結果

問題 No.5017 Tool-assisted Shooting
ユーザー jabeejabee
提出日時 2023-07-20 12:51:48
言語 C++17
(gcc 12.3.0 + boost 1.83.0)
結果
AC  
実行時間 154 ms / 2,000 ms
コード長 13,538 bytes
コンパイル時間 4,834 ms
コンパイル使用メモリ 287,256 KB
実行使用メモリ 36,392 KB
スコア 26
平均クエリ数 73.67
最終ジャッジ日時 2023-07-20 12:52:16
合計ジャッジ時間 24,222 ms
ジャッジサーバーID
(参考情報)
judge13 / judge12
純コード判定しない問題か言語
このコードへのチャレンジ
(要ログイン)

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
testcase_00 AC 126 ms
35,720 KB
testcase_01 AC 120 ms
36,120 KB
testcase_02 AC 140 ms
36,152 KB
testcase_03 AC 129 ms
35,684 KB
testcase_04 AC 119 ms
35,808 KB
testcase_05 AC 121 ms
36,048 KB
testcase_06 AC 122 ms
35,884 KB
testcase_07 AC 119 ms
35,552 KB
testcase_08 AC 144 ms
35,868 KB
testcase_09 AC 134 ms
36,076 KB
testcase_10 AC 116 ms
35,956 KB
testcase_11 AC 121 ms
35,612 KB
testcase_12 AC 118 ms
36,104 KB
testcase_13 AC 120 ms
35,460 KB
testcase_14 AC 132 ms
36,088 KB
testcase_15 AC 141 ms
35,832 KB
testcase_16 AC 115 ms
36,056 KB
testcase_17 AC 121 ms
35,996 KB
testcase_18 AC 118 ms
35,972 KB
testcase_19 AC 134 ms
36,108 KB
testcase_20 AC 129 ms
36,144 KB
testcase_21 AC 126 ms
36,016 KB
testcase_22 AC 135 ms
35,808 KB
testcase_23 AC 121 ms
35,556 KB
testcase_24 AC 120 ms
35,632 KB
testcase_25 AC 126 ms
36,016 KB
testcase_26 AC 120 ms
35,784 KB
testcase_27 AC 118 ms
36,028 KB
testcase_28 AC 121 ms
35,888 KB
testcase_29 AC 128 ms
36,160 KB
testcase_30 AC 124 ms
35,968 KB
testcase_31 AC 117 ms
35,960 KB
testcase_32 AC 120 ms
35,836 KB
testcase_33 AC 118 ms
35,548 KB
testcase_34 AC 118 ms
35,716 KB
testcase_35 AC 128 ms
35,752 KB
testcase_36 AC 121 ms
35,612 KB
testcase_37 AC 123 ms
35,540 KB
testcase_38 AC 128 ms
35,876 KB
testcase_39 AC 120 ms
35,876 KB
testcase_40 AC 137 ms
36,392 KB
testcase_41 AC 147 ms
35,948 KB
testcase_42 AC 123 ms
35,676 KB
testcase_43 AC 124 ms
35,724 KB
testcase_44 AC 120 ms
35,968 KB
testcase_45 AC 125 ms
35,888 KB
testcase_46 AC 119 ms
35,692 KB
testcase_47 AC 135 ms
35,644 KB
testcase_48 AC 148 ms
36,116 KB
testcase_49 AC 125 ms
36,116 KB
testcase_50 AC 129 ms
35,808 KB
testcase_51 AC 137 ms
35,684 KB
testcase_52 AC 121 ms
36,036 KB
testcase_53 AC 123 ms
35,928 KB
testcase_54 AC 116 ms
35,620 KB
testcase_55 AC 124 ms
35,684 KB
testcase_56 AC 126 ms
35,844 KB
testcase_57 AC 140 ms
35,684 KB
testcase_58 AC 150 ms
35,768 KB
testcase_59 AC 123 ms
35,852 KB
testcase_60 AC 140 ms
36,088 KB
testcase_61 AC 118 ms
35,740 KB
testcase_62 AC 120 ms
35,812 KB
testcase_63 AC 121 ms
35,876 KB
testcase_64 AC 128 ms
35,888 KB
testcase_65 AC 122 ms
35,540 KB
testcase_66 AC 154 ms
35,836 KB
testcase_67 AC 121 ms
35,504 KB
testcase_68 AC 125 ms
35,832 KB
testcase_69 AC 120 ms
35,584 KB
testcase_70 AC 120 ms
35,392 KB
testcase_71 AC 130 ms
36,100 KB
testcase_72 AC 127 ms
36,052 KB
testcase_73 AC 147 ms
35,608 KB
testcase_74 AC 125 ms
35,844 KB
testcase_75 AC 117 ms
35,900 KB
testcase_76 AC 122 ms
35,992 KB
testcase_77 AC 127 ms
35,500 KB
testcase_78 AC 116 ms
35,564 KB
testcase_79 AC 134 ms
35,656 KB
testcase_80 AC 123 ms
35,872 KB
testcase_81 AC 116 ms
35,412 KB
testcase_82 AC 131 ms
36,328 KB
testcase_83 AC 119 ms
35,856 KB
testcase_84 AC 127 ms
35,720 KB
testcase_85 AC 129 ms
36,012 KB
testcase_86 AC 119 ms
35,500 KB
testcase_87 AC 152 ms
35,624 KB
testcase_88 AC 119 ms
36,024 KB
testcase_89 AC 125 ms
36,044 KB
testcase_90 AC 124 ms
35,792 KB
testcase_91 AC 127 ms
35,400 KB
testcase_92 AC 142 ms
36,256 KB
testcase_93 AC 124 ms
35,680 KB
testcase_94 AC 143 ms
35,576 KB
testcase_95 AC 122 ms
35,796 KB
testcase_96 AC 126 ms
35,684 KB
testcase_97 AC 134 ms
36,160 KB
testcase_98 AC 119 ms
36,120 KB
testcase_99 AC 124 ms
35,592 KB
権限があれば一括ダウンロードができます

ソースコード

diff #

#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 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<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] = {};
    vector<vector<Coord>>board;
    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 = 0;
    State() {}
    State(ll make) {
      live = 1;
      board.resize(W);
      rep(i,0,W)board[i].resize(H);
    }
    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 != W - 1)self_x++;
        if(action == 'L' && self_x != 0)self_x--;
        if(check_death())live = 0;
        atack();
        this->turn_++;
        first_action_ = action;
    }
    /*
    // [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;
    State dead_state;
    dead_state.live = 0;
    ll beamH = 10;
    vector<vector<State>>beam_vv(beamH+1);
    vector<vector<ll>>score_vv(beamH+1);
    rep(i,0,beamH+1)beam_vv[i].resize(W);
    rep(i,0,beamH+1)score_vv[i].resize(W,-1);
    score_vv[0][state.self_x] = 0;
    beam_vv[0][state.self_x] = state;
  //  cerr << "test" << endl;
    for (int t = 0; t < beamH; 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_;
            }
        if(score_vv[t][x] == -1)continue;
    //    cerr << t << " " << x << endl;
            State now_state = beam_vv[t][x];
            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;
              
                chmax(best_state,next_state);
                best_state = next_state;
                if(score_vv[t+1][next_state.self_x] == -1){
                  score_vv[t+1][next_state.self_x] = 0;
                  beam_vv[t+1][next_state.self_x] = next_state;
                }else{
                  //re の原因
                  if(t + 1 <= beamH && next_state.self_x >= 0 && next_state.self_x < W)chmax(beam_vv[t+1][next_state.self_x],next_state);
                }
            }      
      }
    }
    
    return best_state.first_action_;
}

void _main() {
  State state(1);
  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;
  }
}
0