結果
問題 | No.5017 Tool-assisted Shooting |
ユーザー | poka |
提出日時 | 2023-07-16 18:10:11 |
言語 | Julia (1.10.2) |
結果 |
TLE
|
実行時間 | - |
コード長 | 8,984 bytes |
コンパイル時間 | 115 ms |
コンパイル使用メモリ | 6,944 KB |
実行使用メモリ | 323,176 KB |
スコア | 371,722 |
平均クエリ数 | 100.00 |
最終ジャッジ日時 | 2024-04-09 14:20:19 |
合計ジャッジ時間 | 16,707 ms |
ジャッジサーバーID (参考情報) |
judge4 / judge3 |
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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 |
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testcase_00 | AC | 1,136 ms
323,120 KB |
testcase_01 | AC | 1,152 ms
323,176 KB |
testcase_02 | AC | 1,115 ms
322,712 KB |
testcase_03 | AC | 1,140 ms
322,992 KB |
testcase_04 | AC | 1,127 ms
320,576 KB |
testcase_05 | AC | 1,124 ms
321,852 KB |
testcase_06 | AC | 1,131 ms
322,844 KB |
testcase_07 | AC | 1,138 ms
322,524 KB |
testcase_08 | AC | 1,122 ms
321,580 KB |
testcase_09 | AC | 1,127 ms
322,776 KB |
testcase_10 | TLE | - |
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ソースコード
module Problem const WIDTH = 25 const HEIGHT = 60 const MAX_TURN = 1000 const TIME_LIMIT = 1.65 const MIN_PERCENT = 1 const MAX_PERCENT = 8 const INF = 1 << 30 mutable struct Local row::Int inputs::Vector{String} end function Local() inputs = readlines() Local(2, inputs) end struct Server end readint(::Server) = parse(Int, readline()) readints(::Server) = parse.(Int, readline() |> split) function readint(l::Local) n = parse(Int, l.inputs[l.row]) l.row += 1 n end function readints(l::Local) nums = parse.(Int, split(l.inputs[l.row])) l.row += 1 nums end mutable struct Player x::Int level::Int breaking_power_total::Int score::Int end function Player() Player(12 + 1, 1, 0, 0) end mutable struct Enemy init_hp::Int now_hp::Int power::Int x::Int y::Int end function Enemy(init_hp, power, x0) Enemy(init_hp, init_hp, power, x0 + 1, HEIGHT) end mutable struct AppearanceCounter appear_count::Int no_appear_count::Int percent::Float64 end function AppearanceCounter() AppearanceCounter(0, 0, 5.0) end function percentage(counter::AppearanceCounter) p = counter.appear_count / (counter.appear_count + counter.no_appear_count) * 100 p = max(MIN_PERCENT, p) p = min(MAX_PERCENT, p) p end function preprocess!(enemies::Vector{Vector{Enemy}}, counters::Vector{AppearanceCounter}, new_enemies) counnts = [0 for _ in 1:WIDTH] for i in 1:WIDTH for j in eachindex(enemies[i]) enemies[i][j].y -= 1 end if !isempty(enemies[i]) && enemies[i][begin].y == 0 popfirst!(enemies[i]) end end for enemy in new_enemies push!(enemies[enemy.x], enemy) counnts[enemy.x] += 1 end for i in 1:WIDTH if counnts[i] > 0 counters[i].appear_count += 1 else counters[i].no_appear_count += 1 end end end function postprocess!(enemies::Vector{Vector{Enemy}}, player::Player) if !isempty(enemies[player.x]) enemies[player.x][begin].now_hp -= player.level if enemies[player.x][begin].now_hp <= 0 player.score += enemies[player.x][begin].init_hp player.breaking_power_total += enemies[player.x][begin].power player.level = 1 + player.breaking_power_total ÷ 100 popfirst!(enemies[player.x]) end end end function diff(a, b) (a - b)^2 end function update_percentages!(counters::Vector{AppearanceCounter}, probabilities, turn) t = turn / MAX_TURN for i in 1:WIDTH old_p = probabilities[i] expected_p = percentage(counters[i]) probabilities[i] = old_p probabilities[i] += old_p * (1 - t) + expected_p * t end end function enemy_evaluation1(enemy::Enemy, turn, player::Player, enemies::Vector{Vector{Enemy}}) # t = turn / MAX_TURN target_level = 120 t = min(1, player.level / target_level) # value = if player.level <= target_level # enemy.power * (1 - t) + enemy.init_hp * t # else # enemy.init_hp # end next_power = 0 next_init_hp = 0 rate1 = 0.2 if length(enemies[enemy.x]) > 1 next_power = enemies[enemy.x][2].power * rate1 next_init_hp = enemies[enemy.x][2].init_hp * rate1 end prev = mod1(enemy.x - 1, WIDTH) next = mod1(enemy.x + 1, WIDTH) rate2 = 0.1 if !isempty(enemies[prev]) next_power += enemies[prev][begin].power * rate2 next_init_hp += enemies[prev][begin].init_hp * rate2 end if !isempty(enemies[next]) next_power += enemies[next][begin].power * rate2 next_init_hp += enemies[next][begin].init_hp * rate2 end value = (enemy.power + next_power) * (1 - t) + (enemy.init_hp + next_init_hp) * t value end function approach_turn_simple(player::Player, enemies::Vector{Vector{Enemy}}, target_x) turn = 0 now = player.x enemies_ys = [Int[] for _ in 1:WIDTH] for i in 1:WIDTH for enemy in enemies[i] push!(enemies_ys[i], enemy.y) end end while now != target_x dirs = if mod(now - target_x, WIDTH) < mod(target_x - now, WIDTH) [-1, 0, 1] elseif mod(now - target_x, WIDTH) > mod(target_x - now, WIDTH) [1, 0, -1] else break end can_move = false for dir in dirs next = now + dir if next < 1 next += WIDTH elseif next > WIDTH next -= WIDTH end while !isempty(enemies_ys[next]) && enemies_ys[next][begin] < turn + 1 popfirst!(enemies_ys[next]) end if isempty(enemies_ys[next]) now = next turn += 1 can_move = true break else enemy_y = enemies_ys[next][begin] if enemy_y != turn + 1 now = next turn += 1 can_move = true break end end end if !can_move return INF end end turn end function expected_turn_for_braking(player::Player, enemies::Vector{Vector{Enemy}}, target_x) turn = 0 approach_turn = approach_turn_simple(player, enemies, target_x) if approach_turn == INF return INF end turn = approach_turn # # 移動して攻撃も移動せず攻撃も使うターンは変わらない # if turn > 0 # turn -= 1 # end braking_turn = (enemies[target_x][begin].now_hp + (player.level - 1)) ÷ player.level turn += braking_turn turn -= 1 # yが以下の場合は壊せない経過ターン # よくわからないけどバグ対策で1引いた # if turn >= enemies[target_x][begin].y - 1 if turn >= enemies[target_x][begin].y turn = INF end turn end function main(env) player = Player() enemies = [Enemy[] for _ in 1:WIDTH] counters = [AppearanceCounter() for _ in 1:WIDTH] probabilities = [4.5 for _ in 1:WIDTH] for turn in 1:MAX_TURN new_enemies = input(env) preprocess!(enemies, counters, new_enemies) update_percentages!(counters, probabilities, turn) cand_enemies = Enemy[] for i in 1:WIDTH if !isempty(enemies[i]) push!(cand_enemies, enemies[i][begin]) end end target_x = -1 best_value = -1 target_enemy = Enemy(0, 0, 0) best_used_turn = INF for enemy in cand_enemies x = enemy.x earn_value = enemy_evaluation1(enemy, turn, player, enemies) use_turn = expected_turn_for_braking(player, enemies, x) value = earn_value / use_turn if best_value < value best_value = value target_x = x target_enemy = enemy best_used_turn = use_turn end end dirs = if mod(player.x - target_x, WIDTH) < mod(target_x - player.x, WIDTH) ["L", "S", "R"] elseif mod(player.x - target_x, WIDTH) > mod(target_x - player.x, WIDTH) ["R", "S", "L"] else ["S", "L", "R"] end for dir in dirs now = player.x if dir == "L" now -= 1 if now < 1 now += WIDTH end elseif dir == "R" now += 1 if now > WIDTH now -= WIDTH end end if !isempty(enemies[now]) && enemies[now][begin].y <= 2 continue else println(dir) player.x = now break end end # println("# target_x: ", target_x) # println("# best_value: ", best_value) # println("# player: ", player.level, " ", player.x) # println("# enemy: ", target_enemy.now_hp, " ", target_enemy.x) # println("# best_used_turn: ", best_used_turn) # println("# dirs: ", dirs) postprocess!(enemies, player) end println(stderr, "Score: ", player.score) end function input(env) n = readint(env) if n == -1 exit() end new_enemies = [Enemy(readints(env)...) for _ in 1:n] new_enemies end end #region run probblem if abspath(PROGRAM_FILE) == @__FILE__ env = Problem.Server() Problem.main(env) else tests_path = joinpath(@__DIR__, "in") file_name = "0000.txt" sample_file = joinpath(tests_path, file_name) out_path = joinpath(@__DIR__, "out") out_file = joinpath(out_path, file_name) redirect_stdio(stdin=sample_file, stdout=out_file) do env = Problem.Local() Problem.main(env) # @profview Problem.main(env) end end #endregion