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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 (t, l, b, r) = (0..10).fold((0, 0, 0, 0), |(t, l, b, r), i| {
82            (
83                (t << 1) | binary(0, i),
84                (l << 1) | binary(i, 0),
85                (b << 1) | binary(9, i),
86                (r << 1) | binary(i, 9),
87            )
88        });
89
90        let reverse = |edge: usize| edge.reverse_bits() >> 54;
91        let rt = reverse(t);
92        let rl = reverse(l);
93        let rb = reverse(b);
94        let rr = reverse(r);
95
96        // Same transform sequence as coefficients:
97        // [O, H, V, HV, R, RH, RV, RHV]
98        let top = [t, rt, b, rb, rl, l, rr, r];
99        let left = [l, r, rl, rr, b, t, rb, rt];
100        let bottom = [b, rb, t, rt, rr, r, rl, l];
101        let right = [r, l, rr, rl, t, b, rt, rb];
102
103        Tile { id, top, left, bottom, right, pixels }
104    }
105
106    // Coefficients allow us to reuse the loop logic for each of the 8 possible permutations.
107    fn transform(&self, image: &mut [u128], permutation: usize) {
108        let [a, b, c, d, e, f] = Self::COEFFICIENTS[permutation];
109
110        for row in 0..8 {
111            let mut acc = 0;
112
113            for col in 0..8 {
114                let x = a * col + b * row + c;
115                let y = d * col + e * row + f;
116                let b = self.pixels[y as usize][x as usize];
117                acc = (acc << 1) | (b & 1);
118            }
119
120            image[row as usize] = (image[row as usize] << 8) | (acc as u128);
121        }
122    }
123}
124
125pub fn parse(input: &str) -> Vec<Tile> {
126    let lines: Vec<_> = input.lines().collect();
127    lines.chunks(12).map(Tile::from).collect()
128}
129
130pub fn part1(input: &[Tile]) -> u64 {
131    let mut freq = [0; 1024];
132    let mut result = 1;
133
134    for tile in input {
135        for edge in tile.top {
136            freq[edge] += 1;
137        }
138    }
139
140    for tile in input {
141        // Any orientation will do, pick the first.
142        let total =
143            freq[tile.top[0]] + freq[tile.left[0]] + freq[tile.bottom[0]] + freq[tile.right[0]];
144        if total == 6 {
145            result *= tile.id;
146        }
147    }
148
149    result
150}
151
152pub fn part2(input: &[Tile]) -> u32 {
153    // Store mapping of tile edges to tile index in order to allow
154    // constant time lookup by edge when assembling the jigsaw.
155    let mut edge_to_tile = [[0; 2]; 1024];
156    let mut freq = [0; 1024];
157    let mut placed = [false; 1024];
158
159    for (i, tile) in input.iter().enumerate() {
160        for edge in tile.top {
161            edge_to_tile[edge][freq[edge]] = i;
162            freq[edge] += 1;
163        }
164    }
165
166    let mut find_arbitrary_corner = || {
167        for tile in input {
168            for j in 0..8 {
169                if freq[tile.top[j]] == 1 && freq[tile.left[j]] == 1 {
170                    freq[tile.top[j]] += 1;
171                    return tile.top[j];
172                }
173            }
174        }
175        unreachable!()
176    };
177    let mut find_matching_tile = |edge: usize| {
178        let [first, second] = edge_to_tile[edge];
179        let next = if placed[first] { second } else { first };
180        placed[next] = true;
181        &input[next]
182    };
183
184    // Assemble the image.
185    let mut next_top = find_arbitrary_corner();
186    let mut image = [0; 96];
187    let mut index = 0;
188
189    while freq[next_top] == 2 {
190        let tile = find_matching_tile(next_top);
191        let permutation = (0..8).position(|i| tile.top[i] == next_top).unwrap();
192        tile.transform(&mut image[index..], permutation);
193        next_top = tile.bottom[permutation];
194
195        let mut next_left = tile.right[permutation];
196
197        while freq[next_left] == 2 {
198            let tile = find_matching_tile(next_left);
199            let permutation = (0..8).position(|i| tile.left[i] == next_left).unwrap();
200            tile.transform(&mut image[index..], permutation);
201            next_left = tile.right[permutation];
202        }
203
204        index += 8;
205    }
206
207    // Common search logic.
208    let sea: u32 = image.iter().map(|n| n.count_ones()).sum();
209    let find = |monster: &mut [u128], width: usize, height: usize| {
210        let mut rough = sea;
211
212        for _ in 0..(96 - width + 1) {
213            for window in image.windows(height) {
214                if monster.iter().enumerate().all(|(i, &n)| n & window[i] == n) {
215                    rough -= 15;
216                }
217            }
218            monster.iter_mut().for_each(|n| *n <<= 1);
219        }
220
221        (rough < sea).then_some(rough)
222    };
223
224    // Transform the monsters instead of the image.
225    // Hardcoded bit patterns for [O, H, V, HV].
226    let mut monsters = [
227        [0b00000000000000000010, 0b10000110000110000111, 0b01001001001001001000],
228        [0b01001001001001001000, 0b10000110000110000111, 0b00000000000000000010],
229        [0b01000000000000000000, 0b11100001100001100001, 0b00010010010010010010],
230        [0b00010010010010010010, 0b11100001100001100001, 0b01000000000000000000],
231    ];
232
233    for monster in &mut monsters {
234        if let Some(rough) = find(monster, 20, 3) {
235            return rough;
236        }
237    }
238
239    // Hardcoded bit patterns for [R, RH, RV, RHV].
240    let mut monsters = [
241        [2, 4, 0, 0, 4, 2, 2, 4, 0, 0, 4, 2, 2, 4, 0, 0, 4, 2, 3, 2],
242        [2, 3, 2, 4, 0, 0, 4, 2, 2, 4, 0, 0, 4, 2, 2, 4, 0, 0, 4, 2],
243        [2, 1, 0, 0, 1, 2, 2, 1, 0, 0, 1, 2, 2, 1, 0, 0, 1, 2, 6, 2],
244        [2, 6, 2, 1, 0, 0, 1, 2, 2, 1, 0, 0, 1, 2, 2, 1, 0, 0, 1, 2],
245    ];
246
247    for monster in &mut monsters {
248        if let Some(rough) = find(monster, 3, 20) {
249            return rough;
250        }
251    }
252
253    unreachable!()
254}