結果
問題 | No.5017 Tool-assisted Shooting |
ユーザー | yunix |
提出日時 | 2023-07-01 13:11:11 |
言語 | C++17 (gcc 12.3.0 + boost 1.83.0) |
結果 |
TLE
|
実行時間 | - |
コード長 | 18,867 bytes |
コンパイル時間 | 5,871 ms |
コンパイル使用メモリ | 164,776 KB |
実行使用メモリ | 25,400 KB |
スコア | 4,054,345 |
平均クエリ数 | 950.00 |
最終ジャッジ日時 | 2023-07-16 13:36:37 |
合計ジャッジ時間 | 192,908 ms |
ジャッジサーバーID (参考情報) |
judge11 / 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 | 1,793 ms
25,108 KB |
testcase_01 | AC | 1,836 ms
25,292 KB |
testcase_02 | AC | 1,740 ms
24,268 KB |
testcase_03 | AC | 1,817 ms
24,620 KB |
testcase_04 | AC | 1,726 ms
25,004 KB |
testcase_05 | AC | 1,683 ms
24,512 KB |
testcase_06 | AC | 1,840 ms
24,292 KB |
testcase_07 | AC | 1,829 ms
24,912 KB |
testcase_08 | AC | 1,727 ms
24,852 KB |
testcase_09 | AC | 1,726 ms
24,288 KB |
testcase_10 | AC | 1,825 ms
24,752 KB |
testcase_11 | AC | 1,910 ms
24,828 KB |
testcase_12 | AC | 1,873 ms
25,008 KB |
testcase_13 | AC | 1,889 ms
25,200 KB |
testcase_14 | AC | 1,907 ms
25,076 KB |
testcase_15 | AC | 1,971 ms
24,728 KB |
testcase_16 | AC | 1,778 ms
24,952 KB |
testcase_17 | AC | 1,853 ms
25,184 KB |
testcase_18 | AC | 1,912 ms
24,392 KB |
testcase_19 | AC | 1,871 ms
24,604 KB |
testcase_20 | AC | 1,827 ms
24,872 KB |
testcase_21 | AC | 1,828 ms
25,328 KB |
testcase_22 | AC | 1,593 ms
24,620 KB |
testcase_23 | AC | 1,789 ms
24,896 KB |
testcase_24 | AC | 1,806 ms
25,192 KB |
testcase_25 | AC | 1,864 ms
25,248 KB |
testcase_26 | AC | 1,869 ms
24,724 KB |
testcase_27 | AC | 1,783 ms
25,160 KB |
testcase_28 | AC | 1,823 ms
25,076 KB |
testcase_29 | AC | 1,733 ms
25,012 KB |
testcase_30 | AC | 1,689 ms
24,980 KB |
testcase_31 | AC | 1,727 ms
24,860 KB |
testcase_32 | AC | 1,911 ms
24,888 KB |
testcase_33 | AC | 1,784 ms
25,124 KB |
testcase_34 | AC | 1,750 ms
24,248 KB |
testcase_35 | AC | 1,787 ms
24,732 KB |
testcase_36 | AC | 1,719 ms
24,364 KB |
testcase_37 | AC | 1,818 ms
25,300 KB |
testcase_38 | TLE | - |
testcase_39 | AC | 1,833 ms
25,344 KB |
testcase_40 | AC | 1,814 ms
25,116 KB |
testcase_41 | AC | 1,813 ms
24,960 KB |
testcase_42 | AC | 1,867 ms
25,064 KB |
testcase_43 | AC | 1,806 ms
25,256 KB |
testcase_44 | AC | 1,877 ms
24,720 KB |
testcase_45 | AC | 1,756 ms
24,800 KB |
testcase_46 | AC | 1,916 ms
25,232 KB |
testcase_47 | AC | 1,813 ms
24,604 KB |
testcase_48 | AC | 1,857 ms
25,240 KB |
testcase_49 | AC | 1,792 ms
25,184 KB |
testcase_50 | AC | 1,793 ms
24,600 KB |
testcase_51 | AC | 1,933 ms
25,392 KB |
testcase_52 | AC | 1,850 ms
24,772 KB |
testcase_53 | AC | 1,829 ms
25,004 KB |
testcase_54 | AC | 1,901 ms
24,396 KB |
testcase_55 | AC | 1,634 ms
24,268 KB |
testcase_56 | AC | 1,844 ms
25,136 KB |
testcase_57 | AC | 1,763 ms
24,956 KB |
testcase_58 | AC | 1,805 ms
25,180 KB |
testcase_59 | TLE | - |
testcase_60 | AC | 1,849 ms
25,060 KB |
testcase_61 | AC | 1,816 ms
25,080 KB |
testcase_62 | AC | 1,901 ms
25,084 KB |
testcase_63 | AC | 1,883 ms
24,992 KB |
testcase_64 | AC | 1,965 ms
24,968 KB |
testcase_65 | AC | 1,948 ms
24,992 KB |
testcase_66 | TLE | - |
testcase_67 | AC | 1,806 ms
25,004 KB |
testcase_68 | AC | 1,863 ms
24,816 KB |
testcase_69 | AC | 1,874 ms
25,212 KB |
testcase_70 | AC | 1,715 ms
24,840 KB |
testcase_71 | AC | 1,676 ms
25,032 KB |
testcase_72 | AC | 1,798 ms
24,888 KB |
testcase_73 | AC | 1,897 ms
24,936 KB |
testcase_74 | AC | 1,795 ms
24,856 KB |
testcase_75 | AC | 1,820 ms
24,548 KB |
testcase_76 | AC | 1,994 ms
25,004 KB |
testcase_77 | TLE | - |
testcase_78 | AC | 1,865 ms
24,776 KB |
testcase_79 | AC | 1,746 ms
25,052 KB |
testcase_80 | AC | 1,901 ms
24,968 KB |
testcase_81 | AC | 1,778 ms
24,832 KB |
testcase_82 | AC | 1,893 ms
25,216 KB |
testcase_83 | AC | 1,768 ms
24,912 KB |
testcase_84 | AC | 1,864 ms
24,912 KB |
testcase_85 | AC | 1,751 ms
24,724 KB |
testcase_86 | AC | 1,818 ms
24,808 KB |
testcase_87 | AC | 1,862 ms
24,672 KB |
testcase_88 | AC | 1,943 ms
25,292 KB |
testcase_89 | AC | 1,896 ms
24,452 KB |
testcase_90 | AC | 1,731 ms
25,228 KB |
testcase_91 | AC | 1,969 ms
24,884 KB |
testcase_92 | AC | 1,743 ms
24,288 KB |
testcase_93 | AC | 1,854 ms
24,468 KB |
testcase_94 | AC | 1,684 ms
24,564 KB |
testcase_95 | AC | 1,902 ms
25,104 KB |
testcase_96 | AC | 1,933 ms
25,016 KB |
testcase_97 | AC | 1,697 ms
25,272 KB |
testcase_98 | AC | 1,878 ms
24,856 KB |
testcase_99 | AC | 1,824 ms
24,424 KB |
コンパイルメッセージ
main.cpp: メンバ関数 ‘char GreedyCommander::check_die(char)’ 内: main.cpp:500:17: 警告: ‘dx’ may be used uninitialized [-Wmaybe-uninitialized] 500 | if (can_move(dx)) | ~~~~~~~~^~~~ main.cpp:486:9: 備考: ‘dx’ はここで定義されています 486 | int dx; | ^~
ソースコード
#include <iostream> #include <string> #include <vector> #include <tuple> #include <chrono> #include <algorithm> #include <random> #include <map> #include <set> #include <queue> #include <random> #include <chrono> #include <cmath> #include <climits> #include <bitset> #include <time.h> using namespace std; using Ps = pair<short, short>; using vec_int = vector<int>; using P = pair<int, int>; using P2 = pair<P, P>; using P3 = pair<float, int>; using T = tuple<int, int, int>; using T2 = tuple<float, int, int>; using T3 = tuple<float, int, int, int, int>; using T4 = tuple<int, int, int, int>; using T5 = tuple<int, int, int, int, int>; using TT = tuple<int, int, int>; using ll = long long; using uc = unsigned char; #define rep(i, n) for (int i = 0; i < (int)(n); i++) // #pragma GCC optimize("Ofast") std::mt19937 mt{12345}; int RAND_ARR_LEN = 100000; int RAND_RANGE = 1000000000; float TIME_LIMIT = 5000; float INV_TIME_LIMIT = 1. / 1000.; const int JOB_MAX_LEN = 1003; std::uniform_int_distribution<int> dist(1, RAND_RANGE); int WAITING_TASK = 1001; void remove_val_and_pop_from_last(vec_int &A, int val) { for (int i = 0; i < A.size(); i++) { if (A.at(i) == val) { A.at(i) = A.at(A.size() - 1); A.pop_back(); return; } } throw runtime_error("trying to remove non-existing value"); } class Rand { private: int count = 0; vec_int rand_arr; public: Rand(){ rep(i, RAND_ARR_LEN){ rand_arr.push_back(dist(mt)); } } ; int get(); int get_rand(int from, int to); float get_float(); } ; int Rand::get() { int num = rand_arr.at(count); count += 1; count %= RAND_ARR_LEN; return num; } int Rand::get_rand(int from, int to) { int diff = to - from; int num = get() % diff; return num + from; } float Rand::get_float() { // 0~1の間の一様乱数 return (float)get() / (float)RAND_RANGE; } Rand ro; class PseudoSet { private: vec_int index_arr; public: vec_int data; PseudoSet(){}; PseudoSet(int value_range) { index_arr = vec_int(value_range, -1); } bool count(int value); void insert(int value); void erase(int value); vec_int get_data() { return data; }; int size() { return data.size(); }; int get_random() { return data.at(ro.get_rand(0, size())); }; }; bool PseudoSet::count(int value) { return index_arr[value] != -1; } void PseudoSet::insert(int value) { if (count(value)) return; index_arr[value] = data.size(); data.push_back(value); } void PseudoSet::erase(int value) { if (!count(value)) { // throw runtime_error("no existing value:"+to_string(value)); return; } int tail_value = data[data.size() - 1]; if (value == tail_value) { data.pop_back(); index_arr[value] = -1; } else { index_arr[tail_value] = index_arr[value]; index_arr[value] = -1; data[index_arr[tail_value]] = tail_value; data.pop_back(); } } float get_time(bool init) { static std::chrono::system_clock::time_point start; if (init) { start = std::chrono::system_clock::now(); } std::chrono::system_clock::time_point end = std::chrono::system_clock::now(); return std::chrono::duration_cast<std::chrono::milliseconds>(end - start).count(); // 処理に要した時間をミリ秒に変換 } double current_tmp(double current_time, double T0, double T1) { return T1 + (T0 - T1) * (TIME_LIMIT * 0.92 - current_time) / (TIME_LIMIT * 0.92); // double start_time = TIME_LIMIT * 0.6; // double x = (current_time - start_time) / (TIME_LIMIT * 0.32); // return pow(T1, 1 - x) + (T0, x); } bool is_valid_transition(int diff, double current_time, double T0, float T1) { float t = current_tmp(current_time, T0, T1); float rand = ro.get_float(); // diffが正だったら常にアクセぷと return rand < exp(((float)diff) / t); } struct Enemy { int max_HP; int HP; int power; int x; int y; }; struct State { int turn; int score; int earned_power; int x; vector<char> commands; vector<int> steps; }; struct History { int enemy_index; int damage; int gained_score; int gained_power; int x; }; class Game { private: vector<History> histories; vector<vec_int> poped_enemy; public: int earned_power; int turn; int score; int x_pos; vector<deque<int>> enemy_queue; Game(); void move(char command, bool output); void attack(); void pop_enemies(int n); void process_turn(); bool is_game_over(); bool is_alive(int enemy_index) { return enemies[enemy_index].HP > 0 && turn <= enemies[enemy_index].y; } int get_enemy_index(int x); vector<Enemy> enemies; bool can_kill_enemy(int enemy_ind, int turns); void roll_back_a_turn(); void process_turns(vector<char> &commands); State make_state() { return State{ turn, score, earned_power, x_pos, vector<char>(), {0}}; } }; Game::Game() { turn = 0; x_pos = 12; earned_power = 0; score = 0; enemy_queue = vector<deque<int>>(25); poped_enemy = vector<vec_int>(1200); } void Game::roll_back_a_turn() { turn--; History history = histories.at(histories.size() - 1); histories.pop_back(); x_pos = history.x; if (history.enemy_index == -1) return; enemies[history.enemy_index].HP += history.damage; if (history.gained_score > 0) { score -= history.gained_score; earned_power -= history.gained_power; } for (auto enemy_ind : poped_enemy.at(turn)) { int x = enemies[enemy_ind].x; enemy_queue.at(x).push_front(enemy_ind); } poped_enemy.at(turn).clear(); } void Game::process_turns(vector<char> &commands) { for (auto command : commands) { move(command, false); attack(); process_turn(); } } void Game::pop_enemies(int n) { vec_int h(n), p(n), x(n); rep(i, n) cin >> h.at(i) >> p.at(i) >> x.at(i); for (int i = 0; i < n; i++) { enemies.push_back(Enemy{h.at(i), h.at(i), p.at(i), x.at(i), 59 + turn}); enemy_queue.at(x.at(i)).push_back(enemies.size() - 1); } } bool Game::is_game_over() { int enemy_ind = get_enemy_index(x_pos); if (enemy_ind == -1) return false; if (enemies[enemy_ind].y == turn && enemies[enemy_ind].HP > 0) return true; return false; } void Game::move(char command, bool output) { switch (command) { case 'L': x_pos--; break; case 'R': x_pos++; break; case 'S': break; default: throw runtime_error("invalid command:" + command); } if (output) { cout << command << endl; } } void Game::attack() { int enemy_ind = get_enemy_index(x_pos); if (enemy_ind == -1) { histories.push_back(History{-1, 0, 0, 0, x_pos}); return; } // 敵が見つかった int my_power = 1 + earned_power / 100; // 攻撃 int damage = min(my_power, enemies.at(enemy_ind).HP); enemies.at(enemy_ind).HP -= damage; // 敵が死んだ if (enemies.at(enemy_ind).HP == 0) { earned_power += enemies.at(enemy_ind).power; my_power += enemies.at(enemy_ind).power; score += enemies.at(enemy_ind).max_HP; poped_enemy.at(turn).push_back(enemy_queue.at(x_pos).front()); enemy_queue.at(x_pos).pop_front(); histories.push_back(History{ enemy_ind, damage, enemies.at(enemy_ind).max_HP, enemies.at(enemy_ind).power, x_pos}); } else { histories.push_back(History{enemy_ind, damage, 0, 0, x_pos}); } } void Game::process_turn() { turn++; } int Game::get_enemy_index(int x) { while (!enemy_queue.at(x).empty()) { int ind = enemy_queue.at(x).front(); if (enemies.at(ind).y < turn) { poped_enemy.at(turn).push_back(enemy_queue.at(x).front()); enemy_queue.at(x).pop_front(); continue; } return ind; } return -1; } bool Game::can_kill_enemy(int enemy_ind, int turns) { // 殺すのにturnsかかる int diff = enemies[enemy_ind].y - turn - 1; return diff > turns; } struct GreedyCommander { private: Game *game; int target_enemy; int find_target(); bool will_die(); public: GreedyCommander(Game *game) : game(game) { target_enemy = -1; }; char get_command(); bool can_move(int dx); char check_die(char command); void set_target(int target) { target_enemy = target; }; bool is_target_alive() { return game->is_alive(target_enemy); }; }; int GreedyCommander::find_target() { int x = game->x_pos; int current_power = game->earned_power / 100 + 1; double best_efficiency = 0; double best_enemy = -1; for (int i = max(0, x - 8); i <= min(24, x + 8); i++) { int enemy_ind = game->get_enemy_index(i); if (enemy_ind == -1) continue; int res_HP = game->enemies[enemy_ind].HP; int turns = max(abs(x - i) - 1, 0) + res_HP / current_power; if (res_HP % current_power != 0) turns++; if (!game->can_kill_enemy(enemy_ind, turns)) continue; int sc; if (game->earned_power / 100 >= 50) { sc = game->enemies[enemy_ind].max_HP; } else { sc = game->enemies[enemy_ind].power; } double eff = (double)sc / (double)turns; if (eff > best_efficiency) { best_efficiency = eff; best_enemy = enemy_ind; } } return best_enemy; } bool GreedyCommander::can_move(int dx) { int x = game->x_pos + dx; if (x < 0 || x >= 25) return false; int enemy_index = game->get_enemy_index(x); if (enemy_index == -1) return true; int y = game->enemies[enemy_index].y; if (y == game->turn || y == game->turn + 1) return false; return true; } char GreedyCommander::check_die(char command) { int dx; switch (command) { case 'R': dx = 1; break; case 'L': dx = -1; break; case 'S': dx = 0; break; } if (can_move(dx)) { return command; } for (int dx2 = -1; dx2 <= 1; dx2++) { if (dx2 == dx) continue; if (can_move(dx2)) { switch (dx2) { case -1: return 'L'; case 0: return 'S'; case 1: return 'R'; } } } // cerr << "command:" << command << " x:" << game->x_pos << endl; int enemy_ind = game->get_enemy_index(game->x_pos + dx); // cerr << game->turn << " " << game->enemies[enemy_ind].y << endl; // 諦める return command; } char GreedyCommander::get_command() { if (target_enemy == -1 || !game->is_alive(target_enemy)) { target_enemy = find_target(); } char command; if (target_enemy == -1) { command = 'S'; } else { int enemy_x = game->enemies[target_enemy].x; if (enemy_x == game->x_pos) { command = 'S'; } else if (enemy_x < game->x_pos) { command = 'L'; } else { command = 'R'; } } command = check_die(command); return command; } // 30ターン先までを先読みして10ターン分の行動を決める class ChokudaiCommander { private: Game *game; queue<char> command_queue; void prepare_moves(); public: ChokudaiCommander(Game *game) : game(game){}; char get_command(); bool can_move(int dx); char check_die(char command); }; void ChokudaiCommander::prepare_moves() { // queueに10ターン分くらいのコマンドを詰める // Chokudaiサーチを20ms分やる // 状態としてはvector<deque<int>>, スコア, power <- index State initial_state = game->make_state(); int turn0 = initial_state.turn; vector<priority_queue<P, vector<P>, greater<P>>> pqs(50); vector<deque<int>> enemies = game->enemy_queue; vector<State> states; states.push_back(initial_state); pqs.at(0).emplace(states[0].earned_power, 0); float t0 = get_time(false); GreedyCommander greedy = GreedyCommander(game); int best_state = -1; double best_eff = 0; int count = 0; while (true) { float ct = get_time(false); if (ct - t0 > 35) break; int flag = 0; for (int turn = 0; turn < 30; turn++) { if (pqs.at(turn).empty()) { continue; } flag = 1; auto [score, state_ind] = pqs.at(turn).top(); pqs.at(turn).pop(); game->process_turns(states[state_ind].commands); vector<deque<int>> enemies2 = game->enemy_queue; int x = game->x_pos; int current_power = game->earned_power / 100 + 1; for (int i = max(0, x - 8); i <= min(24, x + 8); i++) { int enemy_ind = game->get_enemy_index(i); if (enemy_ind == -1) continue; int res_HP = game->enemies[enemy_ind].HP; int turns = max(abs(x - i) - 1, 0) + res_HP / current_power; if (res_HP % current_power != 0) turns++; if (!game->can_kill_enemy(enemy_ind, turns)) continue; greedy.set_target(enemy_ind); // cerr << "enemy:" << enemy_ind << " turn:" << turn << " alive:" << greedy.is_target_alive() << " target x:" << game->enemies[enemy_ind].x << " turns:" << turns << endl; int turn_count = turn; vector<char> commands = vector<char>(states[state_ind].commands); bool game_over = false; int initial_x = game->x_pos; while (true) { if (!greedy.is_target_alive()) break; char command = greedy.get_command(); // cerr << "command:" << command << " hp:" << game->enemies[enemy_ind].HP << endl; commands.push_back(command); game->move(command, false); if (game->is_game_over()) { game_over = true; } game->attack(); game->process_turn(); turn_count++; if (game->is_game_over() || game_over) { game_over = true; break; } } // cerr << "turn:" << turn_count << " gameover?" << game_over << endl; State next_state = game->make_state(); next_state.steps = states[state_ind].steps; next_state.steps.push_back(turn_count); rep(i, turn_count - turn) { game->roll_back_a_turn(); } game->x_pos = initial_x; game->enemy_queue = enemies2; if (game_over) continue; if (turn_count >= 50) continue; // cerr << "next_state turn:" << turn_count << endl; next_state.commands = commands; states.push_back(next_state); pqs.at(turn_count).emplace(next_state.earned_power, states.size() - 1); int score; if (initial_state.earned_power / 100 > 50) { score = next_state.score - initial_state.score; } else { score = next_state.earned_power - initial_state.earned_power; } if (best_eff < (double)score / (double)turn_count && turn_count >= 10) { best_eff = (double)score / (double)turn_count; best_state = states.size() - 1; } // cerr << "end:" << turn << " " << turn_count << endl; } rep(i, turn) { game->roll_back_a_turn(); } game->x_pos = initial_state.x; game->enemy_queue = enemies; } count++; if (flag == 0) { break; } } // 30ターンよりも先を調べて、最もearned_powerの効率がよかったやつを採用する // cerr << "turn:" << game->turn << " " // << "count:" << count << " best_state:" << best_state << " best_eff:" << best_eff << endl; if (best_state == -1) { command_queue.push('S'); } else { int count = 0; for (auto tmp : states[best_state].steps) { count = tmp; if (count > 15) break; } for (int i = 0; i < count && i < states[best_state].commands.size(); i++) { command_queue.push(states[best_state].commands.at(i)); } } } char ChokudaiCommander::get_command() { if (command_queue.empty()) { prepare_moves(); } char result = command_queue.front(); command_queue.pop(); return result; } double T0 = 500.; double T1 = 0; int main(int argc, char *argv[]) { #ifdef LOCAL vec_int pp; rep(i, 25) { int val; cin >> val; pp.push_back(val); } #endif #ifdef OPTUNA_STUDY cerr << "optuna study, override parameters" << endl; T0 = stod(argv[1]); T1 = stod(argv[2]); #endif get_time(true); Game game = Game(); ChokudaiCommander commander = ChokudaiCommander(&game); // GreedyCommander commander = GreedyCommander(&game); rep(i, 1000) { game.process_turn(); if (game.is_game_over()) break; int n; cin >> n; if (n == -1) break; game.pop_enemies(n); char command = commander.get_command(); game.move(command, true); // cerr << i << " " << game.turn << " " << game.x_pos << endl; if (game.is_game_over()) break; game.attack(); } cerr << " time: " << get_time(false) << " turn:" << game.turn << " power:" << game.earned_power << " score:" << game.score << endl; return 0; }