結果

問題 No.5006 Hidden Maze
ユーザー inani_waoninani_waon
提出日時 2022-06-13 00:19:37
言語 C#
(.NET 8.0.203)
結果
AC  
実行時間 480 ms / 2,000 ms
コード長 10,723 bytes
コンパイル時間 8,537 ms
実行使用メモリ 55,376 KB
スコア 72,136
平均クエリ数 279.64
最終ジャッジ日時 2022-06-13 00:20:12
合計ジャッジ時間 33,798 ms
ジャッジサーバーID
(参考情報)
judge12 / judge11
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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 126 ms
46,412 KB
testcase_01 AC 265 ms
51,344 KB
testcase_02 AC 117 ms
46,160 KB
testcase_03 AC 105 ms
45,912 KB
testcase_04 AC 107 ms
45,592 KB
testcase_05 AC 94 ms
45,556 KB
testcase_06 AC 148 ms
46,440 KB
testcase_07 AC 386 ms
53,040 KB
testcase_08 AC 216 ms
49,128 KB
testcase_09 AC 466 ms
54,752 KB
testcase_10 AC 127 ms
46,336 KB
testcase_11 AC 113 ms
45,992 KB
testcase_12 AC 129 ms
46,208 KB
testcase_13 AC 127 ms
46,316 KB
testcase_14 AC 245 ms
49,488 KB
testcase_15 AC 109 ms
45,580 KB
testcase_16 AC 115 ms
46,128 KB
testcase_17 AC 176 ms
47,356 KB
testcase_18 AC 178 ms
47,440 KB
testcase_19 AC 373 ms
53,028 KB
testcase_20 AC 94 ms
45,796 KB
testcase_21 AC 96 ms
45,564 KB
testcase_22 AC 108 ms
45,604 KB
testcase_23 AC 139 ms
46,396 KB
testcase_24 AC 233 ms
48,964 KB
testcase_25 AC 124 ms
46,120 KB
testcase_26 AC 480 ms
54,704 KB
testcase_27 AC 402 ms
53,800 KB
testcase_28 AC 128 ms
46,140 KB
testcase_29 AC 471 ms
54,452 KB
testcase_30 AC 103 ms
45,960 KB
testcase_31 AC 96 ms
45,564 KB
testcase_32 AC 154 ms
46,856 KB
testcase_33 AC 99 ms
45,260 KB
testcase_34 AC 153 ms
47,168 KB
testcase_35 AC 155 ms
46,596 KB
testcase_36 AC 355 ms
52,220 KB
testcase_37 AC 246 ms
49,652 KB
testcase_38 AC 452 ms
55,008 KB
testcase_39 AC 196 ms
48,008 KB
testcase_40 AC 96 ms
45,356 KB
testcase_41 AC 114 ms
45,824 KB
testcase_42 AC 109 ms
45,756 KB
testcase_43 AC 159 ms
47,760 KB
testcase_44 AC 94 ms
46,056 KB
testcase_45 AC 186 ms
48,312 KB
testcase_46 AC 479 ms
55,264 KB
testcase_47 AC 172 ms
47,696 KB
testcase_48 AC 222 ms
48,392 KB
testcase_49 AC 479 ms
55,236 KB
testcase_50 AC 132 ms
45,832 KB
testcase_51 AC 125 ms
46,164 KB
testcase_52 AC 123 ms
46,468 KB
testcase_53 AC 191 ms
47,708 KB
testcase_54 AC 180 ms
47,860 KB
testcase_55 AC 143 ms
46,256 KB
testcase_56 AC 114 ms
45,428 KB
testcase_57 AC 317 ms
51,268 KB
testcase_58 AC 396 ms
53,668 KB
testcase_59 AC 141 ms
46,740 KB
testcase_60 AC 95 ms
45,456 KB
testcase_61 AC 107 ms
45,748 KB
testcase_62 AC 111 ms
46,084 KB
testcase_63 AC 92 ms
45,396 KB
testcase_64 AC 193 ms
47,912 KB
testcase_65 AC 189 ms
47,596 KB
testcase_66 AC 167 ms
46,984 KB
testcase_67 AC 370 ms
53,176 KB
testcase_68 AC 378 ms
52,952 KB
testcase_69 AC 87 ms
45,268 KB
testcase_70 AC 93 ms
45,780 KB
testcase_71 AC 94 ms
45,588 KB
testcase_72 AC 93 ms
45,248 KB
testcase_73 AC 138 ms
47,108 KB
testcase_74 AC 98 ms
45,436 KB
testcase_75 AC 206 ms
48,212 KB
testcase_76 AC 219 ms
48,136 KB
testcase_77 AC 234 ms
48,752 KB
testcase_78 AC 122 ms
46,716 KB
testcase_79 AC 471 ms
55,376 KB
testcase_80 AC 102 ms
45,568 KB
testcase_81 AC 121 ms
46,544 KB
testcase_82 AC 116 ms
46,144 KB
testcase_83 AC 106 ms
46,012 KB
testcase_84 AC 158 ms
46,668 KB
testcase_85 AC 185 ms
47,388 KB
testcase_86 AC 112 ms
45,992 KB
testcase_87 AC 313 ms
51,028 KB
testcase_88 AC 282 ms
50,540 KB
testcase_89 AC 281 ms
50,408 KB
testcase_90 AC 104 ms
45,692 KB
testcase_91 AC 171 ms
47,736 KB
testcase_92 AC 126 ms
46,112 KB
testcase_93 AC 148 ms
46,948 KB
testcase_94 AC 112 ms
46,204 KB
testcase_95 AC 118 ms
46,044 KB
testcase_96 AC 87 ms
45,288 KB
testcase_97 AC 420 ms
53,564 KB
testcase_98 AC 464 ms
54,816 KB
testcase_99 AC 369 ms
52,284 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 117 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.befores);
    }

    (double[] costs, int[] befores) GetRouteCost(double wallCost)
    {
        var priorityQueue = new PriorityQueue<(int pos, int before), double>();
        priorityQueue.Enqueue((0, -1), 0.0);

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

        while (priorityQueue.TryDequeue(out (int pos, int before) pb, out double currentCost))
        {
            var pos = pb.pos;
            var before = pb.before;
            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;
            befores[pos] = before;

            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, pos), 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, pos), 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, pos), 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, pos), currentCost + cost);
            }
        }

        return (costs, befores);
    }

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

        while (pos != 0)
        {
            if (befores[pos] == pos - N)
            {
                sb.Insert(0, 'D');
                pos = befores[pos];
                continue;
            }
            if (befores[pos] == pos + N)
            {
                sb.Insert(0, 'U');
                pos = befores[pos];
                continue;
            }
            if (befores[pos] == pos - 1)
            {
                sb.Insert(0, 'R');
                pos = befores[pos];
                continue;
            }
            if (befores[pos] == pos + 1)
            {
                sb.Insert(0, 'L');
                pos = befores[pos];
                continue;
            }
        }

        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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