結果
問題 | No.5015 Escape from Labyrinth |
ユーザー | trineutron |
提出日時 | 2023-04-13 02:57:29 |
言語 | C++17 (gcc 12.3.0 + boost 1.83.0) |
結果 |
RE
|
実行時間 | - |
コード長 | 10,222 bytes |
コンパイル時間 | 2,806 ms |
コンパイル使用メモリ | 224,692 KB |
実行使用メモリ | 9,340 KB |
スコア | 39,460 |
最終ジャッジ日時 | 2023-04-15 11:44:06 |
合計ジャッジ時間 | 208,083 ms |
ジャッジサーバーID (参考情報) |
judge13 / judge14 |
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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 | 2,294 ms
8,324 KB |
testcase_01 | AC | 2,136 ms
9,052 KB |
testcase_02 | AC | 2,586 ms
8,504 KB |
testcase_03 | AC | 1,972 ms
8,560 KB |
testcase_04 | AC | 2,346 ms
8,552 KB |
testcase_05 | AC | 1,082 ms
8,980 KB |
testcase_06 | AC | 2,329 ms
8,604 KB |
testcase_07 | RE | - |
testcase_08 | AC | 2,017 ms
8,700 KB |
testcase_09 | AC | 2,107 ms
8,440 KB |
testcase_10 | AC | 2,349 ms
8,132 KB |
testcase_11 | AC | 2,227 ms
8,504 KB |
testcase_12 | AC | 2,343 ms
8,680 KB |
testcase_13 | AC | 2,289 ms
8,416 KB |
testcase_14 | AC | 2,257 ms
8,544 KB |
testcase_15 | AC | 2,521 ms
8,508 KB |
testcase_16 | AC | 2,319 ms
8,588 KB |
testcase_17 | AC | 2,525 ms
8,900 KB |
testcase_18 | AC | 1,925 ms
8,592 KB |
testcase_19 | AC | 2,560 ms
8,728 KB |
testcase_20 | AC | 2,139 ms
8,584 KB |
testcase_21 | AC | 871 ms
9,140 KB |
testcase_22 | AC | 2,518 ms
9,096 KB |
testcase_23 | AC | 1,566 ms
8,872 KB |
testcase_24 | AC | 2,572 ms
8,896 KB |
testcase_25 | AC | 2,041 ms
9,072 KB |
testcase_26 | AC | 988 ms
8,556 KB |
testcase_27 | AC | 2,827 ms
9,160 KB |
testcase_28 | AC | 1,016 ms
9,052 KB |
testcase_29 | RE | - |
testcase_30 | AC | 2,934 ms
8,488 KB |
testcase_31 | AC | 2,103 ms
8,984 KB |
testcase_32 | AC | 2,232 ms
8,832 KB |
testcase_33 | AC | 1,210 ms
8,960 KB |
testcase_34 | AC | 656 ms
8,940 KB |
testcase_35 | AC | 1,090 ms
8,652 KB |
testcase_36 | AC | 2,565 ms
8,424 KB |
testcase_37 | AC | 2,103 ms
8,444 KB |
testcase_38 | AC | 2,437 ms
8,932 KB |
testcase_39 | AC | 1,247 ms
9,164 KB |
testcase_40 | AC | 2,452 ms
8,472 KB |
testcase_41 | AC | 2,511 ms
8,552 KB |
testcase_42 | AC | 958 ms
8,688 KB |
testcase_43 | AC | 2,197 ms
8,492 KB |
testcase_44 | AC | 1,124 ms
8,828 KB |
testcase_45 | AC | 2,388 ms
9,056 KB |
testcase_46 | AC | 2,008 ms
8,284 KB |
testcase_47 | AC | 2,718 ms
8,512 KB |
testcase_48 | AC | 985 ms
9,340 KB |
testcase_49 | AC | 758 ms
9,028 KB |
testcase_50 | AC | 2,194 ms
8,436 KB |
testcase_51 | AC | 2,429 ms
8,140 KB |
testcase_52 | AC | 1,050 ms
8,904 KB |
testcase_53 | AC | 2,717 ms
8,864 KB |
testcase_54 | AC | 2,572 ms
9,144 KB |
testcase_55 | AC | 1,150 ms
8,968 KB |
testcase_56 | AC | 2,186 ms
8,364 KB |
testcase_57 | AC | 1,074 ms
8,908 KB |
testcase_58 | AC | 1,016 ms
8,968 KB |
testcase_59 | AC | 2,502 ms
8,228 KB |
testcase_60 | AC | 2,069 ms
8,476 KB |
testcase_61 | AC | 874 ms
8,540 KB |
testcase_62 | AC | 1,014 ms
8,644 KB |
testcase_63 | AC | 1,082 ms
9,128 KB |
testcase_64 | AC | 2,113 ms
8,784 KB |
testcase_65 | AC | 2,142 ms
8,304 KB |
testcase_66 | AC | 2,696 ms
8,560 KB |
testcase_67 | AC | 2,094 ms
8,760 KB |
testcase_68 | AC | 1,138 ms
9,216 KB |
testcase_69 | RE | - |
testcase_70 | AC | 2,372 ms
8,424 KB |
testcase_71 | RE | - |
testcase_72 | AC | 2,306 ms
8,476 KB |
testcase_73 | AC | 2,281 ms
8,704 KB |
testcase_74 | AC | 2,280 ms
8,372 KB |
testcase_75 | AC | 2,558 ms
8,800 KB |
testcase_76 | AC | 2,219 ms
8,784 KB |
testcase_77 | AC | 1,217 ms
9,084 KB |
testcase_78 | RE | - |
testcase_79 | AC | 2,510 ms
9,108 KB |
testcase_80 | AC | 1,119 ms
8,688 KB |
testcase_81 | AC | 2,544 ms
8,660 KB |
testcase_82 | AC | 2,439 ms
8,756 KB |
testcase_83 | AC | 1,237 ms
9,200 KB |
testcase_84 | AC | 2,341 ms
8,648 KB |
testcase_85 | AC | 2,312 ms
8,204 KB |
testcase_86 | AC | 1,034 ms
8,828 KB |
testcase_87 | AC | 1,102 ms
8,792 KB |
testcase_88 | AC | 2,774 ms
8,584 KB |
testcase_89 | AC | 971 ms
9,048 KB |
testcase_90 | AC | 2,306 ms
9,128 KB |
testcase_91 | AC | 2,555 ms
8,476 KB |
testcase_92 | AC | 2,520 ms
9,232 KB |
testcase_93 | AC | 640 ms
9,104 KB |
testcase_94 | AC | 2,265 ms
8,660 KB |
testcase_95 | AC | 2,056 ms
8,468 KB |
testcase_96 | AC | 2,452 ms
8,984 KB |
testcase_97 | AC | 2,545 ms
8,300 KB |
testcase_98 | AC | 2,422 ms
8,568 KB |
testcase_99 | AC | 1,129 ms
9,340 KB |
ソースコード
#include <bits/stdc++.h> using std::array, std::vector, std::string; using vertex = std::pair<int, int>; 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"; constexpr int inf = 1e9; 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; 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; } } double evaluate() const { if (escaped) return score; int dist = distance_key[64 * 64 * turn + 64 * y + x]; if (key) { dist = distance[64 * 64 * turn + 64 * y + x]; } double res = hp - dist; if (res <= 0) return -inf; return score + (0.1 * hp + 0.0001 * res) / (0.5 * D + 1.0); } // action: 0 to 12 // return: is_legal bool advance(const int action) { turn++; if (turn == 60) turn = 0; 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 < 13; action++) { if (4 <= action and action < 8) continue; 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); cost.fill(1); for (int turn = 0; turn < 60; turn++) { for (int y = 0; y < N; y++) { for (int x = 0; x < N; x++) { for (int d = 0; d < 4; d++) { int ny = y + dy[d], nx = x + dx[d]; while (not range_out(ny, nx)) { int state = board.board[64 * ny + nx]; if (2 <= state and state <= 5) { // enemy if (turn % state == 0) { cost[64 * 64 * turn + 64 * y + x] += D; } break; } if (state == WALL or state == BLOCK) break; ny += dy[d]; nx += dx[d]; } } } } } std::priority_queue<vertex, vector<vertex>, std::greater<vertex>> que; distance.fill(inf); for (int turn = 0; turn < 60; turn++) { que.emplace(0, 64 * 64 * turn + 64 * gy + gx); } while (not que.empty()) { auto [d0, idx] = que.top(); que.pop(); if (distance[idx] <= d0) continue; distance[idx] = d0; int turn = idx / (64 * 64), y0 = idx % (64 * 64) / 64, x0 = idx % 64; int state = S[y0][x0]; if (state == '#' or state == 'E') { continue; } int nt = turn > 0 ? turn - 1 : 59; for (int d = 0; d < 4; d++) { int ny = y0 + dy[d], nx = x0 + dx[d]; if (range_out(ny, nx)) continue; int n_idx = 64 * 64 * nt + 64 * ny + nx; int nd = distance[idx] + cost[idx]; if (state == 'G') { nd = distance[idx]; } if (distance[n_idx] <= nd) continue; que.emplace(nd, n_idx); } que.emplace(distance[idx] + cost[idx], 64 * 64 * nt + 64 * y0 + x0); } distance_key.fill(inf); for (int turn = 0; turn < 60; turn++) { que.emplace(distance[64 * 64 * turn + 64 * ky + kx], 64 * 64 * turn + 64 * ky + kx); } while (not que.empty()) { auto [d0, idx] = que.top(); que.pop(); if (distance_key[idx] <= d0) continue; distance_key[idx] = d0; int turn = idx / (64 * 64), y0 = idx % (64 * 64) / 64, x0 = idx % 64; int state = S[y0][x0]; if (state == '#' or state == 'E') { continue; } int nt = turn > 0 ? turn - 1 : 59; for (int d = 0; d < 4; d++) { int ny = y0 + dy[d], nx = x0 + dx[d]; if (range_out(ny, nx)) continue; int n_idx = 64 * 64 * nt + 64 * ny + nx; int nd = distance_key[idx] + cost[idx]; if (distance_key[n_idx] <= nd) continue; que.emplace(nd, n_idx); } que.emplace(distance_key[idx] + cost[idx], 64 * 64 * nt + 64 * y0 + x0); } vector<int> ans; while (not board.escaped) { int action = beam_search(board, 5, 5); ans.emplace_back(action); assert(action != -1); board.advance(action); board.after(); // if (board.turn % 60 == 0) std::cerr << board.evaluate() << std::endl; } 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; }