結果

問題 No.5017 Tool-assisted Shooting
ユーザー platinum
提出日時 2023-07-07 00:14:23
言語 C++17(gcc12)
(gcc 12.3.0 + boost 1.87.0)
結果
AC  
実行時間 1,670 ms / 2,000 ms
コード長 12,154 bytes
コンパイル時間 1,999 ms
コンパイル使用メモリ 130,772 KB
実行使用メモリ 24,348 KB
スコア 3,945,524
平均クエリ数 990.00
最終ジャッジ日時 2023-07-16 13:43:28
合計ジャッジ時間 153,598 ms
ジャッジサーバーID
(参考情報)
judge15 / judge13
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ファイルパターン 結果
other AC * 100
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ソースコード

diff #
プレゼンテーションモードにする

#include <iostream>
#include <vector>
#include <queue>
#include <string>
#include <sstream>
#include <random>
#include <cassert>
using namespace std;
using pii = pair<int,int>;
constexpr int width = 25; //
constexpr int height = 60; //
constexpr int max_turn = 1000; //
constexpr int level_up = 100; //
constexpr int min_P = 1;
constexpr int max_P = 8;
constexpr int INF = (int)1e9;
constexpr int testcase = 0;
bool submit = true;
void read_input(){
std::stringstream ss;
std::string num = std::to_string(testcase);
int siz = num.size();
for(int i = 0; i < 4 - siz; i++) num = '0' + num;
ss << "in/" << num << ".txt";
FILE *in = freopen(ss.str().c_str(), "r", stdin);
}
void file_output(){
std::stringstream ss;
std::string num = std::to_string(testcase);
int siz = num.size();
for(int i = 0; i < 4 - siz; i++) num = '0' + num;
ss << "out_mcts/" << num << ".txt";
FILE *out = freopen(ss.str().c_str(), "w", stdout);
}
//
struct Enemy {
int init_hp;
int h, p;
int x, y;
Enemy(int h, int p, int x) : h(h), p(p), x(x) {
init_hp = h;
y = height - 1;
}
};
void MoveEnemy(vector<queue<Enemy>>& enemies) {
for(int x = 0; x < width; x++) {
int siz = enemies[x].size();
for(int i = 0; i < siz; i++) {
Enemy enemy = enemies[x].front(); enemies[x].pop();
enemy.y--;
if(enemy.y < 0) continue;
enemies[x].push(enemy);
}
}
}
//
struct Player {
int x, y;
int score;
int power, level;
Player(int x, int y) : x(x), y(y) {
score = 0;
power = 0;
level = 1;
}
void destroy_enemy(const Enemy& e) {
score += e.init_hp;
power += e.p;
level = 1 + power / level_up;
}
bool try_move(const vector<queue<Enemy>>& enemies, int move) const {
//
if(!enemies[x].empty()) {
const Enemy& enemy = enemies[x].front();
int des = (enemy.h + level - 1) / level;
if(enemy.y >= des) {
if(move == 0) return true;
else return false;
}
}
int nx = (x + move + width) % width;
if(enemies[nx].empty()) return true;
const Enemy& enemy = enemies[nx].front();
int lx = (nx - 1 + width) % width, rx = (nx + 1) % width;
int des = (enemy.h + level - 1) / level;
if(enemy.y >= des) return true;
//
else if(move == 0) {
if(enemies[lx].empty() || enemies[rx].empty()) return false;
if(enemies[lx].front().y > 1 || enemies[rx].front().y > 1) return false;
}
// false
if(enemy.y <= 1) return false;
// false
else if(enemy.y <= 3) {
if(enemies[lx].empty() || enemies[rx].empty()) {
return true;
}
const Enemy& left_enemy = enemies[lx].front();
const Enemy& right_enemy = enemies[rx].front();
if(left_enemy.y <= 2 && right_enemy.y <= 2) {
return false;
}
else return true;
}
else return true;
}
void apply_move(int move, bool output = false) {
if(output) {
const string actions = "LSR";
std::cout << actions[move+1] << std::endl;
//std::cout << "# " << c << std::endl;
}
x = (x + move + width) % width;
}
};
//
int AttackEnemy(Player& player, vector<queue<Enemy>>& enemies) {
if(enemies[player.x].empty()) return 0;
Enemy& target_enemy = enemies[player.x].front();
int damage = min(target_enemy.h, player.level);
target_enemy.h -= player.level;
if(target_enemy.h <= 0) {
player.destroy_enemy(target_enemy);
enemies[player.x].pop();
}
return damage;
}
struct beta_distribution {
double alpha, beta;
beta_distribution(double a, double b) : alpha (a), beta(b) {}
void update(bool appeared) {
if(appeared) alpha += 1.0;
else beta += 1.0;
}
double mu() {
return alpha / (alpha + beta);
}
double var() {
bool tot = alpha + beta;
return alpha * beta / tot / tot / (tot + 1.0);
}
};
vector<beta_distribution> Beta(width, {1.0, 24.0});
random_device rnd;
mt19937 engine(rnd());
uniform_int_distribution<> cent(1, 100);
struct State {
int now_turn, depth;
//double score;
Player player;
vector<queue<Enemy>> enemies;
vector<int> legal_actions; // L : -1, S : 0, R : 1
void check_actions() {
legal_actions.clear();
for(int move = -1; move <= 1; move++) {
if(player.try_move(enemies, move)) {
legal_actions.emplace_back(move);
}
}
}
State(int now_turn, int depth, const Player& player, const vector<queue<Enemy>>& enemies) :
now_turn(now_turn), depth(depth), player(player), enemies(enemies) {
check_actions();
}
void advance(int move) {
this->now_turn++;
this->depth--;
this->player.apply_move(move);
AttackEnemy(this->player, this->enemies);
MoveEnemy(this->enemies);
//
int T = now_turn;
for(int x = 0; x < width; x++) {
int poss = Beta[x].mu() * 100;
poss = max(poss, min_P);
poss = min(poss, max_P);
if(cent(engine) <= poss) {
double d_hp = 7.5 + 0.15 * T;
double d_power = d_hp * 0.8;
int hp = max(1, (int)d_hp);
int power = max(0, (int)d_power);
this->enemies[x].emplace(hp, power, x);
}
}
check_actions();
}
bool is_end() {
if(now_turn >= max_turn) return true;
if(depth <= 0) return true;
return false;
}
bool random_action() {
if(legal_actions.empty()) return false;
if(is_end()) return false;
int choice = legal_actions.size();
uniform_int_distribution<> choose_action(0, choice - 1);
int move = choose_action(engine);
advance(legal_actions[move]);
return true;
}
};
double RandomPlayout(State& state) {
while(state.random_action());
return state.player.score;
}
constexpr int EXPAND_THRESHOLD = 20;
class Node {
private:
State state;
double value;
double C;
public:
vector<Node> child_nodes;
int trial;
Node(const State& state) : state(state) {
value = 0.0;
trial = 0;
C = state.player.score;
}
double evaluate() {
if(this->state.is_end()) {
double res = this->state.player.score;
this->value += res;
this->trial++;
return res;
}
if(this->child_nodes.empty()) {
State copy_state = this->state;
double res = RandomPlayout(copy_state);
this->value += res;
this->trial++;
if(this->trial == EXPAND_THRESHOLD) {
this->expand();
}
return res;
}
else {
double res = this->NextChildNode().evaluate();
this->value += res;
this->trial++;
return res;
}
}
bool expand() {
auto legal_actions = this->state.legal_actions;
if(legal_actions.empty()) return false;;
this->child_nodes.clear();
for(const auto move : legal_actions) {
this->child_nodes.emplace_back(this->state);
this->child_nodes.back().state.advance(move);
}
return true;
}
Node& NextChildNode() {
// 0
for(auto& child_node : this->child_nodes) {
if(child_node.trial == 0) {
return child_node;
}
}
// UCB1
double total_trial = 0.0;
for(auto& child_node : this->child_nodes) {
total_trial += child_node.trial;
}
double best_value = -INF;
int arg_best = -1;
for(int i = 0; i < (int)this->child_nodes.size(); i++) {
const auto& child_node = this->child_nodes[i];
double ucb1 = child_node.value / (double)child_node.trial
+ C * sqrt(2.0 * log(total_trial) / (double)child_node.trial);
if(ucb1 > best_value) {
best_value = ucb1;
arg_best = i;
}
}
return this->child_nodes[arg_best];
}
};
int MCTS(const State& state, const int playout) {
Node root_node = Node(state);
//
if(!root_node.expand()) {
return 0;
}
for(int i = 0; i < playout; i++) {
root_node.evaluate();
}
auto legal_actions = state.legal_actions;
int max_trial = -1;
int arg_best = -1;
for(int i = 0; i < (int)legal_actions.size(); i++) {
int trial = root_node.child_nodes[i].trial;
if(trial > max_trial) {
max_trial = trial;
arg_best = i;
}
}
return legal_actions[arg_best];
}
int main(){
if(!submit) {
read_input();
file_output();
}
Player player(12, 0);
vector<queue<Enemy>> enemies(width);
vector<int> P(width);
if(!submit) {
for(int i = 0; i < width; i++) cin >> P[i];
}
for(int T = 1; T <= max_turn; T++) {
//
MoveEnemy(enemies);
//
int n;
cin >> n;
if(n == -1) {
std::cerr << "turn = " << T << std::endl;
std::cerr << "score = " << player.score << std::endl;
return 0;
}
vector<int> appeared(width);
for(int i = 0; i < n; i++) {
int h, p, x;
cin >> h >> p >> x;
enemies[x].emplace(h, p, x);
appeared[x] = 1;
}
for(int x = 0; x < width; x++) {
Beta[x].update(appeared[x]);
}
//
// MCTS
if(T >= 750) {
int depth = 30; // MCTS
State state(T, depth, player, enemies);
int playout = 200; // MCTS
int next_move = MCTS(state, playout);
player.apply_move(next_move, true);
}
else {
//
vector<pii> front_enemy(width, {-1, -1});
for(int x = 0; x < width; x++) {
if(enemies[x].empty()) continue;
int dx1 = abs(x - player.x);
int dx2 = abs(x - (player.x - width));
int dx = max(1, min(dx1, dx2));
const Enemy& enemy = enemies[x].front();
int des = dx - 1 + (enemy.h + player.level - 1) / player.level;
if(enemy.y >= des) {
front_enemy[x] = {enemy.y, des};
}
}
//
const Enemy* near_enemy = nullptr;
double max_value = -1.0;
for(int x = 0; x < width; x++) {
int y = front_enemy[x].first;
if(y == -1) continue;
int des = front_enemy[x].second;
double value = 0.0;
if(T < 400) {
value = (double)enemies[x].front().p / des;
}
else {
value = (double)enemies[x].front().init_hp / des;
}
if(value > max_value) {
max_value = value;
near_enemy = &enemies[x].front();
}
}
//
if(!near_enemy) {
if(player.try_move(enemies, 0)) {
player.apply_move(0, true);
}
else if(player.try_move(enemies, -1)) {
player.apply_move(-1, true);
}
else if(player.try_move(enemies, 1)) {
player.apply_move(1, true);
}
else player.apply_move(0, true);
}
//
else if(near_enemy->x == player.x) {
player.apply_move(0, true);
}
//
else if(near_enemy->x < player.x) {
int ex = near_enemy->x, px = player.x;
int left = px - ex, right = ex - (px - width);
if(left < right) {
if(player.try_move(enemies, -1)) {
player.apply_move(-1, true);
}
else if(player.try_move(enemies, 0)) {
player.apply_move(0, true);
}
else player.apply_move(1, true);
}
else {
if(player.try_move(enemies, 1)) {
player.apply_move(1, true);
}
else if(player.try_move(enemies, 0)) {
player.apply_move(0, true);
}
else player.apply_move(-1, true);
}
}
//
else {
int ex = near_enemy->x, px = player.x;
int left = px + width - ex, right = ex - px;
if(left < right) {
if(player.try_move(enemies, -1)) {
player.apply_move(-1, true);
}
else if(player.try_move(enemies, 0)) {
player.apply_move(0, true);
}
else player.apply_move(1, true);
}
else {
if(player.try_move(enemies, 1)) {
player.apply_move(1, true);
}
else if(player.try_move(enemies, 0)) {
player.apply_move(0, true);
}
else player.apply_move(-1, true);
}
}
/*
if(near_enemy) {
cout << "# " << near_enemy->x << " " << near_enemy->y << endl;
cout << "# hp = " << near_enemy->h << endl;
}
*/
}
//
AttackEnemy(player, enemies);
}
std::cerr << "turn = " << max_turn + 1 << endl;
std::cerr << "score = " << player.score << endl;
return 0;
}
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