結果
問題 | No.5017 Tool-assisted Shooting |
ユーザー |
![]() |
提出日時 | 2023-07-18 23:22:01 |
言語 | C++17(gcc12) (gcc 12.3.0 + boost 1.87.0) |
結果 |
AC
|
実行時間 | 1,258 ms / 2,000 ms |
コード長 | 13,226 bytes |
コンパイル時間 | 6,915 ms |
コンパイル使用メモリ | 281,756 KB |
実行使用メモリ | 37,124 KB |
スコア | 74,830 |
平均クエリ数 | 389.25 |
最終ジャッジ日時 | 2023-07-18 23:23:06 |
合計ジャッジ時間 | 64,446 ms |
ジャッジサーバーID (参考情報) |
judge13 / judge11 |
純コード判定しない問題か言語 |
(要ログイン)
ファイルパターン | 結果 |
---|---|
other | AC * 100 |
ソースコード
#include<bits/stdc++.h>#include <math.h>#include <algorithm>#include <iostream>#include <vector>#include <atcoder/all>#include <atcoder/dsu>#include <atcoder/segtree>#include <atcoder/lazysegtree>#include <atcoder/modint>#include <atcoder/scc>#include <chrono>#include <random>#include <cassert>#ifndef templete#define rep(i,a,b) for(int i=a;i<b;i++)#define rrep(i,a,b) for(int i=a;i>=b;i--)#define fore(i,a) for(auto &i:a)#define all(x) (x).begin(),(x).end()//#include<boost/multiprecision/cpp_int.hpp>//using namespace boost::multiprecision;using namespace std;using namespace atcoder;//using atmint = modint998244353;using atmint = modint;using Graph = vector<vector<int>>;using P = pair<long long,long long>;//#pragma GCC optimize ("-O3")using namespace std; void _main(); int main() { cin.tie(0); ios::sync_with_stdio(false); _main(); }typedef long long ll; const int inf = INT_MAX / 2; const ll infl = 1LL << 60;template<class T>bool chmax(T& a, const T& b) { if (a < b) { a = b; return 1; } return 0; }template<class T>bool chmin(T& a, const T& b) { if (b < a) { a = b; return 1; } return 0; }//---------------------------------------------------------------------------------------------------template<int MOD> struct ModInt {static const int Mod = MOD; unsigned x; ModInt() : x(0) { }ModInt(signed sig) { x = sig < 0 ? sig % MOD + MOD : sig % MOD; }ModInt(signed long long sig) { x = sig < 0 ? sig % MOD + MOD : sig % MOD; }int get() const { return (int)x; }ModInt &operator+=(ModInt that) { if ((x += that.x) >= MOD) x -= MOD; return *this; }ModInt &operator-=(ModInt that) { if ((x += MOD - that.x) >= MOD) x -= MOD; return *this; }ModInt &operator*=(ModInt that) { x = (unsigned long long)x * that.x % MOD; return *this; }ModInt &operator/=(ModInt that) { return *this *= that.inverse(); }ModInt operator+(ModInt that) const { return ModInt(*this) += that; }ModInt operator-(ModInt that) const { return ModInt(*this) -= that; }ModInt operator*(ModInt that) const { return ModInt(*this) *= that; }ModInt operator/(ModInt that) const { return ModInt(*this) /= that; }ModInt inverse() const { long long a = x, b = MOD, u = 1, v = 0;while (b) { long long t = a / b; a -= t * b; std::swap(a, b); u -= t * v; std::swap(u, v); }return ModInt(u); }bool operator==(ModInt that) const { return x == that.x; }bool operator!=(ModInt that) const { return x != that.x; }ModInt operator-() const { ModInt t; t.x = x == 0 ? 0 : Mod - x; return t; }};template<int MOD> ostream& operator<<(ostream& st, const ModInt<MOD> a) { st << a.get(); return st; };template<int MOD> ModInt<MOD> operator^(ModInt<MOD> a, unsigned long long k) {ModInt<MOD> r = 1; while (k) { if (k & 1) r *= a; a *= a; k >>= 1; } return r; }template<typename T, int FAC_MAX> struct Comb { vector<T> fac, ifac;Comb(){fac.resize(FAC_MAX,1);ifac.resize(FAC_MAX,1);rep(i,1,FAC_MAX)fac[i]=fac[i-1]*i;ifac[FAC_MAX-1]=T(1)/fac[FAC_MAX-1];rrep(i,FAC_MAX-2,1)ifac[i]=ifac[i+1]*T(i+1);}T aPb(int a, int b) { if (b < 0 || a < b) return T(0); return fac[a] * ifac[a - b]; }T aCb(int a, int b) { if (b < 0 || a < b) return T(0); return fac[a] * ifac[a - b] * ifac[b]; }T nHk(int n, int k) { if (n == 0 && k == 0) return T(1); if (n <= 0 || k < 0) return 0;return aCb(n + k - 1, k); } // nHk = (n+k-1)Ck : n is separatorT pairCombination(int n) {if(n%2==1)return T(0);return fac[n]*ifac[n/2]/(T(2)^(n/2));}// combination of paris for n com.aCb(h+w-2,h-1);};//typedef ModInt<1000000007> mint;typedef ModInt<998244353> mint;//typedef ModInt<1000000000> mint;Comb<mint, 2010101> com;//vector dp(n+1,vector(n+1,vector<ll>(n+1,0)));//vector dp(n+1,vector<ll>(n+1,0));std::random_device seed_gen;std::mt19937 engine(seed_gen());string ye = "Yes"; string no = "No"; string draw = "Draw";#endif // templete//---------------------------------------------------------------------------------------------------// 座標を保持するstruct Coord{int h_;int sh_;int p_;Coord(const int h = 0,const int p = 0) : h_(h), sh_(h), p_(p) {}};// 時間を管理するクラスclass TimeKeeper{private:std::chrono::high_resolution_clock::time_point start_time_;int64_t time_threshold_;public:// 時間制限をミリ秒単位で指定してインスタンスをつくる。TimeKeeper(const int64_t &time_threshold): start_time_(std::chrono::high_resolution_clock::now()),time_threshold_(time_threshold){}// インスタンス生成した時から指定した時間制限を超過したか判定する。bool isTimeOver() const{auto diff = std::chrono::high_resolution_clock::now() - this->start_time_;return std::chrono::duration_cast<std::chrono::milliseconds>(diff).count() >= time_threshold_;}};std::mt19937 mt_for_action(0); // 行動選択用の乱数生成器を初期化using ScoreType = int64_t; // ゲームの評価スコアの型を決めておく。constexpr const ScoreType INF = 1000000000LL; // あり得ないぐらい大きなスコアの例を用意しておくconstexpr const int H = 60; // 迷路の高さconstexpr const int W = 25; // 迷路の幅constexpr int END_TURN = 1000; // ゲーム終了ターンvector<ll>l_actions;// 一人ゲームの例// 1ターンに上下左右四方向のいずれかに1マスずつ進む。// 床にあるポイントを踏むと自身のスコアとなり、床のポイントが消える。// END_TURNの時点のスコアを高くすることが目的class State{private:static constexpr const int dx[4] = {1, -1, 0, 0}; // 右、左、下、上への移動方向のx成分static constexpr const int dy[4] = {0, 0, 1, -1}; // 右、左、下、上への移動方向のy成分public:Coord board[W][H] = {}; // 床のポイントを1~9で表現するint self_x = 12;int self_y = 0;Coord character_ = Coord();int game_score_ = 0; // ゲーム上で実際に得たスコアScoreType evaluated_score_ = 0; // 探索上で評価したスコアchar first_action_ = 'S'; // 探索木のルートノードで最初に選択した行動int level = 1;int damage = 0;int update_turn = 0;string str = "";int input_n = 0;int live = 1;State() {}int turn_ = 0; // 現在のターンbool check_death(){bool res = false;if(board[self_x][self_y].h_ >= 1)res = true;return res;}void deki_move(){rep(y,0,H-1)rep(x,0,W){board[x][y] = board[x][y+1];}rep(x,0,W){board[x][H-1].h_ = 0;board[x][H-1].p_ = 0;}if(check_death())live = 0;}void atack(){if(live == 0)return;rep(y,1,H-1){if(board[self_x][y].h_ >= 1){ll orih_ = board[self_x][y].h_;board[self_x][y].h_ -= (1 + level / 100);chmax(board[self_x][y].h_,0);ll nxth_ = board[self_x][y].h_;damage += nxth_ + orih_;update_turn = turn_;if(board[self_x][y].h_ <= 0){level += board[self_x][y].p_;game_score_ += board[self_x][y].sh_;}break;}}}void input(int real){deki_move();if(check_death())live = 0;if(real == 1){ll n;cin >> n;input_n = n;if(n == -1)return;rep(i,0,n){ll h,p,x;cin >> h >> p >> x;board[x][H-1].h_ = h;board[x][H-1].p_ = p;}}}// [どのゲームでも実装する] : ゲームの終了判定bool isDone(){bool res = false;if(this->turn_ >= END_TURN)res = true;if(check_death())res = true;if(input_n == -1)res = true;return res;}// [どのゲームでも実装する] : 探索用の盤面評価をするvoid evaluateScore(){this->evaluated_score_ = this->game_score_; // 簡単のため、まずはゲームスコアをそのまま盤面の評価とする}void advance(const char action){if(action == 'R')self_x++;if(action == 'L')self_x--;if(check_death())live = 0;atack();this->turn_++;}/*// [どのゲームでも実装する] : 指定したactionでゲームを1ターン進めるvoid advance(const char action, int real){rep(y,0,H-1)rep(x,0,W){board[x][y] = board[x][y+1];}rep(x,0,W){board[x][H-1].h_ = 0;board[x][H-1].p_ = 0;}str += action;if(real == 1){// cerr << "str add" << action << endl;ll n;cin >> n;input_n = n;if(input_n == -1){this->turn_++;return;}rep(i,0,n){ll h,p,x;cin >> h >> p >> x;board[x][H-1].h_ = h;board[x][H-1].p_ = p;}}else{// cerr << "kari advance" << action << endl;}if(action == 'R')self_x++;if(action == 'L')self_x--;rep(y,1,H-1){if(board[self_x][y].h_ >= 1){board[self_x][y].h_ -= (1 + level / 100);if(board[self_x][y].h_ <= 0){level += board[self_x][y].p_;game_score_ += board[self_x][y].sh_;}break;}}this->turn_++;}*/// [どのゲームでも実装する] : 現在の状況でプレイヤーが可能な行動を全て取得するstd::vector<char> legalActions() const{std::vector<char> actions = {};if(self_x != 0)actions.push_back('L');actions.push_back('S');if(self_x != W-1)actions.push_back('R');return actions;}};// [どのゲームでも実装する] : 探索時のソート用に評価を比較するbool operator<(const State &state_1, const State &state_2){if(state_1.live != state_2.live){return state_1.live < state_2.live;}if(state_1.game_score_ != state_2.game_score_){return state_1.game_score_ < state_2.game_score_;}if(state_1.game_score_ != state_2.game_score_){return state_1.level < state_2.level;}return state_1.damage < state_2.damage;}using State = State;// ビーム幅と制限時間(ms)を指定してビームサーチで行動を決定するchar beamSearchActionWithTimeThreshold(const State &state,const int beam_width,const int64_t time_threshold){auto time_keeper = TimeKeeper(time_threshold);auto legal_actions = state.legalActions();std::priority_queue<State> now_beam;State best_state = state;vector<vector<priority_queue<State>>>beam_vv(H+1);rep(i,0,H+1)beam_vv[i].resize(W);beam_vv[0][state.self_x].push(state);for (int t = 0; t < H; t++){if (time_keeper.isTimeOver()){return best_state.first_action_;}for (int x = 0; x < W; x++){if (time_keeper.isTimeOver()){return best_state.first_action_;}// cerr << t << " " << x << endl;for (int i = 0; i < beam_width; i++){if (time_keeper.isTimeOver()){return best_state.first_action_;}if (beam_vv[t][x].empty())break;State now_state = beam_vv[t][x].top();beam_vv[t][x].pop();auto legal_actions = now_state.legalActions();for (const auto &action : legal_actions){State next_state = now_state;next_state.advance(action);next_state.input(0);next_state.evaluateScore();// cerr << next_state.damage << " " << next_state.self_x << " " << t << " " << x << endl;if (t == 0)next_state.first_action_ = action;beam_vv[t+1][next_state.self_x].push(next_state);if(chmax(best_state,next_state)){// cerr << endl;// cerr << next_state.damage << " " << next_state.self_x << " " << t << " " << x << endl;// cerr << endl;}}}}}return best_state.first_action_;}void _main() {State state;while (!state.isDone()){state.input(1);//cerr << "input correct" << endl;if(state.isDone())break;state.advance(beamSearchActionWithTimeThreshold(state, 3, 1));cout << state.first_action_ << endl;}}