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//! # Amphipod
//!
//! Our high level approach is an [A*](https://en.wikipedia.org/wiki/A*_search_algorithm) search
//! over all possible burrow states. Three techniques are used to speed things up.
//!
//! Firstly a good choice of heuristic is crucial. The heuristic used has the following
//! characteristics:
//! * Exactly correct for optimal moves.
//! * Cheap to update on each subsequent move.
//!
//! Secondly pruning states to reduce the search space is very beneficial. Two approaches are used:
//! * A cache of previously seen states. If amphipods are in the same position but with a higher
//! cost then the current state will never be optimal and can be pruned.
//! * Detecting deadlocked states where an amphipod in the hallway prevents any possible solution.
//! Exploring any further is a waste of time.
//!
//! Thirdly low level bit manipulation is used to represent the burrow state size compactly
//! in only 16 bytes for faster copying and hashing.
use crate::util::hash::*;
use crate::util::heap::*;
use std::array::from_fn;
use std::hash::*;
/// The values of `A`, `B`, `C` and `D` are used heavily to calculate room indices.
const A: usize = 0;
const B: usize = 1;
const C: usize = 2;
const D: usize = 3;
const ROOM: usize = 4;
const EMPTY: usize = 5;
const COST: [usize; 4] = [1, 10, 100, 1000];
/// Pack the room state into only 2 bytes.
///
/// We use 3 bits for each amphipod plus a marker bit for a maximum of 13 bits. The room is a
/// stack with the amphipod closest to the hallway in the least significant position.
///
/// The marker bit is used to determine how full a room is and to disambiguate empty from the `A`
/// type.
///
/// Some example rooms:
/// * Empty room `0000000000000001`
/// * Room with two `A`s `0000000001000000`
/// * Room with `ABCD` where `A` is closest to hallway `0001011010001000`
#[derive(Copy, Clone, PartialEq, Eq, Hash)]
struct Room {
packed: u16,
}
impl Room {
/// Pack state into a compact `u16` representation.
fn new(spaces: [usize; 4]) -> Room {
let packed = (1 << 12) | (spaces[0] << 9) | (spaces[1] << 6) | (spaces[2] << 3) | spaces[3];
Room { packed: packed as u16 }
}
/// The marker bit is always in the most significant position, so can be used to find out the
/// size of a room.
fn size(self) -> usize {
((15 - self.packed.leading_zeros()) / 3) as usize
}
/// Find the type of an amphipod closest to the hallway.
fn peek(self) -> Option<usize> {
(self.packed > 1).then_some((self.packed & 0b111) as usize)
}
/// Remove the top amphipod.
fn pop(&mut self) -> usize {
let pod = (self.packed & 0b111) as usize;
self.packed >>= 3;
pod
}
/// A room is "open" if amphipods of that type can move to it. This means that it must be
/// empty or only already contain amphipods of that type.
///
/// We use a multiplication by a constant to figure out the bit pattern. For example a room
/// with three `B`s would have a bit pattern of `0000001001001001` which is the marker bit
/// plus B << 6 + B << 3 + B << 0 = B * 64 + B * 8 + B = B * 73.
fn open(self, kind: usize) -> bool {
self.packed == 1
|| self.packed == (1 << 3) + (kind as u16) // 1
|| self.packed == (1 << 6) + (kind as u16 * 9) // 8 + 1
|| self.packed == (1 << 9) + (kind as u16 * 73) // 64 + 8 + 1
|| self.packed == (1 << 12) + (kind as u16 * 585) // 512 + 64 + 8 + 1
}
/// Return an amphipod to the correct room.
fn push(&mut self, kind: usize) {
self.packed = (self.packed << 3) | (kind as u16);
}
/// Returns the amphipod at a specific index from the *bottom* of the burrow.
/// 0 is the bottom amphipod furthest from the hallway, 1 the next closest and so on.
fn spaces(self, index: usize) -> usize {
let adjusted = 3 * (self.size() - 1 - index);
((self.packed >> adjusted) & 0b111) as usize
}
}
/// Pack the state of the hallway into a `usize`. Each hallway position is represented by a nibble
/// with the pod type (plus additionally empty or room entrance markers) for a total of 44 bits.
#[derive(Copy, Clone, PartialEq, Eq, Hash)]
struct Hallway {
packed: usize,
}
impl Hallway {
/// The initial hallway is empty. Room entrances are marked as type 4.
fn new() -> Hallway {
Hallway { packed: 0x55454545455 }
}
/// Find the amphipod at a specific location.
fn get(self, index: usize) -> usize {
(self.packed >> (index * 4)) & 0xf
}
/// Updated the amphipod at a specific location.
fn set(&mut self, index: usize, value: usize) {
let mask = !(0xf << (index * 4));
let value = value << (index * 4);
self.packed = (self.packed & mask) | value;
}
}
/// Combine hallway and four rooms into a complete burrow representation in only
/// 8 + 4 * 2 = 16 bytes.
#[derive(Copy, Clone, PartialEq, Eq, Hash)]
struct Burrow {
hallway: Hallway,
rooms: [Room; 4],
}
impl Burrow {
fn new(rooms: [[usize; 4]; 4]) -> Burrow {
Burrow { hallway: Hallway::new(), rooms: from_fn(|i| Room::new(rooms[i])) }
}
}
/// Subtracts the ASCII value of `A` from each character of the input so that amphipod values
/// match the constants defined above.
pub fn parse(input: &str) -> Vec<Vec<usize>> {
input
.lines()
.map(|line| line.bytes().map(|b| b.saturating_sub(b'A') as usize).collect())
.collect()
}
/// Part one is a special case of the full burrow where two amphipods of each type are already
/// in the correct position in each room.
pub fn part1(input: &[Vec<usize>]) -> usize {
let burrow = Burrow::new([
[A, A, input[3][3], input[2][3]],
[B, B, input[3][5], input[2][5]],
[C, C, input[3][7], input[2][7]],
[D, D, input[3][9], input[2][9]],
]);
organize(burrow)
}
/// Part two adds the middle amphipods as specified in the problem statement.
pub fn part2(input: &[Vec<usize>]) -> usize {
let burrow = Burrow::new([
[input[3][3], D, D, input[2][3]],
[input[3][5], B, C, input[2][5]],
[input[3][7], A, B, input[2][7]],
[input[3][9], C, A, input[2][9]],
]);
organize(burrow)
}
/// A* search over all possible burrow states until we find the lowest cost to organize.
///
/// Each state is processed in one of two phases, "condense" or "expand".
///
/// In condense, ampihpods move from the hallway or another burrow directly to their home burrow.
/// Multiple moves are combined if possible and each burrow is tried from left to right.
/// In terms of energy this is always an optimal move.
///
/// If no moves to home burrows are possible then the expand phase moves amphipods into the
/// hallway.
fn organize(burrow: Burrow) -> usize {
let mut todo = MinHeap::with_capacity(20_000);
let mut seen = FastMap::with_capacity(20_000);
// Initial calculation of the heuristic is expensive but future updates will be cheap.
todo.push(best_possible(&burrow), burrow);
while let Some((energy, mut burrow)) = todo.pop() {
let open: [bool; 4] = from_fn(|i| burrow.rooms[i].open(i));
// Process each burrow that is open in left to right order. More than one amphipod may move.
let mut changed = false;
for (i, &open) in open.iter().enumerate() {
if open && burrow.rooms[i].size() < 4 {
let offset = 2 + 2 * i;
let forward = (offset + 1)..11;
let reverse = (0..offset).rev();
changed |= condense(&mut burrow, i, forward);
changed |= condense(&mut burrow, i, reverse);
}
}
if changed {
// If amphipods moved back to their home burrow in the condense phase then
// check if we're fully organized.
if burrow.rooms.iter().enumerate().all(|(i, r)| open[i] && r.size() == 4) {
return energy;
}
// Moving back to home burrow does not change total energy due to the way the
// heuristic is calculated. For example if we have spent 100 energy and the heuristic
// is 100, spending 10 to move an amphipod would result in 110 energy spent and a
// heuristic of 90.
let min = seen.get(&burrow).unwrap_or(&usize::MAX);
if energy < *min {
todo.push(energy, burrow);
seen.insert(burrow, energy);
}
} else {
// If no amphipods can return to their home burrow then fan out into multiple states
// by moving the top amphipod from each burrow into the hallway.
for (i, &open) in open.iter().enumerate() {
if !open {
let offset = 2 + 2 * i;
let forward = (offset + 1)..11;
let reverse = (0..offset).rev();
expand(&mut todo, &mut seen, burrow, energy, i, forward);
expand(&mut todo, &mut seen, burrow, energy, i, reverse);
}
}
}
}
unreachable!()
}
/// Heuristic of the lowest possible energy to organize the burrow. Assumes that amphipods can
/// move through the hallway unblocked.
fn best_possible(burrow: &Burrow) -> usize {
let mut energy = 0;
// How many of each kind are outside their home burrow. Used to adjust the energy needed
// to move. The first amphipod will need to move all the way to the bottom, but the next
// will only need to move 1 space less.
let mut need_to_move = [0; 4];
for (original_kind, room) in burrow.rooms.iter().enumerate() {
let mut blocker = false;
// Search from bottom to top
for depth in 0..room.size() {
let kind = room.spaces(depth);
if kind != original_kind {
// Any amphipod above us will need to move out of the way.
blocker = true;
need_to_move[kind] += 1;
// Calculate the energy to return directly to our home burrow
// taking into account how many other amphipods of our kind also need to move.
let up = 4 - depth;
let across = 2 * kind.abs_diff(original_kind); // Distance between rooms.
let down = need_to_move[kind];
energy += COST[kind] * (up + across + down);
} else if blocker {
// Even though we're in our home burrow we need to move out of the way of a lower
// amphipod of a different kind.
need_to_move[kind] += 1;
// Calculate the energy assuming we can move to one of the nearest hallway
// spaces on either side.
let up = 4 - depth;
let across = 2; // Nearest spot then back
let down = need_to_move[kind];
energy += COST[kind] * (up + across + down);
}
}
}
energy
}
/// Starting from a burrow of a specific kind, searches the hallway and other rooms from either
/// left or right direction, returning all amphipods of that kind to the burrow.
/// Stops searching immediately if blocked.
fn condense(burrow: &mut Burrow, kind: usize, iter: impl Iterator<Item = usize>) -> bool {
let mut changed = false;
for hallway_index in iter {
match burrow.hallway.get(hallway_index) {
// Skip over empty spaces.
EMPTY => (),
// Move as many amphipods as possible from the room to their home burrow.
ROOM => {
let room_index = (hallway_index - 2) / 2;
while burrow.rooms[room_index].peek() == Some(kind) {
burrow.rooms[room_index].pop();
burrow.rooms[kind].push(kind);
changed = true;
}
}
// Move from hallway to home burrow.
pod if pod == kind => {
burrow.hallway.set(hallway_index, EMPTY);
burrow.rooms[kind].push(kind);
changed = true;
}
// We're blocked from any further progress in this direction.
_ => break,
}
}
changed
}
/// Searches the hallway in either the right or left direction, pushing a new state to the
/// priority queue if it's possible to place an amphipod there.
fn expand(
todo: &mut MinHeap<usize, Burrow>,
seen: &mut FastMap<Burrow, usize>,
mut burrow: Burrow,
energy: usize,
room_index: usize,
iter: impl Iterator<Item = usize>,
) {
let kind = burrow.rooms[room_index].pop();
for hallway_index in iter {
match burrow.hallway.get(hallway_index) {
// Amphipods can't stop directly outside rooms.
ROOM => (),
// Check each empty space
EMPTY => {
let mut next = burrow;
next.hallway.set(hallway_index, kind);
// If this move would result in a state that can never be finished then prune early.
if deadlock_left(&next)
|| deadlock_right(&next)
|| deadlock_room(&next, 0)
|| deadlock_room(&next, 1)
|| deadlock_room(&next, 2)
|| deadlock_room(&next, 3)
{
continue;
}
// If the destination is outside of the direct path from our current burrow
// to our home burrow then add the extra energy to move there *and back* to the
// heuristic.
let start = 2 + 2 * room_index;
let end = 2 + 2 * kind;
let adjust = if start == end {
// If in our home burrow but moving out of the way of another kind,
// then assume the minimum possible distance of 1 place to either the
// left or right in the hallway.
let across = hallway_index.abs_diff(start);
across - 1
} else {
let lower = start.min(end);
let upper = start.max(end);
// One of these expressions will be zero depending on direction.
lower.saturating_sub(hallway_index) + hallway_index.saturating_sub(upper)
};
let extra = COST[kind] * 2 * adjust;
// Critical optimization. If we're not in our home burrow then we must move out of
// the way otherwise we'd become a blocker.
if kind != room_index && extra == 0 {
continue;
}
// Check that we haven't already seen this state before with lower energy
// in order to prune suboptimal duplicates.
let next_energy = energy + extra;
let min = seen.get(&next).unwrap_or(&usize::MAX);
if next_energy < *min {
todo.push(next_energy, next);
seen.insert(next, next_energy);
}
}
// We're blocked from any further progress in this direction.
_ => break,
}
}
}
/// Checks for a situation where an `A` amphipod can block other amphipods in the leftmost burrow.
///
/// For example:
/// ```none
/// #############
/// #...A.......#
/// ### #.#.#.###
/// #A#.#.#.#
/// #A#.#.#.#
/// #B#.#.#.#
/// #########
/// ```
///
/// The top two `A`s can move into the left hallways spaces but the `B` will then be stuck
/// and we'll never be able to organize the burrow completely.
fn deadlock_left(burrow: &Burrow) -> bool {
let room = &burrow.rooms[0];
let size = room.size();
burrow.hallway.get(3) == A && size >= 3 && room.spaces(size - 3) != A
}
/// Mirror image situation to `deadlock_left` where a `D` amphipod could block others.
///
/// For example:
/// ```none
/// #############
/// #.......D...#
/// ###.#.#.#A###
/// #.#.#.#B#
/// #.#.#.#C#
/// #.#.#.#D#
/// #########
/// ```
///
/// The hallway has room for the top two amphipods but the `D` prevents the bottom two
/// from returning to their home burrow.
fn deadlock_right(burrow: &Burrow) -> bool {
let room = &burrow.rooms[3];
let size = room.size();
burrow.hallway.get(7) == D && size >= 3 && room.spaces(size - 3) != D
}
/// Detects situation where amphipods in the hallway need to move past each other but
/// mutually block any further progress.
///
/// For example:
/// ```none
/// #############
/// #.....D.A...#
/// ###.#.#.#.###
/// #.#.#.#.#
/// #.#.#C#.#
/// #.#.#C#.#
/// #########
/// ```
///
/// In this situation, neither `A` nor `D` can move into `C`'s room but also block each other
/// from returning to their home burrow.
///
/// Another example:
/// ```none
/// #############
/// #.....C.A...#
/// ###.#.#.#.###
/// #.#.#.#.#
/// #.#.#B#.#
/// #.#.#C#.#
/// #########
/// ```
/// In this situation `C` blocks `A` from returning to its home burrow and `B` is also blocked
/// from moving out of the way.
fn deadlock_room(burrow: &Burrow, kind: usize) -> bool {
let left_kind = burrow.hallway.get(1 + 2 * kind);
let right_kind = burrow.hallway.get(3 + 2 * kind);
left_kind != EMPTY
&& right_kind != EMPTY
&& left_kind >= kind
&& right_kind <= kind
&& !(burrow.rooms[kind].open(kind) && (kind == right_kind || kind == left_kind))
}