結果
問題 | No.5015 Escape from Labyrinth |
ユーザー | trineutron |
提出日時 | 2023-04-13 00:56:22 |
言語 | C++17 (gcc 12.3.0 + boost 1.83.0) |
結果 |
AC
|
実行時間 | 1,605 ms / 3,000 ms |
コード長 | 8,729 bytes |
コンパイル時間 | 3,877 ms |
コンパイル使用メモリ | 218,480 KB |
実行使用メモリ | 18,880 KB |
スコア | 65,580 |
最終ジャッジ日時 | 2023-04-15 11:41:45 |
合計ジャッジ時間 | 85,437 ms |
ジャッジサーバーID (参考情報) |
judge16 / judge15 |
純コード判定しない問題か言語 |
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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 | 987 ms
18,044 KB |
testcase_01 | AC | 870 ms
18,040 KB |
testcase_02 | AC | 696 ms
17,432 KB |
testcase_03 | AC | 601 ms
17,240 KB |
testcase_04 | AC | 948 ms
18,100 KB |
testcase_05 | AC | 321 ms
17,768 KB |
testcase_06 | AC | 1,063 ms
18,692 KB |
testcase_07 | AC | 654 ms
18,356 KB |
testcase_08 | AC | 758 ms
18,468 KB |
testcase_09 | AC | 592 ms
18,116 KB |
testcase_10 | AC | 587 ms
17,964 KB |
testcase_11 | AC | 383 ms
17,180 KB |
testcase_12 | AC | 692 ms
17,376 KB |
testcase_13 | AC | 694 ms
17,848 KB |
testcase_14 | AC | 886 ms
17,528 KB |
testcase_15 | AC | 636 ms
17,928 KB |
testcase_16 | AC | 606 ms
17,636 KB |
testcase_17 | AC | 694 ms
18,296 KB |
testcase_18 | AC | 411 ms
18,296 KB |
testcase_19 | AC | 863 ms
17,728 KB |
testcase_20 | AC | 645 ms
18,208 KB |
testcase_21 | AC | 782 ms
17,936 KB |
testcase_22 | AC | 462 ms
17,676 KB |
testcase_23 | AC | 945 ms
17,856 KB |
testcase_24 | AC | 841 ms
18,060 KB |
testcase_25 | AC | 828 ms
18,256 KB |
testcase_26 | AC | 641 ms
18,056 KB |
testcase_27 | AC | 966 ms
18,636 KB |
testcase_28 | AC | 828 ms
18,112 KB |
testcase_29 | AC | 671 ms
17,720 KB |
testcase_30 | AC | 414 ms
18,536 KB |
testcase_31 | AC | 941 ms
18,532 KB |
testcase_32 | AC | 986 ms
17,700 KB |
testcase_33 | AC | 792 ms
18,188 KB |
testcase_34 | AC | 589 ms
17,924 KB |
testcase_35 | AC | 729 ms
17,148 KB |
testcase_36 | AC | 840 ms
18,228 KB |
testcase_37 | AC | 874 ms
17,700 KB |
testcase_38 | AC | 869 ms
18,296 KB |
testcase_39 | AC | 664 ms
18,468 KB |
testcase_40 | AC | 360 ms
18,296 KB |
testcase_41 | AC | 1,262 ms
18,624 KB |
testcase_42 | AC | 797 ms
18,816 KB |
testcase_43 | AC | 783 ms
18,300 KB |
testcase_44 | AC | 670 ms
17,844 KB |
testcase_45 | AC | 1,316 ms
18,356 KB |
testcase_46 | AC | 487 ms
18,232 KB |
testcase_47 | AC | 770 ms
17,448 KB |
testcase_48 | AC | 896 ms
18,000 KB |
testcase_49 | AC | 690 ms
18,652 KB |
testcase_50 | AC | 680 ms
17,520 KB |
testcase_51 | AC | 917 ms
17,784 KB |
testcase_52 | AC | 995 ms
18,880 KB |
testcase_53 | AC | 835 ms
18,300 KB |
testcase_54 | AC | 630 ms
18,456 KB |
testcase_55 | AC | 1,461 ms
18,212 KB |
testcase_56 | AC | 637 ms
17,588 KB |
testcase_57 | AC | 870 ms
17,624 KB |
testcase_58 | AC | 1,111 ms
18,320 KB |
testcase_59 | AC | 637 ms
18,296 KB |
testcase_60 | AC | 470 ms
17,836 KB |
testcase_61 | AC | 548 ms
17,256 KB |
testcase_62 | AC | 1,057 ms
18,472 KB |
testcase_63 | AC | 554 ms
18,616 KB |
testcase_64 | AC | 944 ms
18,332 KB |
testcase_65 | AC | 680 ms
17,588 KB |
testcase_66 | AC | 744 ms
18,636 KB |
testcase_67 | AC | 541 ms
18,192 KB |
testcase_68 | AC | 1,605 ms
17,980 KB |
testcase_69 | AC | 560 ms
17,836 KB |
testcase_70 | AC | 1,002 ms
18,520 KB |
testcase_71 | AC | 698 ms
18,196 KB |
testcase_72 | AC | 986 ms
18,592 KB |
testcase_73 | AC | 490 ms
17,432 KB |
testcase_74 | AC | 937 ms
17,564 KB |
testcase_75 | AC | 651 ms
17,844 KB |
testcase_76 | AC | 866 ms
18,088 KB |
testcase_77 | AC | 850 ms
17,448 KB |
testcase_78 | AC | 761 ms
17,796 KB |
testcase_79 | AC | 585 ms
17,672 KB |
testcase_80 | AC | 708 ms
17,496 KB |
testcase_81 | AC | 875 ms
17,972 KB |
testcase_82 | AC | 307 ms
16,924 KB |
testcase_83 | AC | 427 ms
18,640 KB |
testcase_84 | AC | 688 ms
17,460 KB |
testcase_85 | AC | 911 ms
17,412 KB |
testcase_86 | AC | 482 ms
18,232 KB |
testcase_87 | AC | 722 ms
18,620 KB |
testcase_88 | AC | 323 ms
17,052 KB |
testcase_89 | AC | 700 ms
17,720 KB |
testcase_90 | AC | 734 ms
17,760 KB |
testcase_91 | AC | 827 ms
18,736 KB |
testcase_92 | AC | 962 ms
18,424 KB |
testcase_93 | AC | 876 ms
18,084 KB |
testcase_94 | AC | 529 ms
17,832 KB |
testcase_95 | AC | 719 ms
17,176 KB |
testcase_96 | AC | 1,126 ms
18,040 KB |
testcase_97 | AC | 368 ms
16,524 KB |
testcase_98 | AC | 746 ms
18,452 KB |
testcase_99 | AC | 834 ms
17,892 KB |
ソースコード
#include <bits/stdc++.h> using std::array, std::vector, std::string; auto start = std::chrono::steady_clock::now(); auto elapsed() { return (std::chrono::steady_clock::now() - start).count(); } constexpr int N = 60; // 迷宮の大きさ constexpr int max_hp = 1500; // 初期体力 constexpr int dy[4] = {-1, 1, 0, 0}; constexpr int dx[4] = {0, 0, -1, 1}; constexpr auto dir = "UDLR"; enum { EMPTY, BLOCK, E2, E3, E4, E5, WALL, JEWELL, FIRE, KEY, GOAL }; // 範囲外かどうか bool range_out(size_t y, size_t x) { return x >= N or y >= N; } // 探知機の情報 struct enemy { int y, x, d; enemy(int y, int x, int d) : y(y), x(x), d(d) {} }; int D, H; int ky, kx; int gy, gx; int param = 10000; array<int, 64 * 64 * 64> cost, distance, distance_key; // 盤面の情報 struct Board { array<int, 64 * 64> board; int score = 0; int fire = 0; int hp = max_hp; int block = 0; bool key = false; bool escaped = false; int y, x; int turn = 0; int first_action = -1; Board(const vector<string> &S, const vector<enemy> &E) { board.fill(EMPTY); for (int i = 0; i < N; i++) { for (int j = 0; j < N; j++) { const int idx = 64 * i + j; switch (S[i][j]) { case '#': board[idx] = WALL; break; case 'J': board[idx] = JEWELL; break; case 'F': board[idx] = FIRE; break; case 'K': board[idx] = KEY; ky = i; kx = j; break; case 'G': board[idx] = GOAL; gy = i; gx = j; break; case 'S': y = i; x = j; break; } } } for (const auto &[i, j, d] : E) { board[64 * i + j] = d; } } int evaluate() const { int res = 0; if (key) { res -= distance[64 * y + x]; } else { res -= distance_key[64 * y + x]; } res -= block; res *= 10 * D; res += param * score + hp; return res; } // action: 0 to 12 // return: is_legal bool advance(const int action) { turn++; const int d = action & 3; int ny = y + dy[d], nx = x + dx[d]; if (action < 4) { // move if (range_out(ny, nx)) return false; int &state = board[64 * ny + nx]; y = ny; x = nx; if (state == WALL or state == BLOCK or (2 <= state and state <= 5)) { return false; } else if (state == KEY) { key = true; state = EMPTY; } else if (state == JEWELL) { score++; state = EMPTY; } else if (state == FIRE) { fire++; state = EMPTY; } else if (state == GOAL and key) { escaped = true; } return true; } else if (action < 8) { // block if (range_out(ny, nx)) return false; if (board[64 * ny + nx] >= 2) return false; block -= board[64 * ny + nx]; board[64 * ny + nx] = 1 - board[64 * ny + nx]; block += board[64 * ny + nx]; return true; } else if (action < 12) { // fire if (fire == 0) return false; while (not range_out(ny, nx)) { int state = board[64 * ny + nx]; if (2 <= state and state <= 5) { // enemy board[64 * ny + nx] = EMPTY; fire--; return true; } else if (state == WALL or state == BLOCK) { return false; } ny += dy[d]; nx += dx[d]; } return false; } else { return true; } } void after() { for (int d = 0; d < 4; d++) { int y_next = y + dy[d], x_next = x + dx[d]; while (not range_out(y_next, x_next)) { int state = board[64 * y_next + x_next]; if (2 <= state and state <= 5) { // enemy if (turn % state == 0) hp -= D; break; } if (state == WALL or state == BLOCK) break; y_next += dy[d]; x_next += dx[d]; } } hp--; } }; bool operator<(const Board &a, const Board &b) { return a.evaluate() < b.evaluate(); } int beam_search(const Board &board, const int beam_width, const int beam_depth) { std::priority_queue<Board> beam; Board best_board{board}; beam.emplace(board); for (int t = 0; t < beam_depth; t++) { std::priority_queue<Board> next_beam; for (int i = 0; i < beam_width; i++) { if (beam.empty()) break; Board board_now{beam.top()}; beam.pop(); for (int action = 0; action < 4; action++) { Board board_next{board_now}; if (not board_next.advance(action)) continue; if (not board_next.escaped) { board_next.after(); } if (board_next.hp <= 0) continue; if (t == 0) { board_next.first_action = action; } next_beam.emplace(board_next); } } beam = next_beam; best_board = beam.top(); if (best_board.escaped) break; } return best_board.first_action; } int main() { int N; // 入力の受け取り std::cin >> N >> D >> H; vector<string> S(N); for (int i = 0; i < N; i++) std::cin >> S[i]; int M; std::cin >> M; vector<enemy> E; for (int i = 0; i < M; i++) { int y, x, d; std::cin >> y >> x >> d; E.emplace_back(y, x, d); } Board board(S, E); std::queue<int> que; distance.fill(N * N); distance[64 * gy + gx] = 0; que.push(64 * gy + gx); while (not que.empty()) { int idx = que.front(); que.pop(); int y0 = idx / 64, x0 = idx % 64; for (int d = 0; d < 4; d++) { int ny = y0 + dy[d], nx = x0 + dx[d]; if (range_out(ny, nx)) continue; int state = S[ny][nx]; if (state == '#' or state == 'E') { continue; } if (distance[64 * ny + nx] != N * N) continue; distance[64 * ny + nx] = distance[idx] + 1; que.push(64 * ny + nx); } } distance_key.fill(N * N); distance_key[64 * ky + kx] = distance[64 * ky + kx]; que.push(64 * ky + kx); while (not que.empty()) { int idx = que.front(); que.pop(); int y0 = idx / 64, x0 = idx % 64; for (int d = 0; d < 4; d++) { int ny = y0 + dy[d], nx = x0 + dx[d]; if (range_out(ny, nx)) continue; int state = S[ny][nx]; if (state == '#' or state == 'E') { continue; } if (distance_key[64 * ny + nx] != N * N) continue; distance_key[64 * ny + nx] = distance_key[idx] + 1; que.push(64 * ny + nx); } } vector<int> ans; while (not board.escaped) { int action = beam_search(board, 100, 4); ans.emplace_back(action); if (action == -1) { ans.clear(); break; } board.advance(action); board.after(); } if (not board.escaped) { param = 100; board = Board(S, E); while (not board.escaped) { int action = beam_search(board, 100, 4); if (action == -1) { break; } ans.emplace_back(action); board.advance(action); board.after(); } } for (auto &&action : ans) { if (action < 4) { std::cout << "M " << dir[action] << std::endl; } else if (action < 8) { std::cout << "B " << dir[action & 3] << std::endl; } else if (action < 12) { std::cout << "F " << dir[action & 3] << std::endl; } else { std::cout << "S" << std::endl; } } return 0; }