Chess
Yesterday, the wise Owl in her beautiful castle "Chestnuts" discovered a chess set. However, only Rabbit was able to fully listen to and remember the rules of the game. Consequently, Owl decided to simplify the rules. With these changes, only 2 pieces remain on the board, named after the inhabitants of the Enchanted Forest for easy memorization. One piece is, naturally, the formidable Elephantopotamus, which is the new name for the traditional chess bishop. The second piece was unanimously named after Tigger (who else could catch the Dread...poto... Elephantopotamus?). Tigger is not satisfied with the movement of existing pieces and wants to move (or rather jump) in his own unique way, as Tigger loves to jump, jump, and jump. Specifically, he wants his piece to be able to jump either two squares vertically or horizontally, or one square diagonally. Owl also decided that it would be fair if the Elephantopotamus piece did not move, as a real Elephantopotamus usually hides in ambush and remains still to avoid detection.
Help the inhabitants of the Enchanted Forest determine whether Tigger can catch, meaning land on the same square as, the Elephantopotamus during a chess game.
Input
The input file contains the coordinates of two squares, indicating the positions of Tigger and the Elephantopotamus, each on a separate line. The coordinates of the squares are given as a pair consisting of a letter (from a to h) and a number (from 1 to 8) without spaces.
Output
In the output file, print YES if Tigger's piece can catch the Elephantopotamus piece, and NO if it cannot.