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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.
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.
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 π. 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
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.
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)