day 23 ivy solution

part 2 is very slow; takes about ~2min on my machine
main
magical 2022-12-23 16:13:58 -08:00
parent 540bbb9a9e
commit 98a4dffb3c
1 changed files with 94 additions and 31 deletions

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@ -1,7 +1,8 @@
)get "input.ivy"
sample = 7 7 rho '....#..' '..###.#' '#...#.#' '.#...##' '#.###..' '##.#.##' '.#..#..'
board = sample == '#'
#board = sample == '#'
board = input == '#'
#board
op north a = 1 flip a
@ -11,6 +12,9 @@ op east a = -1 rot a
#north 3 3 rho iota 9
op lift a = (1,rho a) rho a
op n moveNSWE a = (lift n flip a[1]), (lift (-n) flip a[2]), (lift n rot a[3]), (lift (-n) rot a[4])
op a coalesce b =
a: a
b
@ -22,43 +26,102 @@ op maybePad a =
needsPad a: pad a
a
op maybePad1 a =
c1 = any a[1]
c2 = any a[(rho a)[1]]
c1 and c2: 0,a,0
c1: 0,a
c2: a,0
a
op maybePad a =
a = maybePad1 a
(any a[;1]) or (any a[;(rho a)[2]]): transp maybePad1 transp a
a
op smearWE a = a or (west a) or (east a)
op smearNS a = a or (north a) or (south a)
op lift a = (1,rho a) rho a
op show a = (text ".#23456789"[1+a]),"\n-"
M = 0
a = maybePad board
n = south smearWE a
s = north smearWE a
e = west smearNS a
w = east smearNS a
#n
op axis1 a = 3 1 2 transp a
p = 4 3 2 1
op look a =
ns = lift smearNS a
we = lift smearWE a
-1 moveNSWE (we, we, ns, ns)
C = (lift n) , (lift s) , (lift w) , (lift e)
rho C
canMove = a and or/ 3 1 2 transp C # can move if there is an elf nearby
C2 = (not C) and (rho C) rho canMove # can move in a direction if not alone and there is no elf in that direction
show C2
P1 = max/ p * 3 1 2 transp C2 # select direction
P2 = p o.== P1 # decompose into 4x?x? matrix
P1; "\n-"
C3 = (north P2[1]) + (south P2[2]) + (west P2[3]) + (east P2[4])
C3; "\n-"
notBlock = C3 == 1
C4 = (lift south notBlock), (lift north notBlock), (lift east notBlock), (lift west notBlock)
rho C4
P3 = P2 and C4
show P3
moved = or/ 3 1 2 transp P3
moved
#a and not moved
#show P3
B = (a and not moved) + (north P3[1]) + (south P3[2]) + (west P3[3]) + (east P3[4])
show a
show B
op dup4 a = (4,rho a) rho a
# look in each direction
# an elf can move in a direction if there is no elf in said direction and there is an elf somewhere nearby
# returns a 4x(rho a) matrix
op canMove a =
C = look a
(not C) and dup4 (a and or/axis1 C)
# prepare moves
# assign each move a priority and take the max
# remove lower priority moves
op p prepare choices =
best = max/ p * axis1 choices # select best direction
p o.== best # decompose into 4x?x? matrix
# count how many elves want to move to each square
# filter out moves which conflict
op unblocked moves =
open = 1 == +/axis1 1 moveNSWE moves
moves and -1 moveNSWE dup4 open
priority = 4 3 2 1
M = 0
changed = 0
op M round a =
a = maybePad a
moves = unblocked (M flip priority) prepare canMove a
moved = or/axis1 moves
changed; changed = +/, moved
b = (a and not moved) + +/axis1 1 moveNSWE moves
b
op round a = M round a
# this is implemented using globals
# to store the board instead of recursion
# in order to avoid keeping a bunch of large
# intermediate values alive on the stack
B = 0
op i loop n =
i > n: i
changed; changed = 0
B = M round B
M = M - 1
changed == 0: i
(i+1) loop n
op n rounds a =
B; B = a
M; M = 0
1 loop n
B
op n numrounds a =
B; B = a
M; M = 0
1 loop n
op score a =
a = maybePad a
n = */ (rho a) - 2
n - +/, a
show round board
show 10 rounds board
score 10 rounds board
1000 numrounds board
#numrounds board