結果
問題 | No.5017 Tool-assisted Shooting |
ユーザー | jabee |
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 |
純コード判定しない問題か言語 |
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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
34,380 KB |
testcase_04 | AC | 68 ms
34,728 KB |
testcase_05 | AC | 65 ms
34,672 KB |
testcase_06 | AC | 59 ms
34,948 KB |
testcase_07 | AC | 71 ms
34,420 KB |
testcase_08 | AC | 62 ms
34,940 KB |
testcase_09 | AC | 62 ms
34,460 KB |
testcase_10 | AC | 72 ms
34,804 KB |
testcase_11 | AC | 62 ms
34,328 KB |
testcase_12 | AC | 57 ms
34,876 KB |
testcase_13 | AC | 62 ms
34,664 KB |
testcase_14 | AC | 62 ms
34,572 KB |
testcase_15 | AC | 62 ms
34,948 KB |
testcase_16 | AC | 57 ms
34,104 KB |
testcase_17 | AC | 96 ms
34,492 KB |
testcase_18 | AC | 96 ms
34,964 KB |
testcase_19 | AC | 61 ms
34,384 KB |
testcase_20 | AC | 68 ms
34,728 KB |
testcase_21 | AC | 67 ms
34,416 KB |
testcase_22 | AC | 72 ms
34,540 KB |
testcase_23 | AC | 57 ms
34,564 KB |
testcase_24 | AC | 69 ms
34,348 KB |
testcase_25 | AC | 63 ms
34,468 KB |
testcase_26 | AC | 72 ms
34,660 KB |
testcase_27 | AC | 99 ms
34,616 KB |
testcase_28 | AC | 63 ms
34,284 KB |
testcase_29 | AC | 63 ms
34,384 KB |
testcase_30 | AC | 70 ms
35,080 KB |
testcase_31 | AC | 57 ms
34,776 KB |
testcase_32 | AC | 64 ms
34,472 KB |
testcase_33 | AC | 63 ms
34,252 KB |
testcase_34 | AC | 61 ms
34,164 KB |
testcase_35 | AC | 61 ms
34,936 KB |
testcase_36 | AC | 74 ms
34,540 KB |
testcase_37 | AC | 66 ms
34,796 KB |
testcase_38 | AC | 59 ms
34,976 KB |
testcase_39 | AC | 98 ms
34,664 KB |
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
34,272 KB |
testcase_44 | AC | 58 ms
34,556 KB |
testcase_45 | AC | 62 ms
35,016 KB |
testcase_46 | AC | 98 ms
34,540 KB |
testcase_47 | AC | 66 ms
34,720 KB |
testcase_48 | AC | 99 ms
34,272 KB |
testcase_49 | AC | 100 ms
34,508 KB |
testcase_50 | AC | 63 ms
34,960 KB |
testcase_51 | AC | 100 ms
34,560 KB |
testcase_52 | AC | 100 ms
34,504 KB |
testcase_53 | AC | 65 ms
34,332 KB |
testcase_54 | AC | 61 ms
34,660 KB |
testcase_55 | AC | 77 ms
34,696 KB |
testcase_56 | AC | 59 ms
34,780 KB |
testcase_57 | AC | 98 ms
34,912 KB |
testcase_58 | AC | 88 ms
34,576 KB |
testcase_59 | AC | 59 ms
34,752 KB |
testcase_60 | AC | 78 ms
34,724 KB |
testcase_61 | AC | 100 ms
35,044 KB |
testcase_62 | AC | 99 ms
34,164 KB |
testcase_63 | AC | 61 ms
34,228 KB |
testcase_64 | AC | 58 ms
34,384 KB |
testcase_65 | AC | 101 ms
34,880 KB |
testcase_66 | AC | 62 ms
34,728 KB |
testcase_67 | AC | 57 ms
34,584 KB |
testcase_68 | AC | 67 ms
34,252 KB |
testcase_69 | AC | 65 ms
34,800 KB |
testcase_70 | AC | 58 ms
34,504 KB |
testcase_71 | AC | 69 ms
34,664 KB |
testcase_72 | AC | 58 ms
34,676 KB |
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
34,748 KB |
testcase_98 | AC | 57 ms
34,448 KB |
testcase_99 | AC | 59 ms
34,376 KB |
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 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; } }