Day 18: Lavaduct Lagoon
Megathread guidelines
- Keep top level comments as only solutions, if you want to say something other than a solution put it in a new post. (replies to comments can be whatever)
- You can send code in code blocks by using three backticks, the code, and then three backticks or use something such as https://topaz.github.io/paste/ if you prefer sending it through a URL
FAQ
- What is this?: Here is a post with a large amount of details: https://programming.dev/post/6637268
- Where do I participate?: https://adventofcode.com/
- Is there a leaderboard for the community?: We have a programming.dev leaderboard with the info on how to join in this post: https://programming.dev/post/6631465
Python
0.09 line-seconds (third simplest after days 6 and 2).
from .solver import Solver class Day18(Solver): def __init__(self): super().__init__(18) def presolve(self, input: str): self.lines = input.splitlines() def solve_first_star(self): commands = [] for line in self.lines: direction, distance, *_ = line.split(' ') commands.append((direction, int(distance))) return self._solve(commands) def solve_second_star(self): commands = [] for line in self.lines: _, _, command = line.split(' ') distance = int(command[2:-2], 16) direction = ('R', 'D', 'L', 'U')[int(command[-2])] commands.append((direction, distance)) return self._solve(commands) def _solve(self, commands: list[tuple[str, int]]): points: list[tuple[int, int]] = [(0, 0)] perimeter_integer_points = 1 x, y = 0, 0 for direction, distance in commands: dx, dy = {'R': (1, 0), 'L': (-1, 0), 'U': (0, -1), 'D': (0, 1)}[direction] x, y = x + dx * distance, y + dy * distance perimeter_integer_points += distance points.append((x, y)) last_x, last_y = points[-1] perimeter_integer_points += abs(last_x) + abs(last_y) - 1 area_x2 = sum((points[i][1] + points[(i+1) % len(points)][1]) * (points[i][0] - points[(i+1) % len(points)][0]) for i in range(len(points))) interior_integer_points = (area_x2 - perimeter_integer_points) // 2 + 1 return interior_integer_points + perimeter_integer_points
Nim
I am not making good time on these anymore.
For part 1, I walked through the dig plan instructions, keeping track of the highest and lowest x and y values reached, and used those to create a character grid, with an extra 1 tile border around it. Walked the instructions again to plot out the trench with
#
, flood-filled the exterior withO
, and then counted the non-O
tiles. Sort of similar to the pipe maze problem.This approach wouldn’t have been viable for part 2, due to the scale of the numbers involved. Instead I counted the number of left and right turns in the trench to determine whether it was being dug in a clockwise or counterclockwise direction, and assumed that there were no intersections. I then made a polygon that followed the outer edge of the trench. Wherever there was a run of 3 inward turns in a row, that meant there was a rectangular protrusion that could be chopped off of the main polygon. Repeatedly chopping these off eventually turns the polygon into a rectangle, so it’s just a matter of adding up the area of each. This worked great for the example input.
Unfortunately when I ran it on the actual input, I ran out of sets of inward turns early, leaving an “inside out” polygon. I thought this meant that the input must have intersections in it that I would have to untwist somehow. To keep this short, after a long debugging process I figured out that I was introducing intersections during the chopping process. The chopped regions can have additional trench inside of them, which results in those parts ending up outside of the reduced polygon. I solved this by chopping off the narrowest protrusions first.
Good job on persevering with this one. Your approach for part 2 sounds quite viable, it is very similar to the Ear clipping method for triangulating a polygon.
Yeah, I read up on ear clipping for a small game dev project a while back, though I don’t remember if I actually ended up using it. So my solution is inspired by what I remember of that.
C
Fun and interesting puzzle! In part 1 I fumbled a bit trying to implement even/odd outside/inside tracking before realizing that wouldn’t work for this shape and just did the flood fill.
For part 2 I correctly guessed that like the intersecting cuboids (2021 day 22) it would be about finding a better representation for the grid or avoiding representing it entirely. Long story shorter:
/* * Conceptually: the raw map, which is too large to fit directly in * memory for part 2, is made much smaller by collapsing (and counting) * identical rows and columns. Another way to look it at is that a grid * is fitted to make 'opaque' cells. * | |#|##|# * For example: -+---+-+--+- * #|###|#| |# * #### ### 1 -+---+-+--+- * ##### # ### # 1 #| | | |# * # # becomes # # 2 or: #| | | |# * # # ##### 1 -+---+-+--+- * ######## 13121 #|###|#|##|# * * To avoid a lot of complex work, instead of actually collapsing and * splitting rows and columns, we first generate the wall rectangles and * collect the unique X and Y coordinates. Those are locations of our * virtual grid lines. */
Despite being quite happy with this solution, I couldn’t help but notice the brevity and simplicity of the other solutions here. Gonna have a look what’s happening there and see if I can try that approach too.
(Got bitten by a nasty overflow btw, the list of unique X coordinates was overwriting the list of unique Y coordinates. Oh well, such is the life of a C programmer.)
Oh, just like day 11! I hadn’t thought of that. I was initially about to try something similar by separating into rectangular regions, as in ear-clipping triangulation. But that would require a lot of iterating, and something about “polygon” and “walking the edges” went ping in my memory…
Haskell
import Data.ByteString.Char8 (unpack) import Data.Char (isDigit, isHexDigit) import Relude import qualified Relude.Unsafe as Unsafe import Text.ParserCombinators.ReadP data Dir = R | D | L | U deriving (Show, Eq) type Pos = (Int, Int) data Action = Action Dir Int deriving (Show, Eq) parse :: ByteString -> Maybe [(Action, Action)] parse = fmap fst . viaNonEmpty last . readP_to_S (sepBy1 parseAction (char '\n') <* char '\n' <* eof) . unpack where parseAction = do dir <- choice [U <$ char 'U', D <$ char 'D', L <$ char 'L', R <$ char 'R'] <* char ' ' x <- Unsafe.read <$> munch1 isDigit <* char ' ' y <- char '(' *> char '#' *> (Unsafe.read . ("0x" ++) <$> count 5 (satisfy isHexDigit)) dir' <- choice [R <$ char '0', D <$ char '1', L <$ char '2', U <$ char '3'] <* char ')' return (Action dir x, Action dir' y) vertices :: [Action] -> [Pos] vertices = scanl' (flip step) origin where step (Action U n) = first $ subtract n step (Action D n) = first (+ n) step (Action L n) = second $ subtract n step (Action R n) = second (+ n) origin :: Pos origin = (0, 0) area, perimeter, solve :: [Action] -> Int area a = (`div` 2) . abs . sum $ zipWith (-) x y where (p, rp) = (origin :) &&& (++ [origin]) $ vertices a x = zipWith (*) (fst <$> p) (snd <$> rp) y = zipWith (*) (snd <$> p) (fst <$> rp) perimeter = sum . fmap (\(Action _ n) -> n) solve = area &&& (`div` 2) . perimeter >>> uncurry (+) >>> succ part1, part2 :: [(Action, Action)] -> Int part1 = solve . fmap fst part2 = solve . fmap snd
Nim
Decided to go for a polygon approach for part 1 using the Shoelace formula to calculate the area. This meant part 2 only resulted in larger values, no additional computation.
Code runs in <1ms for part 1 and 2 combined
Shoelace formula
This would have been really useful to know about. I’ve committed to a certain level of wheel-reinvention for this event unless I get really stuck, but I’m sure it’ll come up again in the future.
This was actually something I learned for my job, it was nice to be able to apply it here.
I like your commitment to wheel-reinvention, it can be a lot more fun than going for an existing or ‘intended’ approach.
Yep, I figure it’s good exercise to make me think through the problems thoroughly.
C++
No scala today
#include #include #include <map> #include #include #include #include #include #include #include #include struct HorizontalEdge { boost::icl::discrete_interval x; long y; }; long area(std::vector he) { if(he.empty()) return 0; boost::icl::interval_set intervals; std::ranges::sort(he, std::less{}, &HorizontalEdge::y); long area{}; long y = he.front().y; for(auto const& e : he) { area += intervals.size() * (e.y - std::exchange(y, e.y)); if(intervals.find(e.x) != intervals.end()) intervals.erase(e.x); else intervals.add(e.x); } return area; } struct Instruction { long l; int d; std::string color; }; enum Dir { R=0, U=1, L=2, D=3 }; std::unordered_map char_to_dir = {{'R', R}, {'U', U}, {'L', L}, {'D', D}}; auto transcode(std::vector const& is) { return flux::from(std::move(is)).map([](Instruction in) { long v = std::stoul(in.color.substr(0, 5), nullptr, 16); return Instruction{.l = v, .d = (4 - (in.color.at(5) - '0')) % 4, .color=""}; }).to>(); } std::vector read(std::string path) { std::ifstream in(std::move(path)); return flux::getlines(in).map([](std::string const& s) { Instruction i; char dir; if(auto r = scn::scan(s, "{} {} (#{:6})", dir, i.l, i.color)) { i.d = char_to_dir[dir]; return i; } else { throw std::runtime_error{r.error().msg()}; } }).to>(); } auto turns(std::vector is) { if(is.empty()) throw std::runtime_error{"Too few elements"}; is.push_back(is.front()); return flux::from(std::move(is)).pairwise_map([](auto const& lhs, auto const& rhs) { return (rhs.d - lhs.d + 4) % 4 == 1; }); } std::vector toEdges(std::vector is, bool left) { std::vector res; long x{}, y{}; auto t = turns(is).to>(); // some magic required to turn the ### path into its outer edge // (which is the actual object we want to compute the area for) for(size_t j = 0; j < is.size(); ++j) { auto const& i = is.at(j); bool s1 = t.at((j + t.size() - 1) % t.size()) == left; bool s2 = t.at(j) == left; long sign = (i.d == U || i.d == L) ? -1 : 1; long old_x = x; if(i.d == R || i.d == L) { x += i.l * sign; auto [l, r] = old_x < x ? std::tuple{old_x + !s1, x + s2} : std::tuple{x + !s2, old_x + s1}; res.push_back(HorizontalEdge{.x = {l, r, boost::icl::interval_bounds::right_open()}, .y = y}); } else { y += (i.l + s1 + s2 - 1) * sign; } } return res; } long solve(std::vector is) { auto tn = turns(is).sum() - ssize(is); return area(toEdges(std::move(is), tn > 0)); } int main(int argc, char* argv[]) { auto instructions = read(argc > 1 ? argv[1] : "../task1.txt"); auto start = std::chrono::steady_clock::now(); fmt::print("task1={}\ntask2={}\n", solve(instructions), solve(transcode(std::move(instructions)))); fmt::print("took {}\n", std::chrono::steady_clock::now() - start); } ```</map>
looks like some broken XSS protection is killing the includes, can’t really fix that
Haskell
Wasn’t able to start on time today, but this was a fun one! Got to apply the two theorems I learned from somebody else’s solution to Day 10.
Solution
import Data.Char import Data.List readInput :: String -> (Char, Int, String) readInput s = let [d, n, c] = words s in (head d, read n, drop 2 $ init c) boundary :: [(Char, Int)] -> [(Int, Int)] boundary = scanl' step (0, 0) where step (x, y) (d, n) = let (dx, dy) = case d of 'U' -> (0, 1) 'D' -> (0, -1) 'L' -> (-1, 0) 'R' -> (1, 0) in (x + n * dx, y + n * dy) area :: [(Char, Int)] -> Int area steps = let a = -- shoelace formula (abs . (`quot` 2) . sum) . (zipWith (\(x, y) (x', y') -> x * y' - x' * y) <*> tail) $ boundary steps in a + 1 + sum (map snd steps) `quot` 2 -- Pick's theorem part1, part2 :: [(Char, Int, String)] -> Int part1 = area . map (\(d, n, _) -> (d, n)) part2 = area . map (\(_, _, c) -> decode c) where decode s = ("RDLU" !! digitToInt (last s), read $ "0x" ++ init s) main = do input <- map readInput . lines <$> readFile "input18" print $ part1 input print $ part2 input