結果

問題 No.5006 Hidden Maze
ユーザー inani_waoninani_waon
提出日時 2022-06-12 23:53:23
言語 C#
(.NET 8.0.203)
結果
AC  
実行時間 457 ms / 2,000 ms
コード長 11,289 bytes
コンパイル時間 10,957 ms
実行使用メモリ 53,884 KB
スコア 987
平均クエリ数 991.13
最終ジャッジ日時 2022-06-12 23:54:23
合計ジャッジ時間 58,306 ms
ジャッジサーバーID
(参考情報)
judge13 / judge10
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テストケース

テストケース表示
入力 結果 実行時間
実行使用メモリ
testcase_00 AC 418 ms
52,804 KB
testcase_01 AC 448 ms
52,804 KB
testcase_02 AC 407 ms
53,244 KB
testcase_03 AC 407 ms
53,252 KB
testcase_04 AC 415 ms
52,940 KB
testcase_05 AC 447 ms
53,376 KB
testcase_06 AC 413 ms
53,116 KB
testcase_07 AC 409 ms
53,432 KB
testcase_08 AC 433 ms
53,636 KB
testcase_09 AC 423 ms
53,220 KB
testcase_10 AC 407 ms
53,716 KB
testcase_11 AC 418 ms
53,676 KB
testcase_12 AC 444 ms
52,848 KB
testcase_13 AC 425 ms
53,264 KB
testcase_14 AC 415 ms
52,756 KB
testcase_15 AC 429 ms
53,388 KB
testcase_16 AC 413 ms
53,416 KB
testcase_17 AC 414 ms
53,708 KB
testcase_18 AC 415 ms
53,040 KB
testcase_19 AC 446 ms
53,588 KB
testcase_20 AC 412 ms
53,572 KB
testcase_21 AC 415 ms
53,216 KB
testcase_22 AC 419 ms
53,216 KB
testcase_23 AC 421 ms
53,608 KB
testcase_24 AC 420 ms
53,764 KB
testcase_25 AC 409 ms
52,640 KB
testcase_26 AC 445 ms
53,252 KB
testcase_27 AC 406 ms
53,168 KB
testcase_28 AC 416 ms
53,400 KB
testcase_29 AC 419 ms
53,432 KB
testcase_30 AC 442 ms
52,648 KB
testcase_31 AC 405 ms
52,888 KB
testcase_32 AC 423 ms
53,264 KB
testcase_33 AC 427 ms
52,792 KB
testcase_34 AC 417 ms
53,300 KB
testcase_35 AC 415 ms
53,444 KB
testcase_36 AC 409 ms
53,180 KB
testcase_37 AC 447 ms
53,100 KB
testcase_38 AC 408 ms
53,884 KB
testcase_39 AC 425 ms
53,292 KB
testcase_40 AC 434 ms
52,956 KB
testcase_41 AC 422 ms
53,060 KB
testcase_42 AC 414 ms
53,204 KB
testcase_43 AC 408 ms
53,480 KB
testcase_44 AC 437 ms
52,944 KB
testcase_45 AC 413 ms
53,096 KB
testcase_46 AC 419 ms
52,788 KB
testcase_47 AC 422 ms
53,212 KB
testcase_48 AC 429 ms
53,616 KB
testcase_49 AC 413 ms
53,132 KB
testcase_50 AC 421 ms
53,008 KB
testcase_51 AC 426 ms
53,240 KB
testcase_52 AC 413 ms
52,880 KB
testcase_53 AC 417 ms
52,928 KB
testcase_54 AC 403 ms
53,276 KB
testcase_55 AC 440 ms
53,200 KB
testcase_56 AC 433 ms
52,908 KB
testcase_57 AC 426 ms
53,656 KB
testcase_58 AC 444 ms
52,740 KB
testcase_59 AC 418 ms
53,212 KB
testcase_60 AC 430 ms
53,752 KB
testcase_61 AC 447 ms
53,076 KB
testcase_62 AC 449 ms
53,420 KB
testcase_63 AC 417 ms
53,820 KB
testcase_64 AC 418 ms
53,336 KB
testcase_65 AC 433 ms
53,460 KB
testcase_66 AC 426 ms
52,836 KB
testcase_67 AC 410 ms
53,108 KB
testcase_68 AC 431 ms
53,108 KB
testcase_69 AC 433 ms
53,188 KB
testcase_70 AC 441 ms
53,236 KB
testcase_71 AC 417 ms
53,196 KB
testcase_72 AC 455 ms
53,432 KB
testcase_73 AC 420 ms
53,204 KB
testcase_74 AC 448 ms
53,604 KB
testcase_75 AC 441 ms
53,188 KB
testcase_76 AC 435 ms
53,408 KB
testcase_77 AC 430 ms
53,132 KB
testcase_78 AC 422 ms
53,224 KB
testcase_79 AC 446 ms
53,140 KB
testcase_80 AC 442 ms
52,852 KB
testcase_81 AC 430 ms
53,208 KB
testcase_82 AC 447 ms
53,016 KB
testcase_83 AC 427 ms
53,252 KB
testcase_84 AC 422 ms
53,136 KB
testcase_85 AC 428 ms
53,344 KB
testcase_86 AC 444 ms
53,184 KB
testcase_87 AC 411 ms
53,780 KB
testcase_88 AC 414 ms
53,416 KB
testcase_89 AC 423 ms
53,492 KB
testcase_90 AC 435 ms
53,100 KB
testcase_91 AC 414 ms
53,100 KB
testcase_92 AC 447 ms
53,488 KB
testcase_93 AC 457 ms
53,084 KB
testcase_94 AC 416 ms
53,344 KB
testcase_95 AC 421 ms
53,196 KB
testcase_96 AC 83 ms
44,876 KB
testcase_97 AC 447 ms
53,868 KB
testcase_98 AC 418 ms
53,156 KB
testcase_99 AC 421 ms
53,476 KB
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コンパイルメッセージ
  Determining projects to restore...
  Restored /home/judge/data/code/main.csproj (in 110 ms).
.NET 向け Microsoft (R) Build Engine バージョン 17.0.0-preview-21470-01+cb055d28f
Copyright (C) Microsoft Corporation.All rights reserved.

  プレビュー版の .NET を使用しています。https://aka.ms/dotnet-core-preview をご覧ください
  main -> /home/judge/data/code/bin/Release/net6.0/main.dll
  main -> /home/judge/data/code/bin/Release/net6.0/publish/

ソースコード

diff #

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

class YukicoS5006
{
    public static void Main()
    {
        var nums = Console.ReadLine().Split(' ').Select(int.Parse).ToArray();
        var solver = new YukicoS5006Solver(nums[2]);
        while (true)
        {
            var cmd = solver.GetCommand();
            Console.Error.WriteLine(cmd);
            Console.WriteLine(cmd);
            var res = int.Parse(Console.ReadLine());
            Console.Error.WriteLine(res);
            if (res == -1) break;
            solver.UpdateWall(cmd, res);
        }
    }
}

class YukicoS5006Solver
{
    const int N = 20;
    const int NN = N * N;
    const double InitWallRate = 150.0 / ((N - 1) * N * 2);
    readonly int _p;
    readonly double[] wallRateV = Enumerable.Repeat(InitWallRate, NN).ToArray();
    readonly double[] wallRateH = Enumerable.Repeat(InitWallRate, NN).ToArray();
    readonly Grid _grid;

    public YukicoS5006Solver(int p)
    {
        _p = p;
        _grid = new Grid(N, N);
    }

    public string GetCommand()
    {
        var wallCost = 20.0;

        var costs = GetRouteCost(wallCost);
        return GetRoute(costs);
    }

    double[] GetRouteCost(double wallCost)
    {
        var priorityQueue = new PriorityQueue<int, double>();
        priorityQueue.Enqueue(0, 0.0);

        var costs = Enumerable.Repeat(double.MaxValue, NN).ToArray();
        var visited = new bool[NN];

        while (priorityQueue.TryDequeue(out int pos, out double currentCost))
        {
            if (visited[pos]) continue;

            // その頂点への最短経路のコストを更新
            costs[pos] = currentCost;
            visited[pos] = true;

            var cell = _grid.Cells[pos];
            if (cell.Y > 0)
            {
                var wallRate = wallRateV[cell.EdgeIds[Direction.Up]];
                var cost = Math.Pow(wallCost, wallRate * wallRate * wallRate);
                priorityQueue.Enqueue(pos - N, currentCost + cost);
            }
            if (cell.Y < N - 1)
            {
                var wallRate = wallRateV[cell.EdgeIds[Direction.Down]];
                var cost = Math.Pow(wallCost, wallRate * wallRate * wallRate);
                priorityQueue.Enqueue(pos + N, currentCost + cost);
            }
            if (cell.X > 0)
            {
                var wallRate = wallRateH[cell.EdgeIds[Direction.Left]];
                var cost = Math.Pow(wallCost, wallRate * wallRate * wallRate);
                priorityQueue.Enqueue(pos - 1, currentCost + cost);
            }
            if (cell.X < N - 1)
            {
                var wallRate = wallRateH[cell.EdgeIds[Direction.Right]];
                var cost = Math.Pow(wallCost, wallRate * wallRate);
                priorityQueue.Enqueue(pos + 1, currentCost + cost);
            }
        }

        return costs;
    }

    string GetRoute(double[] costs)
    {
        var sb = new StringBuilder();
        var pos = 19 * N + 19;

        while (pos != 0)
        {
            var bestDir = 'X';
            var bestNext = -1;
            var bestCost = double.MaxValue;

            var cell = _grid.Cells[pos];
            if (cell.Y > 0)
            {
                var next = pos - N;
                var cost = costs[next];
                if (cost < bestCost)
                {
                    bestCost = cost;
                    bestNext = next;
                    bestDir = 'D';
                }
            }
            if (cell.Y < N - 1)
            {
                var next = pos + N;
                var cost = costs[next];
                if (cost < bestCost)
                {
                    bestCost = cost;
                    bestNext = next;
                    bestDir = 'U';
                }
            }
            if (cell.X > 0)
            {
                var next = pos - 1;
                var cost = costs[next];
                if (cost < bestCost)
                {
                    bestCost = cost;
                    bestNext = next;
                    bestDir = 'R';
                }
            }
            if (cell.X < N - 1)
            {
                var next = pos + 1;
                var cost = costs[next];
                if (cost < bestCost)
                {
                    bestCost = cost;
                    bestNext = next;
                    bestDir = 'L';
                }
            }

            sb.Insert(0, bestDir);
            pos = bestNext;
        }

        return sb.ToString();
    }

    public void UpdateWall(string route, int moveCount)
    {
        int x = 0, y = 0;

        // 通過できた場所は確実に壁が無い
        for (var i = 0; i < moveCount; i++)
        {
            var pos = y * N + x;
            var c = route[i];

            int edgeId;
            switch (c)
            {
                case 'U':
                    edgeId = _grid.Cells[pos].EdgeIds[Direction.Up];
                    wallRateV[edgeId] = 0.0;
                    y--;
                    break;
                case 'D':
                    edgeId = _grid.Cells[pos].EdgeIds[Direction.Down];
                    wallRateV[edgeId] = 0.0;
                    y++;
                    break;
                case 'L':
                    edgeId = _grid.Cells[pos].EdgeIds[Direction.Left];
                    wallRateH[edgeId] = 0.0;
                    x--;
                    break;
                case 'R':
                    edgeId = _grid.Cells[pos].EdgeIds[Direction.Right];
                    wallRateH[edgeId] = 0.0;
                    x++;
                    break;
            }
        }

        // 通過できなかった場所は壁がある、(正しく壁にぶつかったケース)
        // もしくは経路上のいずれか1箇所以上に壁がある(壁を誤認したケース)
        // (過去に通過したのにぶつかった場合は誤認であることが分かる)

        // 暫定で通過できなかった場所だけ壁率を上げる(計算も雑)
        {
            var pos = y * N + x;
            var c = route[moveCount];
            int edgeId;
            switch (c)
            {
                case 'U':
                    edgeId = _grid.Cells[pos].EdgeIds[Direction.Up];
                    if (wallRateV[edgeId] != 0.0)
                    {
                        if (wallRateV[edgeId] >= 0.3)
                        {
                            wallRateV[edgeId] = 1.0 - (1.0 - wallRateV[edgeId]) * (1.0 - (100 - _p) / 100.0);
                        }
                        else
                        {
                            wallRateV[edgeId] = (100 - _p) / 100.0;
                        }
                    }
                    y--;
                    break;
                case 'D':
                    edgeId = _grid.Cells[pos].EdgeIds[Direction.Down];
                    if (wallRateV[edgeId] != 0.0)
                    {
                        if (wallRateV[edgeId] >= 0.3)
                        {
                            wallRateV[edgeId] = 1.0 - (1.0 - wallRateV[edgeId]) * (1.0 - (100 - _p) / 100.0);
                        }
                        else
                        {
                            wallRateV[edgeId] = (100 - _p) / 100.0;
                        }
                    }
                    y++;
                    break;
                case 'L':
                    edgeId = _grid.Cells[pos].EdgeIds[Direction.Left];
                    if (wallRateH[edgeId] != 0.0)
                    {
                        if (wallRateH[edgeId] >= 0.3)
                        {
                            wallRateH[edgeId] = 1.0 - (1.0 - wallRateH[edgeId]) * (1.0 - (100 - _p) / 100.0);
                        }
                        else
                        {
                            wallRateH[edgeId] = (100 - _p) / 100.0;
                        }
                    }
                    x--;
                    break;
                case 'R':
                    edgeId = _grid.Cells[pos].EdgeIds[Direction.Right];
                    if (wallRateH[edgeId] != 0.0)
                    {
                        if (wallRateH[edgeId] >= 0.3)
                        {
                            wallRateH[edgeId] = 1.0 - (1.0 - wallRateH[edgeId]) * (1.0 - (100 - _p) / 100.0);
                        }
                        else
                        {
                            wallRateH[edgeId] = (100 - _p) / 100.0;
                        }
                    }
                    x++;
                    break;
            }
        }

    }

}

public class Grid
{
    public int Height;
    public int Width;
    public int AreaSize;
    public Cell[] Cells;

    public Grid(int height, int width)
    {
        Height = height;
        Width = width;
        AreaSize = height * width;

        InitCells();
        Add4Connect();
        SetEdgeId();
    }

    void InitCells()
    {
        Cells = new Cell[AreaSize];
        for (var y = 0; y < Height; y++)
        {
            for (var x = 0; x < Width; x++)
            {
                var pos = y * Width + x;
                Cells[pos] = new Cell() { X = x, Y = y, Pos = pos, RelationCells = new List<Cell>() };
            }
        }
    }

    /// <summary>関係セルに4近傍の連結セルを追加する</summary>
    /// <param name="mask">立っているビットの位置のみ生成する 1:up 2:left 4:down 8:right</param>
    public void Add4Connect(int mask = 15)
    {
        for (var y = 0; y < Height; y++)
        {
            for (var x = 0; x < Width; x++)
            {
                var pos = y * Width + x;
                var baseCell = Cells[pos];
                var relation = new List<Cell>();
                baseCell.RelationCells = relation;
                // 上下左右でループしないケース用
                if ((mask & 1) != 0 && y > 0) relation.Add(Cells[pos - Width]);            // up
                if ((mask & 2) != 0 && x > 0) relation.Add(Cells[pos - 1]);                // left
                if ((mask & 4) != 0 && y < Height - 1) relation.Add(Cells[pos + Width]);   // down
                if ((mask & 8) != 0 && x < Width - 1) relation.Add(Cells[pos + 1]);        // right
            }
        }
    }

    void SetEdgeId()
    {
        for (var y = 0; y < Height; y++)
        {
            for (var x = 0; x < Width; x++)
            {
                var pos = y * Width + x;
                var cell = Cells[pos];
                cell.EdgeIds[Direction.Up] = x * (Height - 1) + y;
                cell.EdgeIds[Direction.Down] = x * (Height - 1) + y + 1;
                cell.EdgeIds[Direction.Left] = y * (Width - 1) + x;
                cell.EdgeIds[Direction.Right] = y * (Width - 1) + x + 1;
            }
        }
    }

}

public class Direction
{
    public const int Up = 0;
    public const int Down = 1;
    public const int Left = 2;
    public const int Right = 3;
}

public class Cell
{
    public int X;
    public int Y;
    public int Pos;
    /// <summary>関係セル [index]</summary>
    public List<Cell> RelationCells;
    public int[] EdgeIds = new int[4];
}
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