#include using namespace std; using ull=unsigned long long; std::mt19937 mt_for_action(0); // 行動選択用の乱数生成器を初期化 // 128bit整数 std::ostream &operator<<(std::ostream &dest, __int128_t value) { std::ostream::sentry s(dest); if (s) { __uint128_t tmp = value < 0 ? -value : value; char buffer[128]; char *d = std::end(buffer); do { --d; *d = "0123456789"[tmp % 10]; tmp /= 10; } while (tmp != 0); if (value < 0) { --d; *d = '-'; } int len = std::end(buffer) - d; if (dest.rdbuf()->sputn(d, len) != len) { dest.setstate(std::ios_base::badbit); } } return dest; } __int128 parse(string &s) { __int128 ret = 0; for (int i = 0; i < s.length(); i++) if ('0' <= s[i] && s[i] <= '9') ret = 10 * ret + s[i] - '0'; return ret; } // 128bit整数ここまで constexpr int MAX_TURN = 50; constexpr __int128 TARGET = 500000000000000000; struct Card { __int128 omote, ura; }; class GameState { private: int _turn; vector _cards; vector> _commandHistory; public: __int128 nowScore; pair first_action_; GameState(){}; GameState(vector omotes, vector uras): _turn(0), nowScore(0) { for (int i = 0; i < omotes.size(); i++) { _cards.push_back({omotes[i], uras[i]}); } } __int128 getEstimatedScore() const { __int128 score = 0; // 1枚目のみ別に評価 __int128 omotediff = TARGET - _cards[0].omote; if (omotediff > 0) { omotediff *= -1; } score += omotediff; __int128 uradiff = TARGET - _cards[0].ura; if (uradiff > 0) { uradiff *= -1; } score += uradiff; // 満点ならその時点で終了 if (omotediff == 0 && uradiff == 0) { score += 9999999999999999; } // 2枚目以降 const Card OTHER_TARGET = { TARGET * 2 - _cards[0].omote, TARGET * 2 - _cards[0].ura }; for (int i = 1; i < _cards.size(); i++) { __int128 omotediff = OTHER_TARGET.omote - _cards[i].omote; if (omotediff > 0) { omotediff *= -1; } score += omotediff * _turn; __int128 uradiff = OTHER_TARGET.ura - _cards[i].ura; if (uradiff > 0) { uradiff *= -1; } score += uradiff * _turn; // 満点ならその時点で終了 if (omotediff == 0 && uradiff == 0) { score += 99999999; } } return score; } // 1ターン進める void advance(int u, int v) { _commandHistory.push_back({u, v}); _turn++; Card newCard = {(_cards[u].omote + _cards[v].omote) / 2, (_cards[u].ura + _cards[v].ura) / 2}; _cards[u] = newCard; _cards[v] = newCard; nowScore = getEstimatedScore(); } // 合法手を列挙する vector> legalActions() const { vector> ret; for (int i = 0; i < _cards.size(); i++) { for (int j = i + 1; j < _cards.size(); j++) { ret.push_back({i, j}); } } return ret; } // 1番目に触らないランダムなアクションを返す pair randomAction() const { uniform_int_distribution dist(1, (int)_cards.size() - 1); int u = dist(mt_for_action); int v = dist(mt_for_action); while (u == v) { v = dist(mt_for_action); } return {u, v}; } // ゲームが終了しているかどうか bool isDone() const { return _turn == MAX_TURN; } // 結果の出力を行う string outputCommand() { stringstream ss; ss << _commandHistory.size() << endl; for (auto command : _commandHistory) { ss << command.first + 1 << " " << command.second + 1 << endl; } return ss.str(); } // 現在の実スコアを出力する double getScore() { ull v = max( max((ull)_cards[0].omote, (ull)TARGET) - min((ull)_cards[0].omote, (ull)TARGET), max((ull)_cards[0].ura, (ull)TARGET) - min((ull)_cards[0].ura, (ull)TARGET) ); long long score = 2000000 - 100000 * log10(static_cast(v)); return score; } }; bool operator<(const GameState &state1, const GameState &state2) { return state1.nowScore < state2.nowScore; } pair beamSearchAction(const GameState &initState, const int beamWidth, const int beamDepth) { priority_queue nowBeam; GameState bestState; nowBeam.push(initState); for (int t = 0; t < beamDepth; t++) { std::priority_queue nextBeam; for (int i = 0; i < beamWidth; i++) { if (nowBeam.empty()) break; GameState nowState = nowBeam.top(); nowBeam.pop(); auto legal_actions = nowState.legalActions(); for (const auto &action : legal_actions) { GameState nextState = nowState; nextState.advance(action.first, action.second); if (t == 0) nextState.first_action_ = action; nextBeam.push(nextState); } } nowBeam = nextBeam; bestState = nowBeam.top(); if (bestState.isDone()) { break; } } if (bestState.nowScore < initState.nowScore) { return initState.randomAction(); } return bestState.first_action_; } pair, vector> getFromInput() { int n; cin >> n; vector omotes(n), uras(n); for (int i = 0; i < n; i++) { cin >> omotes[i] >> uras[i]; } return {omotes, uras}; } int main() { // 本番用 auto input = getFromInput(); GameState state(input.first, input.second); while (!state.isDone()) { auto action = beamSearchAction(state, 3, 3); state.advance(action.first, action.second); // cerr<