The key feature for part 2 is changing up what the Dijkstra solver views as an "adjacent" node, injecting the appropriate depth as we traverse inner/outer portals. The main thing that tripped me up here from part 1 was that I needed to be carrying more data along with portals than just their locations, and I could no longer get away with storing the portals as pairs of their inner/outer locations, so a small refactor was needed. Once I made those corrections, it was mostly a matter of ironing out the "get neighbors" function to adhere to part 2's rules, which took me a lot of debugging to get just right.
This was pretty much just day 18 again, but without doors and with an input data parsing skill check. I simplified day 18 and went with a basic Dijkstra algorithm after the DFS to crawl the maze which solved this just fine.
Part 2 is...ugh.
I had some trouble with the logic of this puzzle in my head, and the visuals were too large to realistically render for me to spot-check my solution, so I kept getting part 2 wrong. I eventually realized what needed to be done to get the right answer, which was partially the realization that I needed to check +99 instead of +100, and partially that I probably didn't need to check the entire space, just the bounding points, at least for the initial filters.
And then I optimized it with a bisect instead of a linear search. Always a good idea when you need to narrow a large range to a single point.
Initially I noticed that I was copying twice unnecessarily (once in init() after nulling out memory, and again after returning from init()). After cleaning that up, I realized that we don't need to create a new buffer at all if the program never malloc-ed, so sometimes we can skip the re-init and we can always avoid the double-copy. I don't know if this is actually measurable anywhere, but I spot-checked some results and I still seem to be getting the same answers, so I'm gonna roll with it.
This is too common of an optimization to not have this readily accessible. And I kinda like how this worked out, too. Go is fun. Plus this both speeds up and "fixes" day 14's part 2 solution (it was always giving a correct answer, but mostly by chance based on how the input numbers worked out).
This one was a doozy and took far more time than I'd like to admit. I hope it's the hardest problem of the year. My original solution gave correct answers, but took on the order of 3+ minutes to run, even with memoization (it wasn't finishing any time soon without it). I then tried dropping in some A* and Dijkstra libraries, but wasn't really happy with how things were progressing with them. Some research pointed me toward double-ended queues and priority queues as better solutions, which I should have come up with my own since they've been used along with memoization in other AoC's, and dropping those in took the runtimes down to 4-15 seconds on my m1 macbook air. Once I swapped out the memoized data structures from arrays to maps, the runtime finally dropped to a much more palatable 50-180 millisecond range.
I'm always suspicious when my solution is hundreds of lines of code, though, since you tend to see much more terse solutions from others in the AoC subreddit, but I attribute at least some of the bloat to "Go things" like how maps and arrays usually need to be "make"d first, how there's no easy "list comprehension" or "linq" style data structure queries, etc.
Finally: note that I've seen _dramatically_ different runtimes based on the input. One set of input I checked against ran in 30ms/10ms while another ran in 180ms/54ms. I guess it's never been promised that all inputs are created equally...
My day 18 was slow and I wasn't completely certain where it was all coming from, so I dove into Go's profiling stuff. It was super helpful in identifying the problem and giving me easy wins that took runtime from 4.6s/14.4s (part 1/part 2) to 180ms/50ms just from swapping some arrays for maps, which the profile pointed out very clearly.
My initial idea for a solution ended up working out great, but I had a hard time getting it all down on "paper," so to speak, so this is probably 200 lines of code too many, but it definitely does exactly what I envisioned (and quickly) even if it's not the most succinct.
Following the formula for part 1 was straightforward enough, but finding the pattern for part 2 and deducing the shortcut formula took me a while. That first 0 1 propagate enough that by the time we get halfway through applying the formula, it's all 0s and 1s, so sort of like an addition with a mask on what numbers we're adding.
I wanted to use something like a right-hand wall solver, but the fact that you don't know the maze ahead of time and you can't see what something is without trying to move into it made that difficult. This semi-brute-force approach works well enough. I originally stopped as soon as I found the oxygen system and figured out the shortest path, but once I submitted that answer and saw that part 2 wanted the full map explored, I figured I might as well just fill the map all at once.
I think I would have been stuck on part 1 longer if my input set didn't happen to find the goal system fairly easily (or maybe my debug drawing helped me work through it with that input set specifically, I'm not sure) since a different input set required some tweaking to the max-visited threshold in order to find things that my first input set found with a lower setting.
Regardless, I'm pretty excited that I came to Trémaux's algorithm, more or less, on my own. I went to Wikipedia to see if I was on the right track and lo and behold, I had come to a version of it myself.
Part 2 turned out easier than I originally thought. I suspected this solution would work, but wasn't completely confident. It can only work for the type of maze used by this problem (where there are no loops of open areas). I'm just glad I didn't need A* or anything.
Oh, and this `stringer` command that allows debug printing of enums can be installed with `go install golang.org/x/tools/cmd/stringer@latest`
This one's part 1 destroyed me. I had a very difficult time, trying 3 separate approaches, each one of which worked for most cases but eventually fell apart on the 5th sample or my actual puzzle input. I ended up reading a bunch of hints from the subreddit which eventually led me to a blog post describing this solution, which wasn't far off from what I had, but I was overcomplicating things.
Part 2 surprised me in that I expected a simple "ore available divided by ore needed for 1 fuel" would solve it, but of course the excess chemicals produced in any given reaction meant that it wasn't that simple. So this approach uses that estimate as a lower bound, since it always underestimates, and then bisects its way to the solution (starting at the lower bound and adding 1 each time took too long). I'm sure a smarter upper bound choice could lower the runtime of this by a bit, but runtime isn't bad enough right now for me to try any additional optimizations.
This was incredibly cool and I had a really fun time with it. Uncomment everything to see the game play itself! Note that I'm not seeking around in the terminal window to make the drawing smooth, I'm just outputting each new frame as it happens, so there's some jitter, but it still looks great!
I messed around a bit with control codes to move the cursor around instead of the "draw the buffer over and over again" approach, and they work, mostly, but I'm sticking with this for now.
This one was an absolute beating for me. I am so bad at these sorts of problems. Ultimately I settled on a probably-not-ideal solution that crawls the graph with offsets of each variant of (+/-x,+/-y), marking nodes visited as we come across them so that we end up with a list of asteroids that we can see. Given that this is day 10, and knowing how bad I am at math, I'm assuming this is very far from the intended solution, but it works reasonably quickly and I managed to come up with it myself, so I'm not going to stress too much about it.
For asteroid destruction, the best method I could come up with for finding the correct order was to implement an entire Vector class and sort by angle, which worked, but again, I can't decide if it was the intended solution or not. I should start reusing past years' codebases so I don't have to keep building a utility library from scratch.
This day showed me that when the input instruction was introduced and said "write addresses will never be in immediate mode", that didn't mean "so don't bother handling modes for input addresses", it meant "handle the mode, but assert if it's immediate mode". It was super helpful that this program contained a bootstrap sequence to validate each instruction.
Memory expansion came with a few caveats: obviously reads and writes needed to handle expanding the memory space, but a Reset also can no longer get away with simply copying the program into memory again because we need to ensure that any additional memory is cut off (or at least zeroed), so the quickest way to handle that in Go is to simply allocate a new buffer; I'd rather manipulate the existing buffer, but I'm having a hard time finding the best way to do that.
And finally, make sure you reset your relativeBase when resetting the program...that one was ugly to track down.
I will probably end up regretting this since I assume the "wait to be given an input from some other process before continuing execution" paradigm is going to come up again, but this part 2 goroutine+channel solution felt good (taking advantage of Go features) and made me happy, so I rolled with it.
I'm reasonably happy with this. I started with a bi-directional linked list, but realized that a flat list of all nodes came in handy for one use case while the linked list came in handy for another, so I settled on that.
This required an overhaul of the intcode machine to actually be its own type that could operate on its own memory and stuff. So I had to touch day 2 to make it adhere to the new API.
Feeling good about this foundation now. Until I get gobsmacked at some point later, which I expect to happen.
This allows using someone else's data to compare runtimes, behavior, etc. without having to recompile. Since it's patched into the function that all days use to read, it's incompatible with running all days, which I feel is a reasonable compromise and behavior expectation.
The Mode() check is how the internet says you can test if you should even try to look at stdin, and the Size() check ensures that there's actually data to be read instead of just an open stdin handle (running in VSCode with a debugger seems to keep the stdin handle open, for example, so it passes the Mode() check and then hangs when trying to read since there's nothing to actually read).
This makes it slightly easier to adjust VSCode's launch.json to hop around debugging different days. Not much, but a little. And every little bit helps!