Day 18 part 1 solution

...sort of. It works, but it takes a lot longer than I'd like on real input. I optimized it with some memoization, but it's still far too slow to be the intended solution. I finished my actual input in over 3 minutes on my macbook m1 (...with the right answer, at least).

This solution as-is isn't really going to fly for part 2, though, so I'm probably going to have to re-do it either way.
This commit is contained in:
2022-06-15 22:05:01 -05:00
parent 5bc089c83d
commit 8f0dc931c1
16 changed files with 512 additions and 4 deletions

349
days/18.go Normal file
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package days
import (
"fmt"
"math"
"sort"
"strings"
"github.com/beefsack/go-astar"
u "parnic.com/aoc2019/utilities"
)
type day18Cell int
type day18Vec u.Vec2[int]
const (
day18CellWall day18Cell = iota
day18CellOpen
)
var (
day18AdjacentOffsets = []day18Vec{
{X: -1, Y: 0},
{X: 1, Y: 0},
{X: 0, Y: -1},
{X: 0, Y: 1},
}
)
// variables needed for pathfinding
// a better solution would be to keep the current path search state in its
// own struct and store these on there, but i don't need to worry about
// thread safety right now, so this will do fine
var (
pathGrid [][]day18Cell
pathDoors map[day18Vec]int
)
type day18KeySearchResult struct {
keyType int
path []astar.Pather
distance float64
found bool
}
type Day18 struct {
entrance day18Vec
grid [][]day18Cell
doors map[day18Vec]int
keys map[day18Vec]int
knownPaths map[u.Pair[day18Vec, string]]u.Pair[int, bool]
}
func (v day18Vec) PathNeighbors() []astar.Pather {
ret := make([]astar.Pather, 0)
for _, offset := range day18AdjacentOffsets {
vOffset := day18Vec{X: v.X + offset.X, Y: v.Y + offset.Y}
if vOffset.X < 0 || vOffset.Y < 0 || vOffset.Y >= len(pathGrid) || vOffset.X >= len(pathGrid[0]) {
continue
}
if _, exists := pathDoors[vOffset]; exists {
continue
}
if pathGrid[vOffset.Y][vOffset.X] == day18CellOpen {
ret = append(ret, vOffset)
}
}
return ret
}
func (v day18Vec) PathNeighborCost(to astar.Pather) float64 {
return 1
}
func (v day18Vec) PathEstimatedCost(to astar.Pather) float64 {
// this is insanely more complicated than i feel like it should be.
// i guess generics aren't quite as flexible as i'd hoped. Go doesn't
// seem to know that a day18Vec is a vec2i which is a vec2[int].
return float64(u.ManhattanDistance(u.Vec2[int]{X: v.X, Y: v.Y}, u.Vec2[int]{X: to.(day18Vec).X, Y: to.(day18Vec).Y}))
}
func (d *Day18) Parse() {
d.doors = make(map[day18Vec]int)
d.keys = make(map[day18Vec]int)
d.knownPaths = make(map[u.Pair[day18Vec, string]]u.Pair[int, bool])
lines := u.GetStringLines("18s6")
d.grid = make([][]day18Cell, len(lines))
for i, line := range lines {
d.grid[i] = make([]day18Cell, len(line))
for j, char := range line {
if char == '#' {
d.grid[i][j] = day18CellWall
} else if char == '.' {
d.grid[i][j] = day18CellOpen
} else if char == '@' {
d.grid[i][j] = day18CellOpen
d.entrance = day18Vec{X: j, Y: i}
} else if char >= 'A' && char <= 'Z' {
d.grid[i][j] = day18CellOpen
d.doors[day18Vec{X: j, Y: i}] = int(char - 'A')
} else if char >= 'a' && char <= 'z' {
d.grid[i][j] = day18CellOpen
d.keys[day18Vec{X: j, Y: i}] = int(char - 'a')
}
}
}
pathGrid = d.grid
}
func (d Day18) Num() int {
return 18
}
func (d Day18) Draw(grid [][]day18Cell, keys, doors map[day18Vec]int, entrances ...day18Vec) {
for y := range grid {
for x := range grid[y] {
switch grid[y][x] {
case day18CellWall:
fmt.Print("█")
case day18CellOpen:
posVec := day18Vec{X: x, Y: y}
if _, exists := doors[posVec]; exists {
fmt.Printf("%c", rune(doors[posVec]+'A'))
} else if _, exists := keys[posVec]; exists {
fmt.Printf("%c", rune(keys[posVec]+'a'))
} else if u.ArrayContains(entrances, posVec) {
fmt.Print("@")
} else {
fmt.Print(".")
}
}
}
fmt.Println()
}
}
func (d *Day18) pickUpKey(atPosition day18Vec, keys, doors map[day18Vec]int) {
key, exists := keys[atPosition]
if !exists {
panic("tried to pick up a key that either doesn't exist or was already picked up")
}
var matchingDoorPos day18Vec
foundDoor := false
for doorPos, doorType := range doors {
if doorType == key {
matchingDoorPos = doorPos
foundDoor = true
break
}
}
delete(keys, atPosition)
// the last key has no door, so we should only fail this once. should.
if foundDoor {
delete(doors, matchingDoorPos)
}
}
func astarPathContains(arr []astar.Pather, find astar.Pather) bool {
for _, v := range arr {
if v == find {
return true
}
}
return false
}
func (d Day18) findReachableKeys(pos day18Vec, keys, doors map[day18Vec]int) map[day18Vec]day18KeySearchResult {
pathDoors = doors
ret := make(map[day18Vec]day18KeySearchResult)
for keyPos, keyType := range keys {
path, distance, found := astar.Path(pos, keyPos)
if found {
ret[keyPos] = day18KeySearchResult{
keyType: keyType,
path: path,
distance: distance,
found: found,
}
}
}
if len(ret) < 2 {
return ret
}
filtered := make(map[day18Vec]day18KeySearchResult)
// filter out keys that require you to walk through another key to get to them
for keyPos, key := range ret {
eligible := true
for checkKeyPos := range ret {
if keyPos == checkKeyPos {
continue
}
if astarPathContains(key.path, checkKeyPos) {
eligible = false
break
}
}
if eligible {
filtered[keyPos] = key
}
}
return filtered
}
func (d Day18) tryPickupKey(inKeys, inDoors map[day18Vec]int, keyPos day18Vec, keyResult day18KeySearchResult) (int, bool) {
keys := u.CopyMap(inKeys)
doors := u.CopyMap(inDoors)
d.pickUpKey(keyPos, keys, doors)
totalDist := int(keyResult.distance)
if len(keys) == 0 {
return totalDist, true
}
sb := strings.Builder{}
keyVals := u.MapValues(keys)
sort.Slice(keyVals, func(i, j int) bool { return keyVals[i] < keyVals[j] })
for i, v := range keyVals {
if i > 0 {
sb.WriteRune(',')
}
sb.WriteString(fmt.Sprintf("%d", v))
}
vecToKey := u.Pair[day18Vec, string]{First: keyPos, Second: sb.String()}
if v, exists := d.knownPaths[vecToKey]; exists {
return totalDist + v.First, v.Second
}
shortestDist := math.MaxInt
reachableKeys := d.findReachableKeys(keyPos, keys, doors)
if len(reachableKeys) == 0 {
// panic("no reachable keys")
return math.MaxInt, false
}
// fmt.Println("in.", len(reachableKeys), "reachable keys")
done := false
for reachableKeyPos, keyResult := range reachableKeys {
bestDist, finished := d.tryPickupKey(keys, doors, reachableKeyPos, keyResult)
if bestDist < shortestDist {
shortestDist = bestDist
done = finished
}
}
// fmt.Println("out")
d.knownPaths[vecToKey] = u.Pair[int, bool]{First: shortestDist, Second: done}
totalDist += shortestDist
return totalDist, done
}
func (d Day18) part2PatchMap(grid [][]day18Cell, entrance day18Vec) []day18Vec {
grid[entrance.Y-1][entrance.X] = day18CellWall
grid[entrance.Y][entrance.X-1] = day18CellWall
grid[entrance.Y][entrance.X] = day18CellWall
grid[entrance.Y][entrance.X+1] = day18CellWall
grid[entrance.Y+1][entrance.X] = day18CellWall
return []day18Vec{
{X: entrance.X - 1, Y: entrance.Y - 1},
{X: entrance.X + 1, Y: entrance.Y - 1},
{X: entrance.X - 1, Y: entrance.Y + 1},
{X: entrance.X + 1, Y: entrance.Y + 1},
}
}
func (d *Day18) Part1() string {
pos := d.entrance
keys := u.CopyMap(d.keys)
doors := u.CopyMap(d.doors)
fmt.Println("initial state:")
d.Draw(d.grid, keys, doors, pos)
bestDist := math.MaxInt
reachableKeys := d.findReachableKeys(pos, keys, doors)
if len(reachableKeys) == 0 {
panic("failed to find a key to pick up")
}
for keyPos, keyResult := range reachableKeys {
shortestPath, _ := d.tryPickupKey(keys, doors, keyPos, keyResult)
if shortestPath < bestDist {
bestDist = shortestPath
}
}
// fmt.Printf("Moving to pick up key %c (cost: %d, total cost so far: %d)\n", rune(closestKey+'a'), closestDist, totalDist)
// d.Draw(pos, keys, doors)
return fmt.Sprintf("Total distance traveled: %s%d%s", u.TextBold, bestDist, u.TextReset)
}
func (d *Day18) Part2() string {
keys := u.CopyMap(d.keys)
doors := u.CopyMap(d.doors)
d.knownPaths = make(map[u.Pair[day18Vec, string]]u.Pair[int, bool])
fmt.Println("initial state:")
grid := make([][]day18Cell, len(d.grid))
for i := range d.grid {
grid[i] = make([]day18Cell, len(d.grid[i]))
copy(grid[i], d.grid[i])
}
pathGrid = grid
entrances := d.part2PatchMap(grid, d.entrance)
d.Draw(grid, keys, doors, entrances...)
bestDist := math.MaxInt
// reachableKeys := d.findReachableKeys(entrances[0], keys, doors)
// if len(reachableKeys) == 0 {
// panic("failed to find a key to pick up")
// }
done := true
for !done {
for _, entrance := range entrances {
reachableKeys := d.findReachableKeys(entrance, keys, doors)
for keyPos, keyResult := range reachableKeys {
shortestPath, finished := d.tryPickupKey(keys, doors, keyPos, keyResult)
if shortestPath < bestDist {
bestDist = shortestPath
done = finished
}
}
}
}
// fmt.Printf("Moving to pick up key %c (cost: %d, total cost so far: %d)\n", rune(closestKey+'a'), closestDist, totalDist)
// d.Draw(pos, keys, doors)
return fmt.Sprintf("Total distance traveled: %s%d%s", u.TextBold, bestDist, u.TextReset)
}