Zwischenstand
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4b081961e5
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34155ab4f3
@ -26,23 +26,24 @@ func main() {
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highestGeode := make([]int, len(lines))
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highestGeode := make([]int, len(lines))
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for i, line := range lines {
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for i, line := range lines {
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blueprint := getBluePrint(line)
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blueprint := getBluePrint(line)
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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)
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//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)
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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)
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//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)
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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)
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//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)
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fastestTime = getFastestTimeToElementN(blueprint, tmpStates, 3)
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//fastestTime = getFastestTimeToElementN(blueprint, tmpStates, 3)
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startStates = getAllPossibleCombinationsWithFastestTime(blueprint, startStates, 3, fastestTime)
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//startStates = getAllPossibleCombinationsWithFastestTime(blueprint, startStates, 3, fastestTime)
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highestGeode[i] = getHighestGeode(blueprint, startStates)
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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}})
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fmt.Println(i)
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fmt.Println(highestGeode[i])
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}
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}
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sum := 0
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sum := 0
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for i, score := range highestGeode {
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for i, score := range highestGeode {
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sum += (i + 1) * score
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sum += (i + 1) * score
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}
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}
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fmt.Println(highestGeode)
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fmt.Println(sum)
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fmt.Println(sum)
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}
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}
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func getHighestGeode(blueprint Blueprint, startStates map[[9]int]State) int {
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func getHighestGeode(blueprint Blueprint, startStates map[[4]int]State) int {
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activeStates := startStates
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activeStates := startStates
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endStates := []State{}
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endStates := []State{}
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for len(activeStates) > 0 {
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for len(activeStates) > 0 {
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@ -50,14 +51,14 @@ func getHighestGeode(blueprint Blueprint, startStates map[[9]int]State) int {
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}
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}
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highestgeode := 0
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highestgeode := 0
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for _, state := range endStates {
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for _, state := range endStates {
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if state.currentRessources[3] > highestgeode && state.runtime >= 25 {
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if state.currentRessources[3] > highestgeode {
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highestgeode = state.currentRessources[3]
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highestgeode = state.currentRessources[3]
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}
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}
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}
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}
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return highestgeode
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return highestgeode
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}
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}
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func getFastestTimeToElementN(blueprint Blueprint, startStates map[[9]int]State, untilElementN int) int {
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func getFastestTimeToElementN(blueprint Blueprint, startStates map[[4]int]State, untilElementN int) int {
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activeStates := startStates
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activeStates := startStates
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fastestTimeToObsidianState := State{[4]int{0, 0, 0, 0}, [4]int{1, 0, 0, 0}, 26}
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fastestTimeToObsidianState := State{[4]int{0, 0, 0, 0}, [4]int{1, 0, 0, 0}, 26}
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for len(activeStates) > 0 {
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for len(activeStates) > 0 {
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@ -66,32 +67,41 @@ func getFastestTimeToElementN(blueprint Blueprint, startStates map[[9]int]State,
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return fastestTimeToObsidianState.runtime
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return fastestTimeToObsidianState.runtime
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}
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}
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func getAllPossibleCombinationsWithFastestTime(blueprint Blueprint, startStates map[[9]int]State, untilElementN int, fastestTime int) map[[9]int]State {
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func getAllPossibleCombinationsWithFastestTime(blueprint Blueprint, startStates map[[4]int]State, untilElementN int, fastestTime int) map[[4]int]State {
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activeStates := startStates
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activeStates := startStates
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fastestTimeToObsidianState := map[[9]int]State{}
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fastestTimeToObsidianState := map[[4]int]State{}
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for len(activeStates) > 0 {
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for len(activeStates) > 0 {
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stepFindAllFastestTime(&activeStates, &fastestTimeToObsidianState, untilElementN, fastestTime, &blueprint)
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stepFindAllFastestTime(&activeStates, &fastestTimeToObsidianState, untilElementN, fastestTime, &blueprint)
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}
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}
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return fastestTimeToObsidianState
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return fastestTimeToObsidianState
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}
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}
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func step(activeStates *map[[9]int]State, fastestTImeToObsidian *State, untilElementN int, blueprint *Blueprint) {
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func step(activeStates *map[[4]int]State, fastestTImeToObsidian *State, untilElementN int, blueprint *Blueprint) {
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newTmpStates := generatePossibleTmpStates(activeStates, blueprint)
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newTmpStates := generatePossibleTmpStates(activeStates, blueprint)
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for _, tmpState := range newTmpStates {
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for _, tmpState := range newTmpStates {
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if tmpState.currentProduction[untilElementN] > 0 && (*fastestTImeToObsidian).runtime > tmpState.runtime {
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if tmpState.currentProduction[untilElementN] > 0 && (*fastestTImeToObsidian).runtime > tmpState.runtime {
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*fastestTImeToObsidian = tmpState
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*fastestTImeToObsidian = tmpState
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}
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}
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if tmpState.currentProduction[untilElementN] == 0 && tmpState.runtime < (*fastestTImeToObsidian).runtime {
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if tmpState.currentProduction[untilElementN] == 0 && tmpState.runtime < (*fastestTImeToObsidian).runtime {
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(*activeStates)[getIdentifier(tmpState)] = tmpState
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identifier := getIdentifier(tmpState)
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elem, ok := (*activeStates)[identifier]
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if !ok || elem.runtime > tmpState.runtime {
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(*activeStates)[identifier] = tmpState
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}
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}
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}
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}
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}
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}
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}
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func stepHighestGeode(activeStates *map[[9]int]State, endStates *[]State, blueprint *Blueprint) {
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func stepHighestGeode(activeStates *map[[4]int]State, endStates *[]State, blueprint *Blueprint) {
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newTmpStates := generatePossibleTmpStates(activeStates, blueprint)
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newTmpStates := generatePossibleTmpStates(activeStates, blueprint)
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for _, tmpState := range newTmpStates {
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for _, tmpState := range newTmpStates {
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if tmpState.runtime < 24 {
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if tmpState.runtime < 24 && !checkOptimal(tmpState, blueprint) {
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(*activeStates)[getIdentifier(tmpState)] = tmpState
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identifier := getIdentifier(tmpState)
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elem, ok := (*activeStates)[identifier]
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if !ok || elem.runtime > tmpState.runtime || (elem.runtime == tmpState.runtime && checkBetterRessources(tmpState, elem)) {
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(*activeStates)[identifier] = tmpState
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}
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} else if tmpState.runtime > 24 {
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} else if tmpState.runtime > 24 {
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fmt.Println("WTF")
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fmt.Println("WTF")
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} else {
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} else {
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@ -100,7 +110,17 @@ func stepHighestGeode(activeStates *map[[9]int]State, endStates *[]State, bluepr
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}
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}
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}
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}
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func stepFindAllFastestTime(activeStates *map[[9]int]State, fastestTImeStates *map[[9]int]State, untilElementN int, fastestTime int, blueprint *Blueprint) {
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func checkOptimal(state1 State, blueprint *Blueprint) bool {
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return state1.currentProduction[0] >= blueprint.geodeRoboterCost[0] && state1.currentProduction[2] >= blueprint.geodeRoboterCost[1]
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}
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func checkBetterRessources(state1, state2 State) bool {
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ressources1 := state1.currentRessources
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ressources2 := state2.currentRessources
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return ressources1[0] > ressources1[0] && ressources1[1] > ressources2[1] && ressources1[2] > ressources2[2] && ressources1[3] > ressources2[3]
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}
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func stepFindAllFastestTime(activeStates *map[[4]int]State, fastestTImeStates *map[[4]int]State, untilElementN int, fastestTime int, blueprint *Blueprint) {
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newTmpStates := generatePossibleTmpStates(activeStates, blueprint)
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newTmpStates := generatePossibleTmpStates(activeStates, blueprint)
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for _, tmpState := range newTmpStates {
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for _, tmpState := range newTmpStates {
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if tmpState.currentProduction[untilElementN] > 0 && fastestTime >= tmpState.runtime && tmpState.runtime < 24 {
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if tmpState.currentProduction[untilElementN] > 0 && fastestTime >= tmpState.runtime && tmpState.runtime < 24 {
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@ -113,18 +133,18 @@ func stepFindAllFastestTime(activeStates *map[[9]int]State, fastestTImeStates *m
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}
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}
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}
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}
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func getIdentifier(tmpState State) [9]int {
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func getIdentifier(tmpState State) [4]int {
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identifier := [9]int{}
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identifier := [4]int{}
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copy(identifier[:], append(append(tmpState.currentRessources[:], tmpState.currentProduction[:]...), tmpState.runtime)[:9])
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copy(identifier[:], tmpState.currentProduction[:4])
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return identifier
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return identifier
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}
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}
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func generatePossibleTmpStates(activeStates *map[[9]int]State, blueprint *Blueprint) map[[9]int]State {
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func generatePossibleTmpStates(activeStates *map[[4]int]State, blueprint *Blueprint) map[[4]int]State {
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key := get_some_key(*activeStates)
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key := get_some_key(*activeStates)
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activeState := (*activeStates)[key]
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activeState := (*activeStates)[key]
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delete(*activeStates, key)
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delete(*activeStates, key)
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possibleProductions := activeState.getPossibleProductions(blueprint)
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possibleProductions := activeState.getPossibleProductions(blueprint)
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newTmpStates := make(map[[9]int]State)
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newTmpStates := make(map[[4]int]State)
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for i := -1; i < len(possibleProductions); i++ {
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for i := -1; i < len(possibleProductions); i++ {
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if i == -1 || possibleProductions[i] == 1 {
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if i == -1 || possibleProductions[i] == 1 {
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tmpState := activeState
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tmpState := activeState
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@ -194,9 +214,9 @@ func getBluePrint(line string) Blueprint {
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return Blueprint{oreCost, claycost, [2]int{obsidianCost[0], obsidianCost[1]}, [2]int{geodeCost[0], geodeCost[1]}}
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return Blueprint{oreCost, claycost, [2]int{obsidianCost[0], obsidianCost[1]}, [2]int{geodeCost[0], geodeCost[1]}}
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}
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}
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func get_some_key(m map[[9]int]State) [9]int {
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func get_some_key(m map[[4]int]State) [4]int {
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for k := range m {
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for k := range m {
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return k
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return k
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}
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}
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return [9]int{}
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return [4]int{}
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}
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}
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4
day19/inputMax
Normal file
4
day19/inputMax
Normal file
@ -0,0 +1,4 @@
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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.
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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.
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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.
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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.
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