Zwischenstand

This commit is contained in:
Karl Spickermann 2022-12-20 02:06:55 +01:00
parent 4b081961e5
commit 34155ab4f3
2 changed files with 49 additions and 25 deletions

@ -26,23 +26,24 @@ func main() {
highestGeode := make([]int, len(lines))
for i, line := range lines {
blueprint := getBluePrint(line)
fastestTime := getFastestTimeToElementN(blueprint, map[[9]int]State{[9]int{0, 0, 0, 0, 1, 0, 0, 0, 0}: State{[4]int{0, 0, 0, 0}, [4]int{1, 0, 0, 0}, 0}}, 2)
startStates := getAllPossibleCombinationsWithFastestTime(blueprint, map[[9]int]State{[9]int{0, 0, 0, 0, 1, 0, 0, 0, 0}: State{[4]int{0, 0, 0, 0}, [4]int{1, 0, 0, 0}, 0}}, 2, fastestTime)
tmpStates := getAllPossibleCombinationsWithFastestTime(blueprint, map[[9]int]State{[9]int{0, 0, 0, 0, 1, 0, 0, 0, 0}: State{[4]int{0, 0, 0, 0}, [4]int{1, 0, 0, 0}, 0}}, 2, fastestTime)
fastestTime = getFastestTimeToElementN(blueprint, tmpStates, 3)
startStates = getAllPossibleCombinationsWithFastestTime(blueprint, startStates, 3, fastestTime)
highestGeode[i] = getHighestGeode(blueprint, startStates)
fmt.Println(i)
//fastestTime := getFastestTimeToElementN(blueprint, map[[4]int]State{[4]int{0, 0, 0, 0, 1, 0, 0, 0}: State{[4]int{0, 0, 0, 0}, [4]int{1, 0, 0, 0}, 0}}, 3)
//startStates := getAllPossibleCombinationsWithFastestTime(blueprint, map[[4]int]State{[4]int{0, 0, 0, 0, 1, 0, 0, 0}: State{[4]int{0, 0, 0, 0}, [4]int{1, 0, 0, 0}, 0}}, 3, fastestTime)
//tmpStates := getAllPossibleCombinationsWithFastestTime(blueprint, map[[4]int]State{[4]int{0, 0, 0, 0, 1, 0, 0, 0, 0}: State{[4]int{0, 0, 0, 0}, [4]int{1, 0, 0, 0}, 0}}, 2, fastestTime)
//fastestTime = getFastestTimeToElementN(blueprint, tmpStates, 3)
//startStates = getAllPossibleCombinationsWithFastestTime(blueprint, startStates, 3, fastestTime)
highestGeode[i] = getHighestGeode(blueprint, map[[4]int]State{[4]int{0, 0, 0, 0}: State{[4]int{0, 0, 0, 0}, [4]int{1, 0, 0, 0}, 0}})
fmt.Println(highestGeode[i])
}
sum := 0
for i, score := range highestGeode {
sum += (i + 1) * score
}
fmt.Println(highestGeode)
fmt.Println(sum)
}
func getHighestGeode(blueprint Blueprint, startStates map[[9]int]State) int {
func getHighestGeode(blueprint Blueprint, startStates map[[4]int]State) int {
activeStates := startStates
endStates := []State{}
for len(activeStates) > 0 {
@ -50,14 +51,14 @@ func getHighestGeode(blueprint Blueprint, startStates map[[9]int]State) int {
}
highestgeode := 0
for _, state := range endStates {
if state.currentRessources[3] > highestgeode && state.runtime >= 25 {
if state.currentRessources[3] > highestgeode {
highestgeode = state.currentRessources[3]
}
}
return highestgeode
}
func getFastestTimeToElementN(blueprint Blueprint, startStates map[[9]int]State, untilElementN int) int {
func getFastestTimeToElementN(blueprint Blueprint, startStates map[[4]int]State, untilElementN int) int {
activeStates := startStates
fastestTimeToObsidianState := State{[4]int{0, 0, 0, 0}, [4]int{1, 0, 0, 0}, 26}
for len(activeStates) > 0 {
@ -66,32 +67,41 @@ func getFastestTimeToElementN(blueprint Blueprint, startStates map[[9]int]State,
return fastestTimeToObsidianState.runtime
}
func getAllPossibleCombinationsWithFastestTime(blueprint Blueprint, startStates map[[9]int]State, untilElementN int, fastestTime int) map[[9]int]State {
func getAllPossibleCombinationsWithFastestTime(blueprint Blueprint, startStates map[[4]int]State, untilElementN int, fastestTime int) map[[4]int]State {
activeStates := startStates
fastestTimeToObsidianState := map[[9]int]State{}
fastestTimeToObsidianState := map[[4]int]State{}
for len(activeStates) > 0 {
stepFindAllFastestTime(&activeStates, &fastestTimeToObsidianState, untilElementN, fastestTime, &blueprint)
}
return fastestTimeToObsidianState
}
func step(activeStates *map[[9]int]State, fastestTImeToObsidian *State, untilElementN int, blueprint *Blueprint) {
func step(activeStates *map[[4]int]State, fastestTImeToObsidian *State, untilElementN int, blueprint *Blueprint) {
newTmpStates := generatePossibleTmpStates(activeStates, blueprint)
for _, tmpState := range newTmpStates {
if tmpState.currentProduction[untilElementN] > 0 && (*fastestTImeToObsidian).runtime > tmpState.runtime {
*fastestTImeToObsidian = tmpState
}
if tmpState.currentProduction[untilElementN] == 0 && tmpState.runtime < (*fastestTImeToObsidian).runtime {
(*activeStates)[getIdentifier(tmpState)] = tmpState
identifier := getIdentifier(tmpState)
elem, ok := (*activeStates)[identifier]
if !ok || elem.runtime > tmpState.runtime {
(*activeStates)[identifier] = tmpState
}
}
}
}
func stepHighestGeode(activeStates *map[[9]int]State, endStates *[]State, blueprint *Blueprint) {
func stepHighestGeode(activeStates *map[[4]int]State, endStates *[]State, blueprint *Blueprint) {
newTmpStates := generatePossibleTmpStates(activeStates, blueprint)
for _, tmpState := range newTmpStates {
if tmpState.runtime < 24 {
(*activeStates)[getIdentifier(tmpState)] = tmpState
if tmpState.runtime < 24 && !checkOptimal(tmpState, blueprint) {
identifier := getIdentifier(tmpState)
elem, ok := (*activeStates)[identifier]
if !ok || elem.runtime > tmpState.runtime || (elem.runtime == tmpState.runtime && checkBetterRessources(tmpState, elem)) {
(*activeStates)[identifier] = tmpState
}
} else if tmpState.runtime > 24 {
fmt.Println("WTF")
} else {
@ -100,7 +110,17 @@ func stepHighestGeode(activeStates *map[[9]int]State, endStates *[]State, bluepr
}
}
func stepFindAllFastestTime(activeStates *map[[9]int]State, fastestTImeStates *map[[9]int]State, untilElementN int, fastestTime int, blueprint *Blueprint) {
func checkOptimal(state1 State, blueprint *Blueprint) bool {
return state1.currentProduction[0] >= blueprint.geodeRoboterCost[0] && state1.currentProduction[2] >= blueprint.geodeRoboterCost[1]
}
func checkBetterRessources(state1, state2 State) bool {
ressources1 := state1.currentRessources
ressources2 := state2.currentRessources
return ressources1[0] > ressources1[0] && ressources1[1] > ressources2[1] && ressources1[2] > ressources2[2] && ressources1[3] > ressources2[3]
}
func stepFindAllFastestTime(activeStates *map[[4]int]State, fastestTImeStates *map[[4]int]State, untilElementN int, fastestTime int, blueprint *Blueprint) {
newTmpStates := generatePossibleTmpStates(activeStates, blueprint)
for _, tmpState := range newTmpStates {
if tmpState.currentProduction[untilElementN] > 0 && fastestTime >= tmpState.runtime && tmpState.runtime < 24 {
@ -113,18 +133,18 @@ func stepFindAllFastestTime(activeStates *map[[9]int]State, fastestTImeStates *m
}
}
func getIdentifier(tmpState State) [9]int {
identifier := [9]int{}
copy(identifier[:], append(append(tmpState.currentRessources[:], tmpState.currentProduction[:]...), tmpState.runtime)[:9])
func getIdentifier(tmpState State) [4]int {
identifier := [4]int{}
copy(identifier[:], tmpState.currentProduction[:4])
return identifier
}
func generatePossibleTmpStates(activeStates *map[[9]int]State, blueprint *Blueprint) map[[9]int]State {
func generatePossibleTmpStates(activeStates *map[[4]int]State, blueprint *Blueprint) map[[4]int]State {
key := get_some_key(*activeStates)
activeState := (*activeStates)[key]
delete(*activeStates, key)
possibleProductions := activeState.getPossibleProductions(blueprint)
newTmpStates := make(map[[9]int]State)
newTmpStates := make(map[[4]int]State)
for i := -1; i < len(possibleProductions); i++ {
if i == -1 || possibleProductions[i] == 1 {
tmpState := activeState
@ -194,9 +214,9 @@ func getBluePrint(line string) Blueprint {
return Blueprint{oreCost, claycost, [2]int{obsidianCost[0], obsidianCost[1]}, [2]int{geodeCost[0], geodeCost[1]}}
}
func get_some_key(m map[[9]int]State) [9]int {
func get_some_key(m map[[4]int]State) [4]int {
for k := range m {
return k
}
return [9]int{}
return [4]int{}
}

4
day19/inputMax Normal file

@ -0,0 +1,4 @@
Blueprint 22: Each ore robot costs 3 ore. Each clay robot costs 3 ore. Each obsidian robot costs 3 ore and 6 clay. Each geode robot costs 2 ore and 16 obsidian.
Blueprint 23: Each ore robot costs 3 ore. Each clay robot costs 4 ore. Each obsidian robot costs 3 ore and 6 clay. Each geode robot costs 4 ore and 11 obsidian.
Blueprint 24: Each ore robot costs 4 ore. Each clay robot costs 4 ore. Each obsidian robot costs 4 ore and 5 clay. Each geode robot costs 2 ore and 10 obsidian.
Blueprint 25: Each ore robot costs 3 ore. Each clay robot costs 4 ore. Each obsidian robot costs 2 ore and 14 clay. Each geode robot costs 3 ore and 14 obsidian.