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20_donut_maze.rb
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20_donut_maze.rb
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require_relative 'lib/search'
def parse_maze(flat_input, height, width)
portal_pairs = Hash.new { |h, k| h[k] = {outer: nil, inner: nil} }
portal_entrances = {}
dirs = [-width, width, -1, 1].freeze
flat_input.each_char.with_index { |cell, pos|
next if pos < width
next unless flat_input[pos + width]
# Find letters with dots next to them.
next unless (?A..?Z).cover?(cell)
dirs_with_dot = dirs.select { |dpos| flat_input[pos + dpos] == ?. }
raise "more than one dot for #{pos} (#{pos.divmod(width)}): #{dirs_with_dot}" if dirs_with_dot.size > 1
next unless (dir_with_dot = dirs_with_dot[0])
other_letter = flat_input[pos - dir_with_dot]
# dot below (+width) or to right (+1) of letter means other letter comes first.
# dot above (-width) or to left (-1) of letter means other letter comes second.
id = (dir_with_dot > 0 ? other_letter + cell : cell + other_letter).freeze
y, x = (pos - dir_with_dot).divmod(width)
type = y == 0 || y == height - 1 || x == 0 || x == width - 1 ? :outer : :inner
raise "REPEAT #{id} #{type}" if portal_pairs[id][type]
dot_pos = pos + dir_with_dot
portal_entrances[dot_pos] = true
portal_pairs[id][type] = dot_pos
}
portal_entrances.freeze
outer = ->k {
raise "no #{k}" unless (pair = portal_pairs.delete(k))
raise "inner #{k} #{pair[:inner]}" if pair[:inner]
pair[:outer]
}
start = outer['AA']
goal = outer['ZZ']
portal_pairs.each { |k, v|
raise "MISSING INNER FOR #{k}" unless v[:inner]
raise "MISSING OUTER FOR #{k}" unless v[:outer]
}
portal_pairs.freeze
dists = portal_pairs.values.flat_map { |v|
[
[v[:outer], [v[:inner], 1, -1].freeze],
[v[:inner], [v[:outer], 1, 1].freeze],
]
}.to_h
portal_to_portal = portal_to_portal(flat_input, dirs, portal_entrances)
[
start, goal,
# not using this anymore (failed heuristic)
nil && min_in_out(portal_pairs, portal_to_portal),
dists.merge!(portal_to_portal) { |_, v1, v2| (v2 << v1).freeze }.freeze,
]
end
def min_in_out(portal_pairs, portal_to_portal)
outers = portal_pairs.values.to_h { |v| [v[:outer], true] }
portal_pairs.values.flat_map { |v|
next [] unless (inner = v[:inner])
portal_to_portal[inner].filter_map { |dest, dist, ddepth|
next if ddepth != 0
next unless outers[dest]
dist
}
}.min
end
def portal_to_portal(flat_input, dirs, portal_entrances)
portal_entrances.keys.to_h { |src|
other_portals = Search.bfs(
src, num_goals: Float::INFINITY,
neighbours: ->pos {
dirs.map { |dpos| pos + dpos }.select { |npos| flat_input[npos] == ?. }
},
goal: ->pos { pos != src && portal_entrances.has_key?(pos) },
)
[src, other_portals[:goals].map { |pos, dist| [pos, dist, 0].freeze }]
}.freeze
end
input = ARGF.each_line.map(&:chomp).map(&:freeze).freeze
width = input.map(&:size).max
flat_input = input.map { |l| l.ljust(width, ' ') }.join.freeze
height = input.size
start, goal, _min_in_out, dists = parse_maze(flat_input, height, width)
maze_size = flat_input.size
# Attempts to prove a bound on depth have failed:
# https://www.reddit.com/r/adventofcode/comments/ed5ei2/2019_day_20_solutions/fbg6p0s/
# Maze with:
# long corridor whose distance means an optimal solution crosses it once
# left side allowing depths 4, 9, 14... to connect to long corridor
# right side allowing depths 6, 12, 18... to connect to long corridor
# Only contains 11 portal pairs, but best path would go down to depth 24.
#
# Only remaining hope is if there is a property of the inputs to exploit.
#
# However, I need to set some limit here, to allow example 2 to pass on part 2 test.
# Don't want to doom myself to wander the halls of Pluto for all eternity.
# The input described above had its depth determined by multiplying (n - k) * k
# So we'll just limit at the maximum this value could be,
# which is splitting the number of pairs in half as equally as possible.
# 11 -> 6 * 5, 12 -> 6 * 6, etc.
portal_pairs = (dists.size - 2) / 2
half_up = (portal_pairs + 1) / 2
max_depth = portal_pairs / 2 * half_up
search = ->depth_mult {
cost, _junk = Search.astar(
start,
goal: {goal => true}.freeze,
neighbours: ->depth_and_pos {
depth, pos = depth_and_pos.divmod(maze_size)
dists[pos].filter_map { |dest, dist, depth_change|
new_depth = depth + depth_change * depth_mult
[new_depth * maze_size + dest, dist] if (0..max_depth).cover?(new_depth)
}
},
heuristic: ->depth_and_pos {
0
# I would like to use this, but it's non-monotonic (AKA inconsistent),
# 1. that will cause MonotonePriorityQueue to raise.
# 2. my A* implementation assumes I never need to revisit a node,
# but with an inconsistent heuristic, you might.
# I could use PriorityQueue along with this heuristic,
# but PriorityQueue slowdown is more than the heuristic's speedup.
#depth = depth_and_pos / maze_size
#depth * (min_in_out + 1)
# Why it's inconsistent:
# Moving from an outer portal at depth 1 to an inner portal at depth 0
# costs only 1, but decreases heuristic from (min_in_out + 1) to 0.
# This violates the requirement: h(x) <= d(x, y) + h(y)
# because min_in_out + 1 > 1 + 0
},
)
cost || 'impossible'
}
puts search[0]
puts search[1]