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 8.0.404)
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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ファイルパターン 結果
other AC * 100
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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
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  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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