#include <iostream> #include <queue> #include <set> #include <functional> #include <algorithm> #include <sstream> #include <tuple> using namespace std; #define NDEBUG #include <cassert> #define MAX_T 10 #define MAX_N 20 struct Unit { enum Type { None, Farmer, Tank }; Type type = None; int gold = 0; bool can_move = 1; }; int scores[MAX_T]; string answers[MAX_T]; int n; int ns[MAX_T]; int map[MAX_N][MAX_N]; int map_orig[MAX_T][MAX_N][MAX_N]; Unit units[MAX_N][MAX_N]; int gold; int turn; int number_of_units; int number_of_tanks; float stone_prob; stringstream out; int try_counter; bool second_encounter = 0; int random_start1 = 2347; int random_start2 = 8046; int random_value = 3427; inline float random1() { random_start1 = (random_start1 * 1409) % 10007; random_start2 = (random_start1 * 1009) % 17327; random_value = random_value ^ random_start1 ^ random_start2; return float(random_value) / 32768; } inline bool in_bound(int i, int j) { return 0 <= i && 0 <= j && i < n && j < n; } inline void check_square(int i, int j) { assert(in_bound(i, j)); Unit const& unit = units[i][j]; if (unit.type == Unit::Farmer) { assert(map[i][j] >= 0); } else { assert(unit.gold == 0); } if (unit.type == Unit::None) { assert(unit.can_move); } if (i == 0 && j == 0) { assert(map[i][j] == 0); } } void move(int i, int j, int di, int dj) { assert(-1 <= di && di <= 1 && -1 <= dj && dj <= 1); assert(di == 0 || dj == 0); check_square(i, j); check_square(i + di, j + dj); assert(units[i][j].type != Unit::None); assert(units[i + di][j + dj].type == Unit::None); assert(units[i][j].can_move); units[i][j].can_move = 0; swap(units[i][j], units[i + di][j + dj]); out << "M " << i << " " << j << " " << i + di << " " << j + dj << "\n"; } template <class T, class S, class C> void clearpq(priority_queue<T, S, C>& q) { struct HackedQueue : private priority_queue<T, S, C> { static S& Container(priority_queue<T, S, C>& q) { return q.*&HackedQueue::c; } }; HackedQueue::Container(q).clear(); } vector<bool> path_vis(MAX_N * MAX_N); vector<int> path_to_zero; priority_queue<tuple<float, pair<int, int>, pair<int, int>>> path_Q; template <class T> pair<pair<int, int>, pair<int, int>> path(int i, int j, float limit=1e9, bool reverse_path = 0) { assert(in_bound(i, j)); path_to_zero.clear(); clearpq(path_Q); vector<pair<int, int>> Z = {{1, 0}, {-1, 0}, {0, 1}, {0, -1}}; for (auto z: Z) { pair<int, int> pos{i + z.first, j + z.second}; int posv = pos.first * n + pos.second; if (in_bound(pos.first, pos.second) && T::walkable(pos.first, pos.second) && !path_vis[posv]) { path_vis[posv] = 1; path_to_zero.push_back(posv); path_Q.push(make_tuple(-T::dist(i, j, pos.first, pos.second), pos, z)); } } int best = 0; pair<int, int> best_dir = {0, 0}; pair<int, int> best_point = {-1, -1}; while (!path_Q.empty()) { auto p = path_Q.top(); path_Q.pop(); float d = -get<0>(p); if (d > limit) break; int a = get<1>(p).first; int b = get<1>(p).second; pair<int, int> dir = get<2>(p); int v = T::score(a, b, d); if (v > best) { best = v; best_dir = dir; best_point = {a, b}; } if (T::end(a, b)) break; for (auto z: Z) { pair<int, int> pos{a + z.first, b + z.second}; int posv = pos.first * n + pos.second; if (in_bound(pos.first, pos.second) && T::walkable(pos.first, pos.second) && !path_vis[posv]) { path_vis[posv] = 1; path_to_zero.push_back(posv); path_Q.push(make_tuple(-d - T::dist(a, b, pos.first, pos.second), pos, reverse_path ? z : dir)); } } } for (auto& p: path_to_zero) path_vis[p] = 0; if (reverse_path) return {best_point, {-best_dir.first, -best_dir.second}}; return {best_point, best_dir}; } struct C1 { inline static float dist(int, int, int, int) { return 1 + random1() / 100000; } inline static int score(int a, int b, float) { return map[a][b] > 0; } inline static bool end(int a, int b) { return map[a][b] > 0; } inline static bool walkable(int a, int b) { return map[a][b] >= 0 && units[a][b].type == Unit::None; } }; pair<int, int> dir_to_nearest_gold_pile(int i, int j) { return path<C1>(i, j).second; } struct C2 { inline static float dist(int, int, int a, int b) { return 1 - (map[a][b] > 0) * 0.8 + random1() / 10000; } inline static int score(int a, int b, float) { return max(0, map[a][b]); } inline static bool end(int a, int b) { return map[a][b] > 0; } inline static bool walkable(int a, int b) { return map[a][b] >= 0 && units[a][b].type == Unit::None; } }; pair<int, int> dir_to_best_gold_pile(int i, int j) { return path<C2>(i, j, n / 4).second; } struct C3 { static int x, y; inline static float dist(int, int, int a, int b) { return 1 - (map[a][b] > 0) * 0.1 + random1() / 10000; } inline static int score(int a, int b, float) { return a == x && b == y; } inline static bool end(int a, int b) { return a == x && b == y; } inline static bool walkable(int a, int b) { return map[a][b] >= 0 && units[a][b].type == Unit::None; } }; int C3::x = -1; int C3::y = -1; pair<int, int> dir_to_point(int i, int j, int x, int y) { if (units[x][y].type != Unit::None) return {0, 0}; if (map[x][y] < 0) return {0, 0}; C3::x = x; C3::y = y; return path<C3>(i, j).second; } struct C4 { static int i, j; static constexpr int coeff = 4; inline static float dist(int, int, int a, int b) { return 1 - (map[a][b] > 0) * 0.3 + random1() / 10000; } inline static bool score(int a, int b, float s) { return (units[a][b].type == Unit::Farmer && units[a][b].can_move && coeff * map[a][b] < map[i][j]); } inline static bool end(int a, int b) { return units[a][b].type == Unit::Farmer && units[a][b].can_move && coeff * map[a][b] < map[i][j]; } inline static bool walkable(int a, int b) { return map[a][b] >= 0 && (units[a][b].type == Unit::None || (units[a][b].type == Unit::Farmer && units[a][b].can_move && coeff * map[a][b] < map[i][j])); } }; int C4::i = -1; int C4::j = -1; pair<pair<int, int>, pair<int, int>> nearest_free_farmer(int i, int j) { C4::i = i; C4::j = j; return path<C4>(i, j, 1e9, 1); } struct C5 { inline static float dist(int, int, int a, int b) { return 1 + (map[a][b] < 0) * (-map[a][b]) / 40 - (map[a][b] == 0) * 0.4 + random1() / 10000; } inline static int score(int a, int b, float) { return max(0, -map[a][b]); } inline static bool end(int a, int b) { return map[a][b] < 0; } inline static bool walkable(int a, int b) { return units[a][b].type == Unit::None; } }; pair<int, int> dir_to_best_stone(int i, int j) { return path<C5>(i, j).second; } struct C6 { inline static float dist(int, int, int a, int b) { return 1 - (map[a][b] < 0) * 0.5 - (map[a][b] == 0) * 0.4 + random1() / 10000; } inline static int score(int a, int b, float) { return -map[a][b]+1; } inline static bool end(int a, int b) { return map[a][b] <= 0; } inline static bool walkable(int a, int b) { return units[a][b].type == Unit::None && (a != 0 || b != 0); } }; pair<int, int> dir_to_nearest_not_gold(int i, int j) { return path<C6>(i, j).second; } void recruit(bool farmer) { assert(gold >= 100); gold -= 100; check_square(0, 0); assert(units[0][0].type == Unit::None); units[0][0] = Unit(); if (farmer) { units[0][0].type = Unit::Farmer; out << "R FARMER\n"; } else { units[0][0].type = Unit::Tank; out << "R TANK\n"; } ++number_of_units; if (!farmer) ++number_of_tanks; check_square(0, 0); } int MAX_UNITS; pair<int, int> map_sorted[MAX_N * MAX_N]; bool next_move(bool first) { bool end = 1; if (first) { for (int i = 0; i < n; ++i) { for (int j = 0; j < n; ++j) { map_sorted[i * n + j] = {i, j}; } } sort(map_sorted, map_sorted + n * n, [](pair<int, int> const& a, pair<int, int> const& b) { return map[a.first][a.second] > map[b.first][b.second]; }); } if (gold >= 100 && units[0][0].type == Unit::None && number_of_units < MAX_UNITS) { if (stone_prob == 0) { recruit(1); if (!second_encounter && number_of_units >= 26) MAX_UNITS = number_of_units; } else if (number_of_units == 0) { if (map[1][0] > 0 || map[0][1] > 0) recruit(1); else recruit(0); } else if (number_of_units == 1) { if (number_of_tanks == 0) recruit(0); else recruit(1); } else { if (stone_prob < 0.65) { if (float(number_of_tanks) / number_of_units < stone_prob * stone_prob / 0.7) recruit(0); else recruit(1); if (number_of_units >= 10 + (try_counter % 3)) MAX_UNITS = number_of_units; } else { if (float(number_of_tanks) / number_of_units < stone_prob * stone_prob / (0.9 - (try_counter % 10 >= 5) * (10 - try_counter % 10) * 0.07)) recruit(0); else recruit(1); if (number_of_units >= 10) MAX_UNITS = number_of_units; } } end = 0; } if (number_of_units >= MAX_UNITS) { for (int i = 0; i < n * n; ++i) { int a = map_sorted[i].first; int b = map_sorted[i].second; if (map[a][b] < 64) break; if (units[a][b].type == Unit::None) { auto point_dir = nearest_free_farmer(a, b); auto point = point_dir.first; auto dir = point_dir.second; if (dir == make_pair(0, 0)) break; move(point.first, point.second, dir.first, dir.second); } else if (units[a][b].type == Unit::Farmer) { units[a][b].can_move = 0; } } } int gold_for_base = 0; for (int dis = 0; dis < 2 * n; ++dis) { for (int i = 0; i < n; ++i) { int j = dis - i; if (j < 0 || j >= n) continue; Unit& unit = units[i][j]; pair<int, int> dir; if (!unit.can_move) continue; if (unit.type == Unit::Farmer) { if (map[i][j] > 16) continue; if (unit.gold < max(50, int(2.3 * (i + j) * number_of_units)) || (number_of_units + (gold_for_base + gold) / 100) >= MAX_UNITS) { if ((number_of_units + (gold_for_base + gold) / 100) < MAX_UNITS) { dir = dir_to_nearest_gold_pile(i, j); } else { dir = dir_to_best_gold_pile(i, j); } if (dir != make_pair(0, 0)) { move(i, j, dir.first, dir.second); end = 0; continue; } } if (unit.gold > 0) { dir = dir_to_point(i, j, 0, 0); if (dir != make_pair(0, 0)) { move(i, j, dir.first, dir.second); gold_for_base += unit.gold; end = 0; continue; } else { dir = dir_to_nearest_gold_pile(i, j); if (dir != make_pair(0, 0)) { move(i, j, dir.first, dir.second); end = 0; continue; } } } else { bool br = 0; for (int a = n - 1; !br && a >= n / 2; a -= 2) { for (int b = n - 1; b >= n / 2; b -= 2) { if (a == i && b == j) { br = 1; break; } dir = dir_to_point(i, j, a, b); if (dir != make_pair(0, 0)) { move(i, j, dir.first, dir.second); end = 0; br = 1; break; } } } } } else if (unit.type == Unit::Tank) { if (map[i][j] < 0) continue; dir = dir_to_best_stone(i, j); if (dir != make_pair(0, 0)) { move(i, j, dir.first, dir.second); end = 0; continue; } else { bool br = 0; for (int a = n - 1; !br && a >= n / 2; a -= 2) { for (int b = n - 1; b >= n / 2; b -= 2) { if (map[a][b] > 0) continue; if (a == i && b == j) { br = 1; break; } dir = dir_to_point(i, j, a, b); if (dir != make_pair(0, 0)) { move(i, j, dir.first, dir.second); end = 0; br = 1; break; } } } if (!br && map[i][j] > 0) { dir = dir_to_nearest_not_gold(i, j); if (dir != make_pair(0, 0)) { move(i, j, dir.first, dir.second); end = 0; continue; } } } } } } return !end; } void end_turn() { for (int i = 0; i < n; ++i) { for (int j = 0; j < n; ++j) { Unit& unit = units[i][j]; if (unit.type == Unit::Farmer) { assert(map[i][j] >= 0); if (i == 0 && j == 0) { gold += unit.gold; unit.gold = 0; } else { int gold_to_take = min(map[i][j], 10); unit.gold += gold_to_take; map[i][j] -= gold_to_take; } } else if (unit.type == Unit::Tank) { if (map[i][j] < 0) { int stones_to_destroy = min(-map[i][j], 10); map[i][j] += stones_to_destroy; } } unit.can_move = 1; } } out << "=\n"; ++turn; } bool is_end() { for (int i = 0; i < n; ++i) { for (int j = 0; j < n; ++j) { check_square(i, j); if (map[i][j] > 0) return 0; if (units[i][j].gold > 0) return 0; } } return 1; } bool next_turn() { bool first = 1; while (next_move(first)) { first = 0; } end_turn(); return !is_end(); } void input(int a) { cin >> ns[a]; for (int i = 0; i < ns[a]; ++i) { for (int j = 0; j < ns[a]; ++j) { cin >> map_orig[a][i][j]; } } } void game(int number, int limit) { try_counter = -1; do { ++try_counter; n = ns[number]; int stones_count = 0; for (int i = 0; i < n; ++i) { for (int j = 0; j < n; ++j) { map[i][j] = map_orig[number][i][j]; units[i][j] = Unit(); if (map[i][j] < 0) ++stones_count; } } stone_prob = float(stones_count) / (n * n - 1); MAX_UNITS = 28; if (stone_prob == 0 && limit >= 600) MAX_UNITS = 11; gold = 200; turn = 0; number_of_units = 0; number_of_tanks = 0; out.str(""); int new_limit = limit + (stone_prob != 0) * limit * 0.4; while (next_turn() && turn < new_limit) {} out << "===\n"; if (turn >= new_limit) { continue; } int score = turn + 1; if (score < scores[number] || scores[number] == 0) { scores[number] = score; answers[number] = out.str(); } } while (scores[number] == 0); } int overall_score(int T) { int ret = 0; for (int i = 0; i < T; ++i) { ret += scores[i]; } return ret; } int main() { ios::sync_with_stdio(0); int T, k; cin >> T >> k; for (int i = 0; i < T; ++i) input(i); int limit = min(k, 800) * 1.1; for (int i = 0; i < T; ++i) { game(i, limit); } second_encounter = 1; while (overall_score(T) > T * k) { int i = int(random1() * 32768) % T; game(i, limit); } for (int i = 0; i < T; ++i) { cout << answers[i]; } return 0; }
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 | #include <iostream> #include <queue> #include <set> #include <functional> #include <algorithm> #include <sstream> #include <tuple> using namespace std; #define NDEBUG #include <cassert> #define MAX_T 10 #define MAX_N 20 struct Unit { enum Type { None, Farmer, Tank }; Type type = None; int gold = 0; bool can_move = 1; }; int scores[MAX_T]; string answers[MAX_T]; int n; int ns[MAX_T]; int map[MAX_N][MAX_N]; int map_orig[MAX_T][MAX_N][MAX_N]; Unit units[MAX_N][MAX_N]; int gold; int turn; int number_of_units; int number_of_tanks; float stone_prob; stringstream out; int try_counter; bool second_encounter = 0; int random_start1 = 2347; int random_start2 = 8046; int random_value = 3427; inline float random1() { random_start1 = (random_start1 * 1409) % 10007; random_start2 = (random_start1 * 1009) % 17327; random_value = random_value ^ random_start1 ^ random_start2; return float(random_value) / 32768; } inline bool in_bound(int i, int j) { return 0 <= i && 0 <= j && i < n && j < n; } inline void check_square(int i, int j) { assert(in_bound(i, j)); Unit const& unit = units[i][j]; if (unit.type == Unit::Farmer) { assert(map[i][j] >= 0); } else { assert(unit.gold == 0); } if (unit.type == Unit::None) { assert(unit.can_move); } if (i == 0 && j == 0) { assert(map[i][j] == 0); } } void move(int i, int j, int di, int dj) { assert(-1 <= di && di <= 1 && -1 <= dj && dj <= 1); assert(di == 0 || dj == 0); check_square(i, j); check_square(i + di, j + dj); assert(units[i][j].type != Unit::None); assert(units[i + di][j + dj].type == Unit::None); assert(units[i][j].can_move); units[i][j].can_move = 0; swap(units[i][j], units[i + di][j + dj]); out << "M " << i << " " << j << " " << i + di << " " << j + dj << "\n"; } template <class T, class S, class C> void clearpq(priority_queue<T, S, C>& q) { struct HackedQueue : private priority_queue<T, S, C> { static S& Container(priority_queue<T, S, C>& q) { return q.*&HackedQueue::c; } }; HackedQueue::Container(q).clear(); } vector<bool> path_vis(MAX_N * MAX_N); vector<int> path_to_zero; priority_queue<tuple<float, pair<int, int>, pair<int, int>>> path_Q; template <class T> pair<pair<int, int>, pair<int, int>> path(int i, int j, float limit=1e9, bool reverse_path = 0) { assert(in_bound(i, j)); path_to_zero.clear(); clearpq(path_Q); vector<pair<int, int>> Z = {{1, 0}, {-1, 0}, {0, 1}, {0, -1}}; for (auto z: Z) { pair<int, int> pos{i + z.first, j + z.second}; int posv = pos.first * n + pos.second; if (in_bound(pos.first, pos.second) && T::walkable(pos.first, pos.second) && !path_vis[posv]) { path_vis[posv] = 1; path_to_zero.push_back(posv); path_Q.push(make_tuple(-T::dist(i, j, pos.first, pos.second), pos, z)); } } int best = 0; pair<int, int> best_dir = {0, 0}; pair<int, int> best_point = {-1, -1}; while (!path_Q.empty()) { auto p = path_Q.top(); path_Q.pop(); float d = -get<0>(p); if (d > limit) break; int a = get<1>(p).first; int b = get<1>(p).second; pair<int, int> dir = get<2>(p); int v = T::score(a, b, d); if (v > best) { best = v; best_dir = dir; best_point = {a, b}; } if (T::end(a, b)) break; for (auto z: Z) { pair<int, int> pos{a + z.first, b + z.second}; int posv = pos.first * n + pos.second; if (in_bound(pos.first, pos.second) && T::walkable(pos.first, pos.second) && !path_vis[posv]) { path_vis[posv] = 1; path_to_zero.push_back(posv); path_Q.push(make_tuple(-d - T::dist(a, b, pos.first, pos.second), pos, reverse_path ? z : dir)); } } } for (auto& p: path_to_zero) path_vis[p] = 0; if (reverse_path) return {best_point, {-best_dir.first, -best_dir.second}}; return {best_point, best_dir}; } struct C1 { inline static float dist(int, int, int, int) { return 1 + random1() / 100000; } inline static int score(int a, int b, float) { return map[a][b] > 0; } inline static bool end(int a, int b) { return map[a][b] > 0; } inline static bool walkable(int a, int b) { return map[a][b] >= 0 && units[a][b].type == Unit::None; } }; pair<int, int> dir_to_nearest_gold_pile(int i, int j) { return path<C1>(i, j).second; } struct C2 { inline static float dist(int, int, int a, int b) { return 1 - (map[a][b] > 0) * 0.8 + random1() / 10000; } inline static int score(int a, int b, float) { return max(0, map[a][b]); } inline static bool end(int a, int b) { return map[a][b] > 0; } inline static bool walkable(int a, int b) { return map[a][b] >= 0 && units[a][b].type == Unit::None; } }; pair<int, int> dir_to_best_gold_pile(int i, int j) { return path<C2>(i, j, n / 4).second; } struct C3 { static int x, y; inline static float dist(int, int, int a, int b) { return 1 - (map[a][b] > 0) * 0.1 + random1() / 10000; } inline static int score(int a, int b, float) { return a == x && b == y; } inline static bool end(int a, int b) { return a == x && b == y; } inline static bool walkable(int a, int b) { return map[a][b] >= 0 && units[a][b].type == Unit::None; } }; int C3::x = -1; int C3::y = -1; pair<int, int> dir_to_point(int i, int j, int x, int y) { if (units[x][y].type != Unit::None) return {0, 0}; if (map[x][y] < 0) return {0, 0}; C3::x = x; C3::y = y; return path<C3>(i, j).second; } struct C4 { static int i, j; static constexpr int coeff = 4; inline static float dist(int, int, int a, int b) { return 1 - (map[a][b] > 0) * 0.3 + random1() / 10000; } inline static bool score(int a, int b, float s) { return (units[a][b].type == Unit::Farmer && units[a][b].can_move && coeff * map[a][b] < map[i][j]); } inline static bool end(int a, int b) { return units[a][b].type == Unit::Farmer && units[a][b].can_move && coeff * map[a][b] < map[i][j]; } inline static bool walkable(int a, int b) { return map[a][b] >= 0 && (units[a][b].type == Unit::None || (units[a][b].type == Unit::Farmer && units[a][b].can_move && coeff * map[a][b] < map[i][j])); } }; int C4::i = -1; int C4::j = -1; pair<pair<int, int>, pair<int, int>> nearest_free_farmer(int i, int j) { C4::i = i; C4::j = j; return path<C4>(i, j, 1e9, 1); } struct C5 { inline static float dist(int, int, int a, int b) { return 1 + (map[a][b] < 0) * (-map[a][b]) / 40 - (map[a][b] == 0) * 0.4 + random1() / 10000; } inline static int score(int a, int b, float) { return max(0, -map[a][b]); } inline static bool end(int a, int b) { return map[a][b] < 0; } inline static bool walkable(int a, int b) { return units[a][b].type == Unit::None; } }; pair<int, int> dir_to_best_stone(int i, int j) { return path<C5>(i, j).second; } struct C6 { inline static float dist(int, int, int a, int b) { return 1 - (map[a][b] < 0) * 0.5 - (map[a][b] == 0) * 0.4 + random1() / 10000; } inline static int score(int a, int b, float) { return -map[a][b]+1; } inline static bool end(int a, int b) { return map[a][b] <= 0; } inline static bool walkable(int a, int b) { return units[a][b].type == Unit::None && (a != 0 || b != 0); } }; pair<int, int> dir_to_nearest_not_gold(int i, int j) { return path<C6>(i, j).second; } void recruit(bool farmer) { assert(gold >= 100); gold -= 100; check_square(0, 0); assert(units[0][0].type == Unit::None); units[0][0] = Unit(); if (farmer) { units[0][0].type = Unit::Farmer; out << "R FARMER\n"; } else { units[0][0].type = Unit::Tank; out << "R TANK\n"; } ++number_of_units; if (!farmer) ++number_of_tanks; check_square(0, 0); } int MAX_UNITS; pair<int, int> map_sorted[MAX_N * MAX_N]; bool next_move(bool first) { bool end = 1; if (first) { for (int i = 0; i < n; ++i) { for (int j = 0; j < n; ++j) { map_sorted[i * n + j] = {i, j}; } } sort(map_sorted, map_sorted + n * n, [](pair<int, int> const& a, pair<int, int> const& b) { return map[a.first][a.second] > map[b.first][b.second]; }); } if (gold >= 100 && units[0][0].type == Unit::None && number_of_units < MAX_UNITS) { if (stone_prob == 0) { recruit(1); if (!second_encounter && number_of_units >= 26) MAX_UNITS = number_of_units; } else if (number_of_units == 0) { if (map[1][0] > 0 || map[0][1] > 0) recruit(1); else recruit(0); } else if (number_of_units == 1) { if (number_of_tanks == 0) recruit(0); else recruit(1); } else { if (stone_prob < 0.65) { if (float(number_of_tanks) / number_of_units < stone_prob * stone_prob / 0.7) recruit(0); else recruit(1); if (number_of_units >= 10 + (try_counter % 3)) MAX_UNITS = number_of_units; } else { if (float(number_of_tanks) / number_of_units < stone_prob * stone_prob / (0.9 - (try_counter % 10 >= 5) * (10 - try_counter % 10) * 0.07)) recruit(0); else recruit(1); if (number_of_units >= 10) MAX_UNITS = number_of_units; } } end = 0; } if (number_of_units >= MAX_UNITS) { for (int i = 0; i < n * n; ++i) { int a = map_sorted[i].first; int b = map_sorted[i].second; if (map[a][b] < 64) break; if (units[a][b].type == Unit::None) { auto point_dir = nearest_free_farmer(a, b); auto point = point_dir.first; auto dir = point_dir.second; if (dir == make_pair(0, 0)) break; move(point.first, point.second, dir.first, dir.second); } else if (units[a][b].type == Unit::Farmer) { units[a][b].can_move = 0; } } } int gold_for_base = 0; for (int dis = 0; dis < 2 * n; ++dis) { for (int i = 0; i < n; ++i) { int j = dis - i; if (j < 0 || j >= n) continue; Unit& unit = units[i][j]; pair<int, int> dir; if (!unit.can_move) continue; if (unit.type == Unit::Farmer) { if (map[i][j] > 16) continue; if (unit.gold < max(50, int(2.3 * (i + j) * number_of_units)) || (number_of_units + (gold_for_base + gold) / 100) >= MAX_UNITS) { if ((number_of_units + (gold_for_base + gold) / 100) < MAX_UNITS) { dir = dir_to_nearest_gold_pile(i, j); } else { dir = dir_to_best_gold_pile(i, j); } if (dir != make_pair(0, 0)) { move(i, j, dir.first, dir.second); end = 0; continue; } } if (unit.gold > 0) { dir = dir_to_point(i, j, 0, 0); if (dir != make_pair(0, 0)) { move(i, j, dir.first, dir.second); gold_for_base += unit.gold; end = 0; continue; } else { dir = dir_to_nearest_gold_pile(i, j); if (dir != make_pair(0, 0)) { move(i, j, dir.first, dir.second); end = 0; continue; } } } else { bool br = 0; for (int a = n - 1; !br && a >= n / 2; a -= 2) { for (int b = n - 1; b >= n / 2; b -= 2) { if (a == i && b == j) { br = 1; break; } dir = dir_to_point(i, j, a, b); if (dir != make_pair(0, 0)) { move(i, j, dir.first, dir.second); end = 0; br = 1; break; } } } } } else if (unit.type == Unit::Tank) { if (map[i][j] < 0) continue; dir = dir_to_best_stone(i, j); if (dir != make_pair(0, 0)) { move(i, j, dir.first, dir.second); end = 0; continue; } else { bool br = 0; for (int a = n - 1; !br && a >= n / 2; a -= 2) { for (int b = n - 1; b >= n / 2; b -= 2) { if (map[a][b] > 0) continue; if (a == i && b == j) { br = 1; break; } dir = dir_to_point(i, j, a, b); if (dir != make_pair(0, 0)) { move(i, j, dir.first, dir.second); end = 0; br = 1; break; } } } if (!br && map[i][j] > 0) { dir = dir_to_nearest_not_gold(i, j); if (dir != make_pair(0, 0)) { move(i, j, dir.first, dir.second); end = 0; continue; } } } } } } return !end; } void end_turn() { for (int i = 0; i < n; ++i) { for (int j = 0; j < n; ++j) { Unit& unit = units[i][j]; if (unit.type == Unit::Farmer) { assert(map[i][j] >= 0); if (i == 0 && j == 0) { gold += unit.gold; unit.gold = 0; } else { int gold_to_take = min(map[i][j], 10); unit.gold += gold_to_take; map[i][j] -= gold_to_take; } } else if (unit.type == Unit::Tank) { if (map[i][j] < 0) { int stones_to_destroy = min(-map[i][j], 10); map[i][j] += stones_to_destroy; } } unit.can_move = 1; } } out << "=\n"; ++turn; } bool is_end() { for (int i = 0; i < n; ++i) { for (int j = 0; j < n; ++j) { check_square(i, j); if (map[i][j] > 0) return 0; if (units[i][j].gold > 0) return 0; } } return 1; } bool next_turn() { bool first = 1; while (next_move(first)) { first = 0; } end_turn(); return !is_end(); } void input(int a) { cin >> ns[a]; for (int i = 0; i < ns[a]; ++i) { for (int j = 0; j < ns[a]; ++j) { cin >> map_orig[a][i][j]; } } } void game(int number, int limit) { try_counter = -1; do { ++try_counter; n = ns[number]; int stones_count = 0; for (int i = 0; i < n; ++i) { for (int j = 0; j < n; ++j) { map[i][j] = map_orig[number][i][j]; units[i][j] = Unit(); if (map[i][j] < 0) ++stones_count; } } stone_prob = float(stones_count) / (n * n - 1); MAX_UNITS = 28; if (stone_prob == 0 && limit >= 600) MAX_UNITS = 11; gold = 200; turn = 0; number_of_units = 0; number_of_tanks = 0; out.str(""); int new_limit = limit + (stone_prob != 0) * limit * 0.4; while (next_turn() && turn < new_limit) {} out << "===\n"; if (turn >= new_limit) { continue; } int score = turn + 1; if (score < scores[number] || scores[number] == 0) { scores[number] = score; answers[number] = out.str(); } } while (scores[number] == 0); } int overall_score(int T) { int ret = 0; for (int i = 0; i < T; ++i) { ret += scores[i]; } return ret; } int main() { ios::sync_with_stdio(0); int T, k; cin >> T >> k; for (int i = 0; i < T; ++i) input(i); int limit = min(k, 800) * 1.1; for (int i = 0; i < T; ++i) { game(i, limit); } second_encounter = 1; while (overall_score(T) > T * k) { int i = int(random1() * 32768) % T; game(i, limit); } for (int i = 0; i < T; ++i) { cout << answers[i]; } return 0; } |