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🦌 - 2023 DAY 16 SOLUTIONS -🦌

Day 16: The Floor Will Be Lava

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FAQ

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8 comments
  • Haskell

    A bit of a mess, I probably shouldn't have used RWS ...

    import Control.Monad.RWS
    import Control.Parallel.Strategies
    import Data.Array
    import qualified Data.ByteString.Char8 as BS
    import Data.Foldable (Foldable (maximum))
    import Data.Set
    import Relude
    
    data Cell = Empty | VertSplitter | HorizSplitter | Slash | Backslash deriving (Show, Eq)
    
    type Pos = (Int, Int)
    
    type Grid = Array Pos Cell
    
    data Direction = N | S | E | W deriving (Show, Eq, Ord)
    
    data BeamHead = BeamHead
      { pos :: Pos,
        dir :: Direction
      }
      deriving (Show, Eq, Ord)
    
    type Simulation = RWS Grid (Set Pos) (Set BeamHead)
    
    next :: BeamHead -> BeamHead
    next (BeamHead p d) = BeamHead (next' d p) d
      where
        next' :: Direction -> Pos -> Pos
        next' direction = case direction of
          N -> first pred
          S -> first succ
          E -> second succ
          W -> second pred
    
    advance :: BeamHead -> Simulation [BeamHead]
    advance bh@(BeamHead position direction) = do
      grid <- ask
      seen <- get
    
      if inRange (bounds grid) position && bh `notMember` seen
        then do
          tell $ singleton position
          modify $ insert bh
          pure . fmap next $ case (grid ! position, direction) of
            (Empty, _) -> [bh]
            (VertSplitter, N) -> [bh]
            (VertSplitter, S) -> [bh]
            (HorizSplitter, E) -> [bh]
            (HorizSplitter, W) -> [bh]
            (VertSplitter, _) -> [bh {dir = N}, bh {dir = S}]
            (HorizSplitter, _) -> [bh {dir = E}, bh {dir = W}]
            (Slash, N) -> [bh {dir = E}]
            (Slash, S) -> [bh {dir = W}]
            (Slash, E) -> [bh {dir = N}]
            (Slash, W) -> [bh {dir = S}]
            (Backslash, N) -> [bh {dir = W}]
            (Backslash, S) -> [bh {dir = E}]
            (Backslash, E) -> [bh {dir = S}]
            (Backslash, W) -> [bh {dir = N}]
        else pure []
    
    simulate :: [BeamHead] -> Simulation ()
    simulate heads = do
      heads' <- foldMapM advance heads
      unless (Relude.null heads') $ simulate heads'
    
    runSimulation :: BeamHead -> Grid -> Int
    runSimulation origin g = size . snd . evalRWS (simulate [origin]) g $ mempty
    
    part1, part2 :: Grid -> Int
    part1 = runSimulation $ BeamHead (0, 0) E
    part2 g = maximum $ parMap rpar (`runSimulation` g) possibleInitials
      where
        ((y0, x0), (y1, x1)) = bounds g
        possibleInitials =
          join
            [ [BeamHead (y0, x) S | x <- [x0 .. x1]],
              [BeamHead (y1, x) N | x <- [x0 .. x1]],
              [BeamHead (y, x0) E | y <- [y0 .. y1]],
              [BeamHead (y, x1) W | y <- [y0 .. y1]]
            ]
    
    parse :: ByteString -> Maybe Grid
    parse input = do
      let ls = BS.lines input
          h = length ls
      w <- BS.length <$> viaNonEmpty head ls
      mat <- traverse toCell . BS.unpack $ BS.concat ls
      pure $ listArray ((0, 0), (h - 1, w - 1)) mat
      where
        toCell '.' = Just Empty
        toCell '|' = Just VertSplitter
        toCell '-' = Just HorizSplitter
        toCell '/' = Just Slash
        toCell '\\' = Just Backslash
        toCell _ = Nothing
    
    
  • Rust
    use std::fs;
    use std::path::PathBuf;
    
    use clap::Parser;
    
    use rayon::prelude::*;
    
    #[derive(Parser)]
    #[command(author, version, about, long_about = None)]
    struct Cli {
        input_file: PathBuf,
    }
    
    #[derive(Copy, Clone)]
    enum TileState {
        None,
        Energized(BeamState),
    }
    #[derive(Default, Copy, Clone)]
    struct BeamState {
        up: bool,
        down: bool,
        left: bool,
        right: bool,
    }
    
    fn main() {
        // Parse CLI arguments
        let cli = Cli::parse();
    
        // Read file
        let input_text = fs::read_to_string(&cli.input_file)
            .expect(format!("File \"{}\" not found", cli.input_file.display()).as_str());
    
        let tiles: Vec> = input_text.lines().map(|l| l.chars().collect()).collect();
    
        // Part 1
        let part_1 = test_beam(&tiles, (0, 0), (0, 1));
        println!("Part 1: {}", part_1);
    
        // Part 2
        let part_2: usize = (0..4)
            .into_par_iter()
            .map(|dir| {
                (0..tiles.len())
                    .into_par_iter()
                    .map(move |x| (dir.clone(), x))
            })
            .flatten()
            .map(|(dir, x)| match dir {
                0 => ((0, x), (1, 0)),
                1 => ((x, tiles[0].len() - 1), (0, -1)),
                2 => ((tiles.len() - 1, x), (-1, 0)),
                3 => ((x, 0), (0, 1)),
                _ => unreachable!(),
            })
            .map(|(loc, dir)| test_beam(&tiles, loc, dir))
            .max()
            .unwrap();
        println!("Part 2: {}", part_2);
    }
    
    fn test_beam(
        tiles: &Vec>,
        start_location: (usize, usize),
        start_direction: (i64, i64),
    ) -> usize {
        let mut energized: Vec> =
            vec![vec![TileState::None; tiles[0].len()]; tiles.len()];
    
        continue_beam(
            &mut energized,
            &tiles,
            start_location,
            start_direction,
            true,
            0,
        );
        energized
            .iter()
            .map(|r| {
                r.iter()
                    .filter(|t| matches!(t, TileState::Energized(_)))
                    .count()
            })
            .sum()
    }
    
    fn continue_beam(
        energized: &mut Vec>,
        tiles: &Vec>,
        beam_location: (usize, usize),
        beam_direction: (i64, i64),
        start_hack: bool,
        depth: usize,
    ) {
        assert_ne!(beam_direction, (0, 0));
    
        // Set current tile to energized with the direction
        let current_state = energized[beam_location.0][beam_location.1];
        if !start_hack {
            energized[beam_location.0][beam_location.1] = match current_state {
                TileState::None => TileState::Energized(match beam_direction {
                    (0, 1) => BeamState {
                        right: true,
                        ..BeamState::default()
                    },
                    (0, -1) => BeamState {
                        left: true,
                        ..BeamState::default()
                    },
                    (1, 0) => BeamState {
                        down: true,
                        ..BeamState::default()
                    },
                    (-1, 0) => BeamState {
                        up: true,
                        ..BeamState::default()
                    },
                    _ => unreachable!(),
                }),
                TileState::Energized(state) => TileState::Energized(match beam_direction {
                    (0, 1) => {
                        if state.right {
                            return;
                        }
                        BeamState {
                            right: true,
                            ..state
                        }
                    }
                    (0, -1) => {
                        if state.left {
                            return;
                        }
                        BeamState {
                            left: true,
                            ..state
                        }
                    }
                    (1, 0) => {
                        if state.down {
                            return;
                        }
                        BeamState {
                            down: true,
                            ..state
                        }
                    }
                    (-1, 0) => {
                        if state.up {
                            return;
                        }
                        BeamState { up: true, ..state }
                    }
                    _ => unreachable!(),
                }),
            };
        }
    
        // energized[beam_location.0][beam_location.1] = TileState::Energized(BeamState { up: , down: , left: , right:  });
    
        let next_beam_location = {
            let loc = (
                (beam_location.0 as i64 + beam_direction.0),
                (beam_location.1 as i64 + beam_direction.1),
            );
    
            if start_hack {
                beam_location
            } else if loc.0 < 0
                || loc.0 >= tiles.len() as i64
                || loc.1 < 0
                || loc.1 >= tiles[0].len() as i64
            {
                return;
            } else {
                (loc.0 as usize, loc.1 as usize)
            }
        };
        let next_beam_tile = tiles[next_beam_location.0][next_beam_location.1];
    
        let next_beam_directions: Vec<(i64, i64)> = match next_beam_tile {
            '.' => vec![beam_direction],
            '/' => match beam_direction {
                (0, 1) => vec![(-1, 0)],
                (0, -1) => vec![(1, 0)],
                (1, 0) => vec![(0, -1)],
                (-1, 0) => vec![(0, 1)],
                _ => unreachable!(),
            },
            '\\' => match beam_direction {
                (0, 1) => vec![(1, 0)],
                (0, -1) => vec![(-1, 0)],
                (1, 0) => vec![(0, 1)],
                (-1, 0) => vec![(0, -1)],
                _ => unreachable!(),
            },
            '|' => match beam_direction {
                (0, 1) => vec![(1, 0), (-1, 0)],
                (0, -1) => vec![(1, 0), (-1, 0)],
                (1, 0) => vec![(1, 0)],
                (-1, 0) => vec![(-1, 0)],
                _ => unreachable!(),
            },
            '-' => match beam_direction {
                (0, 1) => vec![(0, 1)],
                (0, -1) => vec![(0, -1)],
                (1, 0) => vec![(0, 1), (0, -1)],
                (-1, 0) => vec![(0, 1), (0, -1)],
                _ => unreachable!(),
            },
            _ => unreachable!(),
        };
    
        for dir in next_beam_directions {
            continue_beam(energized, tiles, next_beam_location, dir, false, depth + 1);
        }
    }
    

    26.28 line-seconds

  • Dart

    I'm cheating a bit by posting this as it does take 11s for the full part 2 solution, but having tracked down and eliminated the excessively long path for part 1, I can't be bothered to do it again for part 2.

    I'm an idiot. Avoiding recursively adding the same points to the seen set dropped total runtime to a hair under 0.5s, so line-seconds are around 35.

    Map, Set>> seen = {};
    
    Map fire(List> grid, Point here, Point dir) {
      seen = {};
      return _fire(grid, here, dir);
    }
    
    Map, Set>> _fire(
        List> grid, Point here, Point dir) {
      while (true) {
        here += dir;
        if (!here.x.between(0, grid.first.length - 1) ||
            !here.y.between(0, grid.length - 1)) {
          return seen;
        }
        if (seen[here]?.contains(dir) ?? false) return seen;
        seen[here] = (seen[here] ?? >{})..add(dir);
    
        Point split() {
          _fire(grid, here, Point(-dir.y, -dir.x));
          return Point(dir.y, dir.x);
        }
    
        dir = switch (grid[here.y][here.x]) {
          '/' => Point(-dir.y, -dir.x),
          r'\' => Point(dir.y, dir.x),
          '|' => (dir.x.abs() == 1) ? split() : dir,
          '-' => (dir.y.abs() == 1) ? split() : dir,
          _ => dir,
        };
      }
    }
    
    parse(List lines) => lines.map((e) => e.split('').toList()).toList();
    
    part1(List lines) =>
        fire(parse(lines), Point(-1, 0), Point(1, 0)).length;
    
    part2(List lines) {
      var grid = parse(lines);
      var ret = 0.to(grid.length).fold(
          0,
          (s, t) => [
                s,
                fire(grid, Point(-1, t), Point(1, 0)).length,
                fire(grid, Point(grid.first.length, t), Point(-1, 0)).length
              ].max);
      return 0.to(grid.first.length).fold(
          ret,
          (s, t) => [
                s,
                fire(grid, Point(t, -1), Point(0, 1)).length,
                fire(grid, Point(t, grid.length), Point(0, -1)).length
              ].max);
    }
    
  • C#

    Breadth-first search, then take the max of the values of searches starting from all the edge tiles.
    https://code.dinn.ca/stevedinn/AdventOfCode/src/branch/main/2023/day16/Program.cs

  • Nim

    I'm caught up!

    This one was pretty straighforward. Iterate through the beam path, recursively creating new beams when you hit splitters. The only gotcha is that you need a way to detect infinite loops that can be created by splitters. I opted to record energized non-special tiles as - or |, depending on which way the beam was traveling, and then abort any path that retreads those tiles in the same way. I meant to also use + for where the beams cross, but I forgot and it turned out not to be necessary.

    Part 2 was pretty trivial once the code for part 1 was written.

  • C

    Just tracing the ray. When it splits, recurse one way and continue the other. Didn't bother with a direction lookup table this time, just a few ifs. The ray ends when it goes out of bounds or a ray in that direction has been previously traced on a given cell (this is tracked with a separate table).

    It would've been straightforward if I hadn't gotten the 'previously visited' check wrong 😞. I was checking against the direction coming in of the tile but marking the direction going out.

    Ray function:

    static void
    ray(int x, int y, int dir)
    {
    	int c;
    
    	while (x>=0 && y>=0 && x
  • Rust

    I simply check each starting position individually for Part 2, I don't know if there are more clever solutions. Initially that approach ran in 180ms which is a lot more than any of the previous puzzles needed, so I tried if I could optimize it.

    Initially I was using two hash sets, one for counting unique energized fields, and one for detecting cycles which also included the direction in the hash. Going from the default rust hasher to FxHash sped it up to 100ms. Seeing that, I thought that this point could be further improved upon, and ended up replacing both hash sets with boolean arrays, since their size is neatly bounded by the input field size. Now it runs in merely 30ms, meaning a 6x speedup just by getting rid of the hashing.

  • Python

    53.059 line-seconds (ranks third hardest after days 8 and 12 so far).

    from .solver import Solver
    
    
    def _trace_beam(data, initial_beam_head):
      wx = len(data[0])
      wy = len(data)
      beam_heads = [initial_beam_head]
      seen_beam_heads = set()
      while beam_heads:
        next_beam_heads = []
        for x, y, dx, dy in beam_heads:
          seen_beam_heads.add((x, y, dx, dy))
          nx, ny = (x + dx), (y + dy)
          if nx < 0 or nx >= wx or ny < 0 or ny >= wy:
            continue
          obj = data[ny][nx]
          if obj == '|' and dx != 0:
            next_beam_heads.append((nx, ny, 0, 1))
            next_beam_heads.append((nx, ny, 0, -1))
          elif obj == '-' and dy != 0:
            next_beam_heads.append((nx, ny, 1, 0))
            next_beam_heads.append((nx, ny, -1, 0))
          elif obj == '/':
            next_beam_heads.append((nx, ny, -dy, -dx))
          elif obj == '\\':
            next_beam_heads.append((nx, ny, dy, dx))
          else:
            next_beam_heads.append((nx, ny, dx, dy))
        beam_heads = [x for x in next_beam_heads if x not in seen_beam_heads]
      energized = {(x, y) for x, y, _, _ in seen_beam_heads}
      return len(energized) - 1
    
    
    class Day16(Solver):
    
      def __init__(self):
        super().__init__(16)
    
      def presolve(self, input: str):
        data = input.splitlines()
        self.possible_energized_cells = (
          [_trace_beam(data, (-1, y, 1, 0)) for y in range(len(data))] +
          [_trace_beam(data, (x, -1, 0, 1)) for x in range(len(data[0]))] +
          [_trace_beam(data, (len(data[0]), y, -1, 0)) for y in range(len(data))] +
          [_trace_beam(data, (x, len(data), 0, -1)) for x in range(len(data[0]))])
    
    
      def solve_first_star(self) -> int:
        return self.possible_energized_cells[0]
    
      def solve_second_star(self) -> int:
        return max(self.possible_energized_cells)
    
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