aoc/year2020/
day20.rs

1//! # Jurassic Jigsaw
2//!
3//! At first this seems like a daunting problem. However, a little analysis shows that the input
4//! has some nice properties that make solving this more tractable.
5//!
6//! * Tile edges match with at most one other tile
7//! * The forward and reverse tile edges form two distinct sets of 312 values with no overlap.
8//!
9//! Tiles can be flipped and rotated for a total of 8 possible permutations each. When parsing
10//! the tiles we store all 8 edge possibilities to enable assembling the jigsaw in part two. For
11//! performance we avoid transforming the inner 8x8 pixels until we have determined the
12//! layout of the grid.
13//!
14//! ## Part One
15//!
16//! First we calculate the frequency of each edge, both forward and backward as tiles can be in
17//! any orientation. As there are only 2¹⁰ or 1024 possible edge values we can use an array instead of a
18//! hash table for speed, converting the edges into a binary number to index the array.
19//!
20//! This results in 96 values that occur once and 528 values that occur twice. Then for every tile
21//! we sum the frequency of each edge. Corner tiles will have two edges that only occur once, not
22//! matching with any other tile, for a total of 1 + 1 + 2 + 2 = 6.
23//!
24//! Other edge tiles have a total of 1 + 2 + 2 + 2 = 7 and inner tiles a total of 2 + 2 + 2 + 2 = 8.
25//!
26//! ## Part Two
27//!
28//! First we arbitrarily pick any corner tile that is oriented so that its unique edges are facing
29//! top and left. Then we proceed row by row, looking up the next tile to the right. Each time
30//! we find a tile we remove it from the remaining tiles, so that looking up a tile is always a
31//! very fast constant time `O(1)` operation.
32//!
33//! The complete picture is stored as an array of `u128` values as the tiles form a square 12 wide,
34//! for a total of 12 × 8 = 96 pixels. As we add each tile, we convert its pixels into a `u8` binary
35//! number and left shift to add to the existing pixels.
36//!
37//! When finding the monsters we make some further assumptions about the input:
38//!
39//! * The monsters will all be oriented the same way
40//! * Monsters will not overlap with each other.
41//!
42//! For speed the monster bit patterns are rotated and flipped instead of the image, then stored
43//! in hardcoded arrays. The search ends as soon as we find monsters in any orientation.
44use crate::util::parse::*;
45use std::array::from_fn;
46
47pub struct Tile {
48    id: u64,
49    top: [usize; 8],
50    left: [usize; 8],
51    bottom: [usize; 8],
52    right: [usize; 8],
53    pixels: [[u8; 10]; 10],
54}
55
56impl Tile {
57    // O = Original
58    // H = Flip horizontal
59    // V = Flip vertical
60    // R = Rotate clockwise 90 degrees
61    // Sequence: [O, H, V, HV, R, RH, RV, RHV]
62    const COEFFICIENTS: [[i32; 6]; 8] = [
63        [1, 0, 1, 0, 1, 1],
64        [-1, 0, 8, 0, 1, 1],
65        [1, 0, 1, 0, -1, 8],
66        [-1, 0, 8, 0, -1, 8],
67        [0, 1, 1, -1, 0, 8],
68        [0, 1, 1, 1, 0, 1],
69        [0, -1, 8, -1, 0, 8],
70        [0, -1, 8, 1, 0, 1],
71    ];
72
73    fn from(chunk: &[&str]) -> Tile {
74        let id = (&chunk[0][5..9]).unsigned();
75
76        let pixels: [[u8; 10]; 10] = from_fn(|i| chunk[i + 1].as_bytes().try_into().unwrap());
77
78        // The ASCII code for "#" 35 is odd and the code for "." 46 is even
79        // so we can convert to a 1 or 0 bit using bitwise AND with 1.
80        let binary = |row: usize, col: usize| (pixels[row][col] & 1) as usize;
81        let mut t = 0;
82        let mut l = 0;
83        let mut b = 0;
84        let mut r = 0;
85
86        for i in 0..10 {
87            t = (t << 1) | binary(0, i);
88            l = (l << 1) | binary(i, 0);
89            b = (b << 1) | binary(9, i);
90            r = (r << 1) | binary(i, 9);
91        }
92
93        let reverse = |edge: usize| edge.reverse_bits() >> 54;
94        let rt = reverse(t);
95        let rl = reverse(l);
96        let rb = reverse(b);
97        let rr = reverse(r);
98
99        // Same transform sequence as coefficients:
100        // [O, H, V, HV, R, RH, RV, RHV]
101        let top = [t, rt, b, rb, rl, l, rr, r];
102        let left = [l, r, rl, rr, b, t, rb, rt];
103        let bottom = [b, rb, t, rt, rr, r, rl, l];
104        let right = [r, l, rr, rl, t, b, rt, rb];
105
106        Tile { id, top, left, bottom, right, pixels }
107    }
108
109    // Coefficients allow us to reuse the loop logic for each of the 8 possible permutations.
110    fn transform(&self, image: &mut [u128], permutation: usize) {
111        let [a, b, c, d, e, f] = Self::COEFFICIENTS[permutation];
112
113        for row in 0..8 {
114            let mut acc = 0;
115
116            for col in 0..8 {
117                let x = a * col + b * row + c;
118                let y = d * col + e * row + f;
119                let b = self.pixels[y as usize][x as usize];
120                acc = (acc << 1) | (b & 1);
121            }
122
123            image[row as usize] = (image[row as usize] << 8) | (acc as u128);
124        }
125    }
126}
127
128pub fn parse(input: &str) -> Vec<Tile> {
129    let lines: Vec<_> = input.lines().collect();
130    lines.chunks(12).map(Tile::from).collect()
131}
132
133pub fn part1(input: &[Tile]) -> u64 {
134    let mut freq = [0; 1024];
135    let mut result = 1;
136
137    for tile in input {
138        for edge in tile.top {
139            freq[edge] += 1;
140        }
141    }
142
143    for tile in input {
144        // Any orientation will do, pick the first.
145        let total =
146            freq[tile.top[0]] + freq[tile.left[0]] + freq[tile.bottom[0]] + freq[tile.right[0]];
147        if total == 6 {
148            result *= tile.id;
149        }
150    }
151
152    result
153}
154
155pub fn part2(input: &[Tile]) -> u32 {
156    // Store mapping of tile edges to tile index in order to allow
157    // constant time lookup by edge when assembling the jigsaw.
158    let mut edge_to_tile = [[0; 2]; 1024];
159    let mut freq = [0; 1024];
160    let mut placed = [false; 1024];
161
162    for (i, tile) in input.iter().enumerate() {
163        for edge in tile.top {
164            edge_to_tile[edge][freq[edge]] = i;
165            freq[edge] += 1;
166        }
167    }
168
169    let mut find_arbitrary_corner = || {
170        for tile in input {
171            for j in 0..8 {
172                if freq[tile.top[j]] == 1 && freq[tile.left[j]] == 1 {
173                    freq[tile.top[j]] += 1;
174                    return tile.top[j];
175                }
176            }
177        }
178        unreachable!()
179    };
180    let mut find_matching_tile = |edge: usize| {
181        let [first, second] = edge_to_tile[edge];
182        let next = if placed[first] { second } else { first };
183        placed[next] = true;
184        &input[next]
185    };
186
187    // Assemble the image.
188    let mut next_top = find_arbitrary_corner();
189    let mut image = [0; 96];
190    let mut index = 0;
191
192    while freq[next_top] == 2 {
193        let tile = find_matching_tile(next_top);
194        let permutation = (0..8).position(|i| tile.top[i] == next_top).unwrap();
195        tile.transform(&mut image[index..], permutation);
196        next_top = tile.bottom[permutation];
197
198        let mut next_left = tile.right[permutation];
199
200        while freq[next_left] == 2 {
201            let tile = find_matching_tile(next_left);
202            let permutation = (0..8).position(|i| tile.left[i] == next_left).unwrap();
203            tile.transform(&mut image[index..], permutation);
204            next_left = tile.right[permutation];
205        }
206
207        index += 8;
208    }
209
210    // Common search logic.
211    let sea: u32 = image.iter().map(|n| n.count_ones()).sum();
212    let find = |monster: &mut [u128], width: usize, height: usize| {
213        let mut rough = sea;
214
215        for _ in 0..(96 - width + 1) {
216            for window in image.windows(height) {
217                if monster.iter().enumerate().all(|(i, &n)| n & window[i] == n) {
218                    rough -= 15;
219                }
220            }
221            monster.iter_mut().for_each(|n| *n <<= 1);
222        }
223
224        (rough < sea).then_some(rough)
225    };
226
227    // Transform the monsters instead of the image.
228    // Hardcoded bit patterns for [O, H, V, HV].
229    let mut monsters = [
230        [0b00000000000000000010, 0b10000110000110000111, 0b01001001001001001000],
231        [0b01001001001001001000, 0b10000110000110000111, 0b00000000000000000010],
232        [0b01000000000000000000, 0b11100001100001100001, 0b00010010010010010010],
233        [0b00010010010010010010, 0b11100001100001100001, 0b01000000000000000000],
234    ];
235
236    for monster in &mut monsters {
237        if let Some(rough) = find(monster, 20, 3) {
238            return rough;
239        }
240    }
241
242    // Hardcoded bit patterns for [R, RH, RV, RHV].
243    let mut monsters = [
244        [2, 4, 0, 0, 4, 2, 2, 4, 0, 0, 4, 2, 2, 4, 0, 0, 4, 2, 3, 2],
245        [2, 3, 2, 4, 0, 0, 4, 2, 2, 4, 0, 0, 4, 2, 2, 4, 0, 0, 4, 2],
246        [2, 1, 0, 0, 1, 2, 2, 1, 0, 0, 1, 2, 2, 1, 0, 0, 1, 2, 6, 2],
247        [2, 6, 2, 1, 0, 0, 1, 2, 2, 1, 0, 0, 1, 2, 2, 1, 0, 0, 1, 2],
248    ];
249
250    for monster in &mut monsters {
251        if let Some(rough) = find(monster, 3, 20) {
252            return rough;
253        }
254    }
255
256    unreachable!()
257}