Submission #843771

#TimeUsernameProblemLanguageResultExecution timeMemory
843771TranGiaHuy1508Robot Contest (IOI23_robot)C++17
96 / 100
167 ms14600 KiB
#include <bits/stdc++.h> using namespace std; #include "robot.h" enum State { BOUNDARY = -2, OBSTACLE = -1, EMPTY = 0, MAIN = 1, WEST = 2, SOUTH = 3, EAST = 4, NORTH = 5, BFS = 6, RESOLVE = 7, EVERYTHING = -42, BLOCKED = -3, DIRECTIONS = -4, KEEP = -5, }; enum Move { M_STAY = 'H', M_WEST = 'W', M_SOUTH = 'S', M_EAST = 'E', M_NORTH = 'N', M_TERMINATE = 'T', }; State clockwise(State S){ if (S == NORTH) return EAST; if (S == EAST) return SOUTH; if (S == SOUTH) return WEST; if (S == WEST) return NORTH; return S; } State opposite(State S){ return clockwise(clockwise(S)); } State counter_clockwise(State S){ return clockwise(opposite(S)); } inline int idx(State S){ assert(S >= 2 && S <= 5); return S - 1; } Move dirmove(State S){ if (S == WEST) return M_WEST; if (S == SOUTH) return M_SOUTH; if (S == EAST) return M_EAST; if (S == NORTH) return M_NORTH; assert((false)); } template <class T> vector<T> operator + (const vector<T> &A, const vector<T> &B){ vector<T> res = A; res.insert(res.end(), B.begin(), B.end()); return res; } vector<State> expand(State S){ if (S == BLOCKED) return {BOUNDARY, OBSTACLE}; if (S == DIRECTIONS) return {WEST, SOUTH, EAST, NORTH}; if (S == EVERYTHING){ return expand(BLOCKED) + expand(DIRECTIONS) + vector{EMPTY, MAIN, BFS, RESOLVE}; } return {S}; } namespace Script { static const int arrLen = 5; using StateArray = array<State, arrLen>; using Instruction = pair<State, Move>; StateArray everything(){ StateArray res; for (int i = 0; i < arrLen; i++) res[i] = EVERYTHING; return res; } map<StateArray, Instruction> mp; template <bool OVERWRITE = false> void program(vector<vector<State>> S, Instruction _I){ for (auto s0: S[0]) for (auto s1: S[1]) for (auto s2: S[2]) for (auto s3: S[3]) for (auto s4: S[4]) { StateArray arr = {s0, s1, s2, s3, s4}; if (!OVERWRITE && mp.count(arr)) continue; Instruction I = {_I.first == KEEP ? arr[0] : _I.first, _I.second}; mp[arr] = I; } } template <bool OVERWRITE = false> void program(StateArray S, Instruction I){ vector<vector<State>> expanded(arrLen); for (int i = 0; i < arrLen; i++){ expanded[i] = expand(S[i]); } program<OVERWRITE>(expanded, I); } void set_all_instruction(){ for (auto [S, I]: mp){ vector<int> vS(begin(S), begin(S) + arrLen); set_instruction(vS, I.first, I.second); } } } void program_pulibot(){ // Rule 1: Start at BFS { auto arr = Script::everything(); arr[0] = EMPTY; arr[idx(WEST)] = BOUNDARY; arr[idx(NORTH)] = BOUNDARY; Script::program(arr, {BFS, M_STAY}); } // Rule 2: Pull empty squares // Subrule 2.1: If we can pull, move to empty square for (State d: expand(DIRECTIONS)){ auto arr = Script::everything(); arr[0] = RESOLVE; arr[idx(d)] = EMPTY; Script::program(arr, {RESOLVE, dirmove(d)}); } // Subrule 2.2: Return to old RESOLVE square for (State d: expand(DIRECTIONS)){ auto arr = Script::everything(); arr[0] = EMPTY; arr[idx(d)] = RESOLVE; Script::program(arr, {d, dirmove(d)}); } // Subrule 2.3: If we cannot pull anymore, change to EMPTY // Moved below for ordering with Subrule 5.1 // Rule 3: BFS // Subrule 3.1: If we can move to child square, move to it for (State d: expand(DIRECTIONS)){ auto arr = Script::everything(); arr[0] = BFS; arr[idx(d)] = opposite(d); Script::program(arr, {BFS, dirmove(d)}); } // Subrule 3.2: If this points to a BFS square, change to BFS for (State d: expand(DIRECTIONS)){ auto arr = Script::everything(); arr[0] = d; arr[idx(d)] = BFS; Script::program(arr, {BFS, M_STAY}); } // Subrule 3.3: If we cannot move anymore, change to RESOLVE { auto arr = Script::everything(); arr[0] = BFS; Script::program(arr, {RESOLVE, M_STAY}); } // Subrule 3.4: If empty and next to BFS, move for (State d: expand(DIRECTIONS)){ auto arr = Script::everything(); arr[0] = EMPTY; arr[idx(d)] = BFS; Script::program(arr, {EMPTY, dirmove(d)}); } // Rule 4: Mark (H-1, W-1) as MAIN for (State d: expand(DIRECTIONS)){ auto arr = Script::everything(); arr[0] = EMPTY; arr[idx(d)] = RESOLVE; if (d == SOUTH || d == EAST) continue; arr[idx(SOUTH)] = BOUNDARY; arr[idx(EAST)] = BOUNDARY; Script::program<true>(arr, {MAIN, dirmove(d)}); } // Rule 5: Cleanup // Subrule 5.1: If at RESOLVE, cannot move but next to MAIN, change to MAIN for (State d: expand(DIRECTIONS)){ auto arr = Script::everything(); arr[0] = RESOLVE; arr[idx(d)] = MAIN; Script::program(arr, {MAIN, M_STAY}); } // Subrule 5.2: If at BFS and next to MAIN, change to RESOLVE for (State d: expand(DIRECTIONS)){ auto arr = Script::everything(); arr[0] = BFS; arr[idx(d)] = MAIN; Script::program<true>(arr, {RESOLVE, M_STAY}); } // Subrule 5.2: If at MAIN or DIRECTIONS and can move to child square, move for (State d: expand(DIRECTIONS)){ auto arr = Script::everything(); arr[idx(d)] = opposite(d); arr[0] = MAIN; Script::program(arr, {KEEP, dirmove(d)}); arr[0] = DIRECTIONS; Script::program(arr, {KEEP, dirmove(d)}); } // Subrule 5.3: If at DIRECTIONS and cannot move, mark EMPTY and return for (State d: expand(DIRECTIONS)){ auto arr = Script::everything(); arr[0] = d; Script::program(arr, {EMPTY, dirmove(d)}); } // Subrule 5.4: If at MAIN and cannot move to child square, move to BFS for (State d: expand(DIRECTIONS)){ auto arr = Script::everything(); arr[0] = MAIN; arr[idx(d)] = BFS; Script::program(arr, {MAIN, dirmove(d)}); } // Subrule 2.3: If we cannot pull anymore, change to EMPTY { auto arr = Script::everything(); arr[0] = RESOLVE; Script::program(arr, {EMPTY, M_STAY}); } // Rule 6: Termination { auto arr = Script::everything(); Script::program(arr, {MAIN, M_TERMINATE}); } Script::set_all_instruction(); }
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