parent
540bbb9a9e
commit
98a4dffb3c
125
day23/sol.ivy
125
day23/sol.ivy
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@ -1,7 +1,8 @@
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)get "input.ivy"
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sample = 7 7 rho '....#..' '..###.#' '#...#.#' '.#...##' '#.###..' '##.#.##' '.#..#..'
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board = sample == '#'
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#board = sample == '#'
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board = input == '#'
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#board
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op north a = 1 flip a
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@ -11,6 +12,9 @@ op east a = -1 rot a
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#north 3 3 rho iota 9
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op lift a = (1,rho a) rho a
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op n moveNSWE a = (lift n flip a[1]), (lift (-n) flip a[2]), (lift n rot a[3]), (lift (-n) rot a[4])
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op a coalesce b =
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a: a
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b
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@ -22,43 +26,102 @@ op maybePad a =
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needsPad a: pad a
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a
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op maybePad1 a =
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c1 = any a[1]
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c2 = any a[(rho a)[1]]
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c1 and c2: 0,a,0
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c1: 0,a
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c2: a,0
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a
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op maybePad a =
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a = maybePad1 a
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(any a[;1]) or (any a[;(rho a)[2]]): transp maybePad1 transp a
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a
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op smearWE a = a or (west a) or (east a)
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op smearNS a = a or (north a) or (south a)
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op lift a = (1,rho a) rho a
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op show a = (text ".#23456789"[1+a]),"\n-"
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M = 0
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a = maybePad board
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n = south smearWE a
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s = north smearWE a
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e = west smearNS a
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w = east smearNS a
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#n
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op axis1 a = 3 1 2 transp a
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p = 4 3 2 1
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op look a =
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ns = lift smearNS a
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we = lift smearWE a
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-1 moveNSWE (we, we, ns, ns)
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C = (lift n) , (lift s) , (lift w) , (lift e)
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rho C
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canMove = a and or/ 3 1 2 transp C # can move if there is an elf nearby
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C2 = (not C) and (rho C) rho canMove # can move in a direction if not alone and there is no elf in that direction
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show C2
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P1 = max/ p * 3 1 2 transp C2 # select direction
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P2 = p o.== P1 # decompose into 4x?x? matrix
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P1; "\n-"
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C3 = (north P2[1]) + (south P2[2]) + (west P2[3]) + (east P2[4])
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C3; "\n-"
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notBlock = C3 == 1
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C4 = (lift south notBlock), (lift north notBlock), (lift east notBlock), (lift west notBlock)
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rho C4
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P3 = P2 and C4
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show P3
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moved = or/ 3 1 2 transp P3
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moved
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#a and not moved
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#show P3
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B = (a and not moved) + (north P3[1]) + (south P3[2]) + (west P3[3]) + (east P3[4])
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show a
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show B
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op dup4 a = (4,rho a) rho a
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# look in each direction
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# an elf can move in a direction if there is no elf in said direction and there is an elf somewhere nearby
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# returns a 4x(rho a) matrix
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op canMove a =
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C = look a
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(not C) and dup4 (a and or/axis1 C)
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# prepare moves
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# assign each move a priority and take the max
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# remove lower priority moves
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op p prepare choices =
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best = max/ p * axis1 choices # select best direction
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p o.== best # decompose into 4x?x? matrix
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# count how many elves want to move to each square
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# filter out moves which conflict
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op unblocked moves =
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open = 1 == +/axis1 1 moveNSWE moves
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moves and -1 moveNSWE dup4 open
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priority = 4 3 2 1
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M = 0
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changed = 0
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op M round a =
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a = maybePad a
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moves = unblocked (M flip priority) prepare canMove a
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moved = or/axis1 moves
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changed; changed = +/, moved
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b = (a and not moved) + +/axis1 1 moveNSWE moves
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b
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op round a = M round a
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# this is implemented using globals
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# to store the board instead of recursion
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# in order to avoid keeping a bunch of large
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# intermediate values alive on the stack
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B = 0
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op i loop n =
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i > n: i
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changed; changed = 0
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B = M round B
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M = M - 1
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changed == 0: i
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(i+1) loop n
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op n rounds a =
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B; B = a
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M; M = 0
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1 loop n
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B
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op n numrounds a =
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B; B = a
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M; M = 0
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1 loop n
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op score a =
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a = maybePad a
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n = */ (rho a) - 2
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n - +/, a
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show round board
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show 10 rounds board
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score 10 rounds board
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1000 numrounds board
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#numrounds board
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