1. This document provides explanations for the AtCoder Regular Contest 038 programming problems in Japanese.
2. It describes the logic and pseudocode for solving a problem about determining if a knight piece on a chessboard will win or lose from its current position. Dynamic programming is used to store and lookup previously computed results.
3. It then provides sample test cases and outputs for the knight problem.
11.
y
6 g
g y ksRj g j un
judge(i,)j):)#)(i,j)に駒がある状態から開始したときの勝敗)
))if)(i,j))が盤外)or)障害物:)return)勝ち)
))if)judge(i+1,j))==)負け:)return)勝ち)
))if)judge(i+1,j+1))==)負け:)return)勝ち)
))if)judge(i,j+1))==)負け:)return)勝ち)
))return)負け