#include #include #include #include #include #include #include #include #include #include #include #include #include #include #ifndef templete #define rep(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 //using namespace boost::multiprecision; using namespace std; using namespace atcoder; //using atmint = modint998244353; using atmint = modint; using Graph = vector>; using P = pair; //#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; templatebool chmax(T& a, const T& b) { if (a < b) { a = b; return 1; } return 0; } templatebool chmin(T& a, const T& b) { if (b < a) { a = b; return 1; } return 0; } //--------------------------------------------------------------------------------------------------- template 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 ostream& operator<<(ostream& st, const ModInt a) { st << a.get(); return st; }; template ModInt operator^(ModInt a, unsigned long long k) { ModInt r = 1; while (k) { if (k & 1) r *= a; a *= a; k >>= 1; } return r; } template struct Comb { vector 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 separator T 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 com; //vector dp(n+1,vector(n+1,vector(n+1,0))); //vector dp(n+1,vector(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(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 vectorl_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 legalActions() const { std::vector 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 now_beam; State best_state = state; vector>>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; } }