{Dynamic programming} \index{dynamic programming} \key{Dynamic programming} is a technique that combines the correctness of complete search and the efficiency of greedy algorithms. Dynamic programming can be applied if the problem can be divided into overlapping subproblems that can be solved independently. There are two uses for dynamic programming: \begin{itemize} \item \key{Finding an optimal solution}: We want to find a solution that is as large as possible or as small as possible. \item \key{Counting the number of solutions}: We want to calculate the total number of possible solutions. \end{itemize} We will first see how dynamic programming can be used to find an optimal solution, and then we will use the same idea for counting the solutions. Understanding dynamic programming is a milestone in every competitive programmer's career. While the basic idea is simple, the challenge is how to apply dynamic programming to different problems. This chapter introduces a set of classic problems that are a good starting point. \section{Coin problem} We first focus on a problem that we have already seen in Chapter 6: Given a set of coin values $\texttt{coins} = \{c_1,c_2,\ldots,c_k\}$ and a target sum of money $n$, our task is to form the sum $n$ using as few coins as possible. In Chapter 6, we solved the problem using a greedy algorithm that always chooses the largest possible coin. The greedy algorithm works, for example, when the coins are the euro coins, but in the general case the greedy algorithm does not necessarily produce an optimal solution. Now is time to solve the problem efficiently using dynamic programming, so that the algorithm works for any coin set. The dynamic programming algorithm is based on a recursive function that goes through all possibilities how to form the sum, like a brute force algorithm. However, the dynamic programming algorithm is efficient because it uses \emph{memoization} and calculates the answer to each subproblem only once. \subsubsection{Recursive formulation} The idea in dynamic programming is to formulate the problem recursively so that the solution to the problem can be calculated from solutions to smaller subproblems. In the coin problem, a natural recursive problem is as follows: what is the smallest number of coins required to form a sum $x$? Let $\texttt{solve}(x)$ denote the minimum number of coins required for a sum $x$. The values of the function depend on the values of the coins. For example, if $\texttt{coins} = \{1,3,4\}$, the first values of the function are as follows: \[ \begin{array}{lcl} \texttt{solve}(0) & = & 0 \\ \texttt{solve}(1) & = & 1 \\ \texttt{solve}(2) & = & 2 \\ \texttt{solve}(3) & = & 1 \\ \texttt{solve}(4) & = & 1 \\ \texttt{solve}(5) & = & 2 \\ \texttt{solve}(6) & = & 2 \\ \texttt{solve}(7) & = & 2 \\ \texttt{solve}(8) & = & 2 \\ \texttt{solve}(9) & = & 3 \\ \texttt{solve}(10) & = & 3 \\ \end{array} \] For example, $\texttt{solve}(10)=3$, because at least 3 coins are needed to form the sum 10. The optimal solution is $3+3+4=10$. The essential property of $\texttt{solve}$ is that its values can be recursively calculated from its smaller values. The idea is to focus on the \emph{first} coin that we choose for the sum. For example, in the above scenario, the first coin can be either 1, 3 or 4. If we first choose coin 1, the remaining task is to form the sum 9 using the minimum number of coins, which is a subproblem of the original problem. Of course, the same applies to coins 3 and 4. Thus, we can use the following recursive formula to calculate the minimum number of coins: \begin{equation*} \begin{split} \texttt{solve}(x) = \min( & \texttt{solve}(x-1)+1, \\ & \texttt{solve}(x-3)+1, \\ & \texttt{solve}(x-4)+1). \end{split} \end{equation*} The base case of the recursion is $\texttt{solve}(0)=0$, because no coins are needed to form an empty sum. For example, \[ \texttt{solve}(10) = \texttt{solve}(7)+1 = \texttt{solve}(4)+2 = \texttt{solve}(0)+3 = 3.\] Now we are ready to give a general recursive function that calculates the minimum number of coins needed to form a sum $x$: \begin{equation*} \texttt{solve}(x) = \begin{cases} \infty & x < 0\\ 0 & x = 0\\ \min_{c \in \texttt{coins}} \texttt{solve}(x-c)+1 & x > 0 \\ \end{cases} \end{equation*} First, if $x<0$, the value is $\infty$, because it is impossible to form a negative sum of money. Then, if $x=0$, the value is $0$, because no coins are needed to form an empty sum. Finally, if $x>0$, the variable $c$ goes through all possibilities how to choose the first coin of the sum. Once a recursive function that solves the problem has been found, we can directly implement a solution in C++ (the constant \texttt{INF} denotes infinity): \begin{lstlisting} int solve(int x) { if (x < 0) return INF; if (x == 0) return 0; int best = INF; for (auto c : coins) { best = min(best, solve(x-c)+1); } return best; } \end{lstlisting} Still, this function is not efficient, because there may be an exponential number of ways to construct the sum. However, next we will see how to make the function efficient using a technique called memoization. \subsubsection{Using memoization} \index{memoization} The idea of dynamic programming is to use \key{memoization} to efficiently calculate values of a recursive function. This means that the values of the function are stored in an array after calculating them. For each parameter, the value of the function is calculated recursively only once, and after this, the value can be directly retrieved from the array. In this problem, we use arrays \begin{lstlisting} bool ready[N]; int value[N]; \end{lstlisting} where $\texttt{ready}[x]$ indicates whether the value of $\texttt{solve}(x)$ has been calculated, and if it is, $\texttt{value}[x]$ contains this value. The constant $N$ has been chosen so that all required values fit in the arrays. Now the function can be efficiently implemented as follows: \begin{lstlisting} int solve(int x) { if (x < 0) return INF; if (x == 0) return 0; if (ready[x]) return value[x]; int best = INF; for (auto c : coins) { best = min(best, solve(x-c)+1); } value[x] = best; ready[x] = true; return best; } \end{lstlisting} The function handles the base cases $x<0$ and $x=0$ as previously. Then the function checks from $\texttt{ready}[x]$ if $\texttt{solve}(x)$ has already been stored in $\texttt{value}[x]$, and if it is, the function directly returns it. Otherwise the function calculates the value of $\texttt{solve}(x)$ recursively and stores it in $\texttt{value}[x]$. This function works efficiently, because the answer for each parameter $x$ is calculated recursively only once. After a value of $\texttt{solve}(x)$ has been stored in $\texttt{value}[x]$, it can be efficiently retrieved whenever the function will be called again with the parameter $x$. The time complexity of the algorithm is $O(nk)$, where $n$ is the target sum and $k$ is the number of coins. Note that we can also \emph{iteratively} construct the array \texttt{value} using a loop that simply calculates all the values of $\texttt{solve}$ for parameters $0 \ldots n$: \begin{lstlisting} value[0] = 0; for (int x = 1; x <= n; x++) { value[x] = INF; for (auto c : coins) { if (x-c >= 0) { value[x] = min(value[x], value[x-c]+1); } } } \end{lstlisting} In fact, most competitive programmers prefer this implementation, because it is shorter and has lower constant factors. From now on, we also use iterative implementations in our examples. Still, it is often easier to think about dynamic programming solutions in terms of recursive functions. \subsubsection{Constructing a solution} Sometimes we are asked both to find the value of an optimal solution and to give an example how such a solution can be constructed. In the coin problem, for example, we can declare another array that indicates for each sum of money the first coin in an optimal solution: \begin{lstlisting} int first[N]; \end{lstlisting} Then, we can modify the algorithm as follows: \begin{lstlisting} value[0] = 0; for (int x = 1; x <= n; x++) { value[x] = INF; for (auto c : coins) { if (x-c >= 0 && value[x-c]+1 < value[x]) { value[x] = value[x-c]+1; first[x] = c; } } } \end{lstlisting} After this, the following code can be used to print the coins that appear in an optimal solution for the sum $n$: \begin{lstlisting} while (n > 0) { cout << first[n] << "\n"; n -= first[n]; } \end{lstlisting} \subsubsection{Counting the number of solutions} Let us now consider another version of the coin problem where our task is to calculate the total number of ways to produce a sum $x$ using the coins. For example, if $\texttt{coins}=\{1,3,4\}$ and $x=5$, there are a total of 6 ways: \begin{multicols}{2} \begin{itemize} \item $1+1+1+1+1$ \item $1+1+3$ \item $1+3+1$ \item $3+1+1$ \item $1+4$ \item $4+1$ \end{itemize} \end{multicols} Again, we can solve the problem recursively. Let $\texttt{solve}(x)$ denote the number of ways we can form the sum $x$. For example, if $\texttt{coins}=\{1,3,4\}$, then $\texttt{solve}(5)=6$ and the recursive formula is \begin{equation*} \begin{split} \texttt{solve}(x) = & \texttt{solve}(x-1) + \\ & \texttt{solve}(x-3) + \\ & \texttt{solve}(x-4) . \end{split} \end{equation*} Then, the general recursive function is as follows: \begin{equation*} \texttt{solve}(x) = \begin{cases} 0 & x < 0\\ 1 & x = 0\\ \sum_{c \in \texttt{coins}} \texttt{solve}(x-c) & x > 0 \\ \end{cases} \end{equation*} If $x<0$, the value is 0, because there are no solutions. If $x=0$, the value is 1, because there is only one way to form an empty sum. Otherwise we calculate the sum of all values of the form $\texttt{solve}(x-c)$ where $c$ is in \texttt{coins}. The following code constructs an array $\texttt{count}$ such that $\texttt{count}[x]$ equals the value of $\texttt{solve}(x)$ for $0 \le x \le n$: \begin{lstlisting} count[0] = 1; for (int x = 1; x <= n; x++) { for (auto c : coins) { if (x-c >= 0) { count[x] += count[x-c]; } } } \end{lstlisting} Often the number of solutions is so large that it is not required to calculate the exact number but it is enough to give the answer modulo $m$ where, for example, $m=10^9+7$. This can be done by changing the code so that all calculations are done modulo $m$. In the above code, it suffices to add the line \begin{lstlisting} count[x] %= m; \end{lstlisting} after the line \begin{lstlisting} count[x] += count[x-c]; \end{lstlisting} Now we have discussed all basic ideas of dynamic programming. Since dynamic programming can be used in many different situations, we will now go through a set of problems that show further examples about the possibilities of dynamic programming. \section{Longest increasing subsequence} \index{longest increasing subsequence} Our first problem is to find the \key{longest increasing subsequence} in an array of $n$ elements. This is a maximum-length sequence of array elements that goes from left to right, and each element in the sequence is larger than the previous element. For example, in the array \begin{center} \begin{tikzpicture}[scale=0.7] \draw (0,0) grid (8,1); \node at (0.5,0.5) {$6$}; \node at (1.5,0.5) {$2$}; \node at (2.5,0.5) {$5$}; \node at (3.5,0.5) {$1$}; \node at (4.5,0.5) {$7$}; \node at (5.5,0.5) {$4$}; \node at (6.5,0.5) {$8$}; \node at (7.5,0.5) {$3$}; \footnotesize \node at (0.5,1.4) {$0$}; \node at (1.5,1.4) {$1$}; \node at (2.5,1.4) {$2$}; \node at (3.5,1.4) {$3$}; \node at (4.5,1.4) {$4$}; \node at (5.5,1.4) {$5$}; \node at (6.5,1.4) {$6$}; \node at (7.5,1.4) {$7$}; \end{tikzpicture} \end{center} the longest increasing subsequence contains 4 elements: \begin{center} \begin{tikzpicture}[scale=0.7] \fill[color=lightgray] (1,0) rectangle (2,1); \fill[color=lightgray] (2,0) rectangle (3,1); \fill[color=lightgray] (4,0) rectangle (5,1); \fill[color=lightgray] (6,0) rectangle (7,1); \draw (0,0) grid (8,1); \node at (0.5,0.5) {$6$}; \node at (1.5,0.5) {$2$}; \node at (2.5,0.5) {$5$}; \node at (3.5,0.5) {$1$}; \node at (4.5,0.5) {$7$}; \node at (5.5,0.5) {$4$}; \node at (6.5,0.5) {$8$}; \node at (7.5,0.5) {$3$}; \draw[thick,->] (1.5,-0.25) .. controls (1.75,-1.00) and (2.25,-1.00) .. (2.4,-0.25); \draw[thick,->] (2.6,-0.25) .. controls (3.0,-1.00) and (4.0,-1.00) .. (4.4,-0.25); \draw[thick,->] (4.6,-0.25) .. controls (5.0,-1.00) and (6.0,-1.00) .. (6.5,-0.25); \footnotesize \node at (0.5,1.4) {$0$}; \node at (1.5,1.4) {$1$}; \node at (2.5,1.4) {$2$}; \node at (3.5,1.4) {$3$}; \node at (4.5,1.4) {$4$}; \node at (5.5,1.4) {$5$}; \node at (6.5,1.4) {$6$}; \node at (7.5,1.4) {$7$}; \end{tikzpicture} \end{center} Let $\texttt{length}(k)$ denote the length of the longest increasing subsequence that ends at position $k$. Thus, if we calculate all values of $\texttt{length}(k)$ where $0 \le k \le n-1$, we will find out the length of the longest increasing subsequence. For example, the values of the function for the above array are as follows: \[ \begin{array}{lcl} \texttt{length}(0) & = & 1 \\ \texttt{length}(1) & = & 1 \\ \texttt{length}(2) & = & 2 \\ \texttt{length}(3) & = & 1 \\ \texttt{length}(4) & = & 3 \\ \texttt{length}(5) & = & 2 \\ \texttt{length}(6) & = & 4 \\ \texttt{length}(7) & = & 2 \\ \end{array} \] For example, $\texttt{length}(6)=4$, because the longest increasing subsequence that ends at position 6 consists of 4 elements. To calculate a value of $\texttt{length}(k)$, we should find a position $i= 0) possible[x][k] |= possible[x-w[k]][k-1]; possible[x][k] |= possible[x][k-1]; } } \end{lstlisting} However, here is a better implementation that only uses a one-dimensional array $\texttt{possible}[x]$ that indicates whether we can construct a subset with sum $x$. The trick is to update the array from right to left for each new weight: \begin{lstlisting} possible[0] = true; for (int k = 1; k <= n; k++) { for (int x = W; x >= 0; x--) { if (possible[x]) possible[x+w[k]] = true; } } \end{lstlisting} Note that the general idea presented here can be used in many knapsack problems. For example, if we are given objects with weights and values, we can determine for each weight sum the maximum value sum of a subset. \section{Edit distance} \index{edit distance} \index{Levenshtein distance} The \key{edit distance} or \key{Levenshtein distance}\footnote{The distance is named after V. I. Levenshtein who studied it in connection with binary codes \cite{lev66}.} is the minimum number of editing operations needed to transform a string into another string. The allowed editing operations are as follows: \begin{itemize} \item insert a character (e.g. \texttt{ABC} $\rightarrow$ \texttt{ABCA}) \item remove a character (e.g. \texttt{ABC} $\rightarrow$ \texttt{AC}) \item modify a character (e.g. \texttt{ABC} $\rightarrow$ \texttt{ADC}) \end{itemize} For example, the edit distance between \texttt{LOVE} and \texttt{MOVIE} is 2, because we can first perform the operation \texttt{LOVE} $\rightarrow$ \texttt{MOVE} (modify) and then the operation \texttt{MOVE} $\rightarrow$ \texttt{MOVIE} (insert). This is the smallest possible number of operations, because it is clear that only one operation is not enough. Suppose that we are given a string \texttt{x} of length $n$ and a string \texttt{y} of length $m$, and we want to calculate the edit distance between \texttt{x} and \texttt{y}. To solve the problem, we define a function $\texttt{distance}(a,b)$ that gives the edit distance between prefixes $\texttt{x}[0 \ldots a]$ and $\texttt{y}[0 \ldots b]$. Thus, using this function, the edit distance between \texttt{x} and \texttt{y} equals $\texttt{distance}(n-1,m-1)$. We can calculate values of \texttt{distance} as follows: \begin{equation*} \begin{split} \texttt{distance}(a,b) = \min(& \texttt{distance}(a,b-1)+1, \\ & \texttt{distance}(a-1,b)+1, \\ & \texttt{distance}(a-1,b-1)+\texttt{cost}(a,b)). \end{split} \end{equation*} Here $\texttt{cost}(a,b)=0$ if $\texttt{x}[a]=\texttt{y}[b]$, and otherwise $\texttt{cost}(a,b)=1$. The formula considers the following ways to edit the string \texttt{x}: \begin{itemize} \item $\texttt{distance}(a,b-1)$: insert a character at the end of \texttt{x} \item $\texttt{distance}(a-1,b)$: remove the last character from \texttt{x} \item $\texttt{distance}(a-1,b-1)$: match or modify the last character of \texttt{x} \end{itemize} In the two first cases, one editing operation is needed (insert or remove). In the last case, if $\texttt{x}[a]=\texttt{y}[b]$, we can match the last characters without editing, and otherwise one editing operation is needed (modify). The following table shows the values of \texttt{distance} in the example case: \begin{center} \begin{tikzpicture}[scale=.65] \begin{scope} %\fill [color=lightgray] (5, -3) rectangle (6, -4); \draw (1, -1) grid (7, -6); \node at (0.5,-2.5) {\texttt{L}}; \node at (0.5,-3.5) {\texttt{O}}; \node at (0.5,-4.5) {\texttt{V}}; \node at (0.5,-5.5) {\texttt{E}}; \node at (2.5,-0.5) {\texttt{M}}; \node at (3.5,-0.5) {\texttt{O}}; \node at (4.5,-0.5) {\texttt{V}}; \node at (5.5,-0.5) {\texttt{I}}; \node at (6.5,-0.5) {\texttt{E}}; \node at (1.5,-1.5) {$0$}; \node at (1.5,-2.5) {$1$}; \node at (1.5,-3.5) {$2$}; \node at (1.5,-4.5) {$3$}; \node at (1.5,-5.5) {$4$}; \node at (2.5,-1.5) {$1$}; \node at (2.5,-2.5) {$1$}; \node at (2.5,-3.5) {$2$}; \node at (2.5,-4.5) {$3$}; \node at (2.5,-5.5) {$4$}; \node at (3.5,-1.5) {$2$}; \node at (3.5,-2.5) {$2$}; \node at (3.5,-3.5) {$1$}; \node at (3.5,-4.5) {$2$}; \node at (3.5,-5.5) {$3$}; \node at (4.5,-1.5) {$3$}; \node at (4.5,-2.5) {$3$}; \node at (4.5,-3.5) {$2$}; \node at (4.5,-4.5) {$1$}; \node at (4.5,-5.5) {$2$}; \node at (5.5,-1.5) {$4$}; \node at (5.5,-2.5) {$4$}; \node at (5.5,-3.5) {$3$}; \node at (5.5,-4.5) {$2$}; \node at (5.5,-5.5) {$2$}; \node at (6.5,-1.5) {$5$}; \node at (6.5,-2.5) {$5$}; \node at (6.5,-3.5) {$4$}; \node at (6.5,-4.5) {$3$}; \node at (6.5,-5.5) {$2$}; \end{scope} \end{tikzpicture} \end{center} The lower-right corner of the table tells us that the edit distance between \texttt{LOVE} and \texttt{MOVIE} is 2. The table also shows how to construct the shortest sequence of editing operations. In this case the path is as follows: \begin{center} \begin{tikzpicture}[scale=.65] \begin{scope} \draw (1, -1) grid (7, -6); \node at (0.5,-2.5) {\texttt{L}}; \node at (0.5,-3.5) {\texttt{O}}; \node at (0.5,-4.5) {\texttt{V}}; \node at (0.5,-5.5) {\texttt{E}}; \node at (2.5,-0.5) {\texttt{M}}; \node at (3.5,-0.5) {\texttt{O}}; \node at (4.5,-0.5) {\texttt{V}}; \node at (5.5,-0.5) {\texttt{I}}; \node at (6.5,-0.5) {\texttt{E}}; \node at (1.5,-1.5) {$0$}; \node at (1.5,-2.5) {$1$}; \node at (1.5,-3.5) {$2$}; \node at (1.5,-4.5) {$3$}; \node at (1.5,-5.5) {$4$}; \node at (2.5,-1.5) {$1$}; \node at (2.5,-2.5) {$1$}; \node at (2.5,-3.5) {$2$}; \node at (2.5,-4.5) {$3$}; \node at (2.5,-5.5) {$4$}; \node at (3.5,-1.5) {$2$}; \node at (3.5,-2.5) {$2$}; \node at (3.5,-3.5) {$1$}; \node at (3.5,-4.5) {$2$}; \node at (3.5,-5.5) {$3$}; \node at (4.5,-1.5) {$3$}; \node at (4.5,-2.5) {$3$}; \node at (4.5,-3.5) {$2$}; \node at (4.5,-4.5) {$1$}; \node at (4.5,-5.5) {$2$}; \node at (5.5,-1.5) {$4$}; \node at (5.5,-2.5) {$4$}; \node at (5.5,-3.5) {$3$}; \node at (5.5,-4.5) {$2$}; \node at (5.5,-5.5) {$2$}; \node at (6.5,-1.5) {$5$}; \node at (6.5,-2.5) {$5$}; \node at (6.5,-3.5) {$4$}; \node at (6.5,-4.5) {$3$}; \node at (6.5,-5.5) {$2$}; \path[draw=red,thick,-,line width=2pt] (6.5,-5.5) -- (5.5,-4.5); \path[draw=red,thick,-,line width=2pt] (5.5,-4.5) -- (4.5,-4.5); \path[draw=red,thick,->,line width=2pt] (4.5,-4.5) -- (1.5,-1.5); \end{scope} \end{tikzpicture} \end{center} The last characters of \texttt{LOVE} and \texttt{MOVIE} are equal, so the edit distance between them equals the edit distance between \texttt{LOV} and \texttt{MOVI}. We can use one editing operation to remove the character \texttt{I} from \texttt{MOVI}. Thus, the edit distance is one larger than the edit distance between \texttt{LOV} and \texttt{MOV}, etc. \section{Counting tilings} Sometimes the states of a dynamic programming solution are more complex than fixed combinations of numbers. As an example, consider the problem of calculating the number of distinct ways to fill an $n \times m$ grid using $1 \times 2$ and $2 \times 1$ size tiles. For example, one valid solution for the $4 \times 7$ grid is \begin{center} \begin{tikzpicture}[scale=.65] \draw (0,0) grid (7,4); \draw[fill=gray] (0+0.2,0+0.2) rectangle (2-0.2,1-0.2); \draw[fill=gray] (2+0.2,0+0.2) rectangle (4-0.2,1-0.2); \draw[fill=gray] (4+0.2,0+0.2) rectangle (6-0.2,1-0.2); \draw[fill=gray] (0+0.2,1+0.2) rectangle (2-0.2,2-0.2); \draw[fill=gray] (2+0.2,1+0.2) rectangle (4-0.2,2-0.2); \draw[fill=gray] (1+0.2,2+0.2) rectangle (3-0.2,3-0.2); \draw[fill=gray] (1+0.2,3+0.2) rectangle (3-0.2,4-0.2); \draw[fill=gray] (4+0.2,3+0.2) rectangle (6-0.2,4-0.2); \draw[fill=gray] (0+0.2,2+0.2) rectangle (1-0.2,4-0.2); \draw[fill=gray] (3+0.2,2+0.2) rectangle (4-0.2,4-0.2); \draw[fill=gray] (6+0.2,2+0.2) rectangle (7-0.2,4-0.2); \draw[fill=gray] (4+0.2,1+0.2) rectangle (5-0.2,3-0.2); \draw[fill=gray] (5+0.2,1+0.2) rectangle (6-0.2,3-0.2); \draw[fill=gray] (6+0.2,0+0.2) rectangle (7-0.2,2-0.2); \end{tikzpicture} \end{center} and the total number of solutions is 781. The problem can be solved using dynamic programming by going through the grid row by row. Each row in a solution can be represented as a string that contains $m$ characters from the set $\{\sqcap, \sqcup, \sqsubset, \sqsupset \}$. For example, the above solution consists of four rows that correspond to the following strings: \begin{itemize} \item $\sqcap \sqsubset \sqsupset \sqcap \sqsubset \sqsupset \sqcap$ \item $\sqcup \sqsubset \sqsupset \sqcup \sqcap \sqcap \sqcup$ \item $\sqsubset \sqsupset \sqsubset \sqsupset \sqcup \sqcup \sqcap$ \item $\sqsubset \sqsupset \sqsubset \sqsupset \sqsubset \sqsupset \sqcup$ \end{itemize} Let $\texttt{count}(k,x)$ denote the number of ways to construct a solution for rows $1 \ldots k$ of the grid such that string $x$ corresponds to row $k$. It is possible to use dynamic programming here, because the state of a row is constrained only by the state of the previous row. A solution is valid if row $1$ does not contain the character $\sqcup$, row $n$ does not contain the character $\sqcap$, and all consecutive rows are \emph{compatible}. For example, the rows $\sqcup \sqsubset \sqsupset \sqcup \sqcap \sqcap \sqcup$ and $\sqsubset \sqsupset \sqsubset \sqsupset \sqcup \sqcup \sqcap$ are compatible, while the rows $\sqcap \sqsubset \sqsupset \sqcap \sqsubset \sqsupset \sqcap$ and $\sqsubset \sqsupset \sqsubset \sqsupset \sqsubset \sqsupset \sqcup$ are not compatible. Since a row consists of $m$ characters and there are four choices for each character, the number of distinct rows is at most $4^m$. Thus, the time complexity of the solution is $O(n 4^{2m})$ because we can go through the $O(4^m)$ possible states for each row, and for each state, there are $O(4^m)$ possible states for the previous row. In practice, it is a good idea to rotate the grid so that the shorter side has length $m$, because the factor $4^{2m}$ dominates the time complexity. It is possible to make the solution more efficient by using a more compact representation for the rows. It turns out that it is sufficient to know which columns of the previous row contain the upper square of a vertical tile. Thus, we can represent a row using only characters $\sqcap$ and $\Box$, where $\Box$ is a combination of characters $\sqcup$, $\sqsubset$ and $\sqsupset$. Using this representation, there are only $2^m$ distinct rows and the time complexity is $O(n 2^{2m})$. As a final note, there is also a surprising direct formula for calculating the number of tilings\footnote{Surprisingly, this formula was discovered in 1961 by two research teams \cite{kas61,tem61} that worked independently.}: \[ \prod_{a=1}^{\lceil n/2 \rceil} \prod_{b=1}^{\lceil m/2 \rceil} 4 \cdot (\cos^2 \frac{\pi a}{n + 1} + \cos^2 \frac{\pi b}{m+1})\] This formula is very efficient, because it calculates the number of tilings in $O(nm)$ time, but since the answer is a product of real numbers, a problem when using the formula is how to store the intermediate results accurately.