Age | Commit message (Collapse) | Author |
|
Like the later puzzles
|
|
Like the later puzzles
|
|
Like the later puzzles
|
|
Like the later puzzles
|
|
|
|
|
|
|
|
|
|
|
|
|
|
It produces *a* result for each blueprint, but not the best result.
I feel like that's a hard problem. The number of decisions about what to
build when over 24 iterations explodes so much that you can't
brute-force the optimal geode count.
Either there's a way of pruning possibilities that I've not thought of,
or there's a pretty good heuristic you can get from the blueprint about
the proportions of how many of each type of material you want to be
producing, that you can pick what to build and get a geode count that
doesn't deviate from optimal in only 24 iterations.
One other possibility is transforming this puzzle into a SAT format and
letting a SAT solver attack it, with its ability to prune decision trees
effectively. But I don't have any actual experience with those, and I'm
not sure I have time to figure that out for AoC.
https://en.wikipedia.org/wiki/SAT_solver
|
|
|
|
|
|
That was a tough one. Still takes 2.5s on my hardware. Should be able to
multithread the permuation search at some point, if I want to.
|
|
|
|
|
|
Gets correct answer for test input, but wrong answer (5711) for main
input. The problem is, I don't know where it's going wrong, and the
inputs are complicated, so tracking down the source of the problem is
going to be a major pain.
Wish I hadn't put this off for most of the day, and had more time to
look at it now.
|
|
|
|
|
|
|
|
Apparently the answer it gets for the full input (5736) is wrong. The
answer for the test input (13) is right though.
Added a bunch of debugging logic, to try and see *where* it's going
wrong, but I can't see it so far. This one is interesting.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|