#include const int LOCAL = 0; using namespace std; namespace marathon { mt19937 engine(0); clock_t start_time; double now() { return 1000.0 * (clock() - start_time) / CLOCKS_PER_SEC; } void marathon_init() { start_time = clock(); random_device seed_gen; engine.seed(seed_gen()); } int randint(int mn, int mx) { int rng = mx - mn + 1; return mn + (engine() % rng); } double uniform(double x, double y) { const int RND = 1e8; double mean = (x + y) / 2.0; double dif = y - mean; double p = double(engine() % RND) / RND; return mean + dif * (1.0 - 2.0 * p); } } // namespace marathon const int INIT_MY_C = 12; const int H = 60; const int W = 25; struct enemy_t { int init_hp; int hp; int power; }; struct state_t { enemy_t board[H][W]; int total_power; int total_hp; int my_c; int turn; int level() { return 1 + total_power / 100; } }; void read_enemies(state_t &state) { int n; cin >> n; for (int it = 0; it < n; it++) { int h, p, x; cin >> h >> p >> x; enemy_t e; e.hp = h; e.init_hp = h; e.power = p; state.board[H - 1][x] = e; } } void generate_enemies(state_t &state) { return; } bool move_enemies(state_t &state) { for (int r = 0; r < H - 1; r++) { for (int c = 0; c < W; c++) { state.board[r][c] = state.board[r + 1][c]; } } for (int c = 0; c < W; c++) { state.board[H - 1][c] = {-1, -1, -1}; } return state.board[0][state.my_c].hp <= 0; } char greedy_op(state_t &state) { vector scores(3, 0.0); for (int pi = 0; pi <= 2; pi++) { scores[pi] = marathon::uniform(0.01, 0.02); int c = state.my_c; if (pi == 0) { c--; } else if (pi == 2) { c++; } // 盤面の外 if (c < 0 || c >= W) { scores[pi] += -1e18; continue; } // ゲームオーバー if (state.board[0][c].hp > 0) { scores[pi] += -1e16; } // 敵への攻撃 for (int r = 1; r < H; r++) { int level = state.level(); enemy_t e = state.board[r][c]; if (e.hp <= 0) continue; int turns = (e.hp + level - 1) / level; if (turns > r) { scores[pi] += -1e10 * (H - r); // 倒せるかどうか } else { double ratio = 1.0 * e.power / turns; if (state.turn > 950) ratio = 1.0 * e.init_hp / turns; scores[pi] += ratio * 1e5; } break; } // 敵との近さ for (int d = 0; d < W; d++) { for (int r = 1; r < H; r++) { int distance = abs(c - d); enemy_t e = state.board[r][d]; if (e.hp <= 0) continue; int level = state.level(); // 本当は途中でレベルが上がるが... int turns = (e.hp + level - 1) / level; if (turns + abs(c - d) > r) continue; // 倒せるかどうか double ratio = 1.0 * e.power / turns; if (state.turn > 950) ratio = 1.0 * e.init_hp / turns; scores[pi] += ratio / (distance + 1.0); // TODO 適当 } } } pair max_score = {-1e50, -1}; for (int i = 0; i <= 2; i++) { max_score = max({scores[i], i}, max_score); } if (max_score.second == 0) { return 'L'; } else if (max_score.second == 2) { return 'R'; } else { return 'S'; } } bool move_attack(state_t &state, char op) { if (op == 'L') { state.my_c--; } else if (op == 'R') { state.my_c++; } if (state.my_c < 0 || state.my_c >= W) return false; if (state.board[0][state.my_c].hp > 0) return false; for (int i = 1; i < H; i++) { if (state.board[i][state.my_c].hp > 0) { state.board[i][state.my_c].hp -= state.level(); // debug4(state.turn, i, state.my_c, state.level()); if (state.board[i][state.my_c].hp <= 0) { state.total_power += state.board[i][state.my_c].power; state.total_hp += state.board[i][state.my_c].init_hp; state.board[i][state.my_c] = {-1, -1, -1}; } break; } } return true; } double simulation_score(int pi, state_t &org_state) { double total_score = 0; { auto state = org_state; { // 初回移動 char op = 'S'; if (pi == 0) op = 'L'; if (pi == 2) op = 'R'; bool alive2 = move_attack(state, op); if (!alive2) return -1e8; } int init_turn = org_state.turn; int end_turn = 0; if (init_turn > 200) { end_turn = init_turn + 30; } else { end_turn = init_turn + 40; } end_turn = min(end_turn, 1000); for (int turn = init_turn + 1; turn <= end_turn; turn++) { state.turn = turn; bool alive1 = move_enemies(state); if (!alive1) { total_score -= 1e6; break; } generate_enemies(state); char op = greedy_op(state); bool alive2 = move_attack(state, op); if (init_turn > 950) { total_score += state.total_hp; } else { total_score += state.total_power; } if (!alive2) { total_score -= 1e6; break; } } } return total_score; } char select_op(state_t &state) { int turn = state.turn; vector scores(3, 0.0); for (int pi = 0; pi <= 2; pi++) { scores[pi] = simulation_score(pi, state); } pair max_score = {-1e50, -1}; for (int i = 0; i <= 2; i++) { max_score = max({scores[i], i}, max_score); } if (max_score.second == 0) { return 'L'; } else if (max_score.second == 2) { return 'R'; } else { return 'S'; } } int main() { marathon::marathon_init(); if (LOCAL) { for (int c = 0; c < W; c++) { int p; cin >> p; } } state_t state; { state.total_power = 0; state.total_hp = 0; state.my_c = INIT_MY_C; for (int r = 0; r < H; r++) { for (int c = 0; c < W; c++) { state.board[r][c] = {-1, -1, -1}; } } } for (int turn = 1; turn <= 1000; turn++) { state.turn = turn; bool alive1 = move_enemies(state); if (!alive1) break; read_enemies(state); char op = select_op(state); cout << op << endl; bool alive2 = move_attack(state, op); if (!alive2) break; } cerr << "score==" << state.total_hp << " turn==" << state.turn << " power==" << state.total_power << " time==" << marathon::now() << endl; return 0; }