結果

問題 No.5017 Tool-assisted Shooting
ユーザー jabeejabee
提出日時 2023-07-21 12:21:32
言語 C++17
(gcc 12.3.0 + boost 1.83.0)
結果
AC  
実行時間 121 ms / 2,000 ms
コード長 16,166 bytes
コンパイル時間 5,303 ms
コンパイル使用メモリ 288,344 KB
実行使用メモリ 35,080 KB
スコア 74,830
平均クエリ数 382.84
最終ジャッジ日時 2023-07-21 12:21:52
合計ジャッジ時間 18,725 ms
ジャッジサーバーID
(参考情報)
judge13 / judge14
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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
testcase_00 AC 60 ms
34,728 KB
testcase_01 AC 67 ms
34,672 KB
testcase_02 AC 58 ms
34,676 KB
testcase_03 AC 58 ms
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testcase_04 AC 68 ms
34,728 KB
testcase_05 AC 65 ms
34,672 KB
testcase_06 AC 59 ms
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testcase_07 AC 71 ms
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testcase_08 AC 62 ms
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testcase_09 AC 62 ms
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testcase_10 AC 72 ms
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testcase_11 AC 62 ms
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testcase_12 AC 57 ms
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testcase_13 AC 62 ms
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testcase_14 AC 62 ms
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testcase_15 AC 62 ms
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testcase_16 AC 57 ms
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testcase_17 AC 96 ms
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testcase_18 AC 96 ms
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testcase_19 AC 61 ms
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testcase_20 AC 68 ms
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testcase_21 AC 67 ms
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testcase_22 AC 72 ms
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testcase_23 AC 57 ms
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testcase_24 AC 69 ms
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testcase_25 AC 63 ms
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testcase_26 AC 72 ms
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testcase_27 AC 99 ms
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testcase_28 AC 63 ms
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testcase_29 AC 63 ms
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testcase_30 AC 70 ms
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testcase_31 AC 57 ms
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testcase_32 AC 64 ms
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testcase_33 AC 63 ms
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testcase_34 AC 61 ms
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testcase_35 AC 61 ms
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testcase_36 AC 74 ms
34,540 KB
testcase_37 AC 66 ms
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testcase_38 AC 59 ms
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testcase_39 AC 98 ms
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testcase_40 AC 68 ms
34,480 KB
testcase_41 AC 58 ms
35,024 KB
testcase_42 AC 80 ms
34,300 KB
testcase_43 AC 83 ms
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testcase_44 AC 58 ms
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testcase_45 AC 62 ms
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testcase_46 AC 98 ms
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testcase_47 AC 66 ms
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testcase_48 AC 99 ms
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testcase_49 AC 100 ms
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testcase_50 AC 63 ms
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testcase_51 AC 100 ms
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testcase_52 AC 100 ms
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testcase_53 AC 65 ms
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testcase_54 AC 61 ms
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testcase_55 AC 77 ms
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testcase_56 AC 59 ms
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testcase_57 AC 98 ms
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testcase_58 AC 88 ms
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testcase_59 AC 59 ms
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testcase_60 AC 78 ms
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testcase_61 AC 100 ms
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testcase_62 AC 99 ms
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testcase_63 AC 61 ms
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testcase_64 AC 58 ms
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testcase_65 AC 101 ms
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testcase_66 AC 62 ms
34,728 KB
testcase_67 AC 57 ms
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testcase_68 AC 67 ms
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testcase_69 AC 65 ms
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testcase_70 AC 58 ms
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testcase_71 AC 69 ms
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testcase_72 AC 58 ms
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testcase_73 AC 121 ms
34,376 KB
testcase_74 AC 65 ms
34,792 KB
testcase_75 AC 62 ms
34,576 KB
testcase_76 AC 62 ms
34,364 KB
testcase_77 AC 63 ms
34,392 KB
testcase_78 AC 64 ms
34,460 KB
testcase_79 AC 74 ms
34,648 KB
testcase_80 AC 63 ms
34,804 KB
testcase_81 AC 65 ms
34,568 KB
testcase_82 AC 65 ms
34,456 KB
testcase_83 AC 63 ms
34,524 KB
testcase_84 AC 62 ms
34,952 KB
testcase_85 AC 56 ms
34,132 KB
testcase_86 AC 67 ms
34,468 KB
testcase_87 AC 60 ms
34,556 KB
testcase_88 AC 56 ms
34,380 KB
testcase_89 AC 67 ms
34,628 KB
testcase_90 AC 62 ms
34,108 KB
testcase_91 AC 58 ms
34,540 KB
testcase_92 AC 96 ms
34,324 KB
testcase_93 AC 57 ms
34,292 KB
testcase_94 AC 61 ms
34,732 KB
testcase_95 AC 100 ms
34,424 KB
testcase_96 AC 85 ms
34,092 KB
testcase_97 AC 59 ms
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testcase_98 AC 57 ms
34,448 KB
testcase_99 AC 59 ms
34,376 KB
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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_++;
        
    }
    /*
    // [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);
                 chmax(beam_vv[t+1][next_state.self_x],next_state);
                
                }
            }      
      }
    }
    
    return best_state.first_action_;
}

// 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 GreedySearchActionWithTimeThreshold(
    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;
    char action = 'S';
    best_state.advance(action);
    best_state.first_action_ = action;
    best_state.input(0);
    best_state.evaluateScore();
    return best_state.first_action_;

    /*
    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);
                 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;
    char next_action = GreedySearchActionWithTimeThreshold(state,  3,  1);
    state.advance(next_action);
    cout << next_action << endl;
  }
}
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