def find(self, debugger: Debugger = Debugger(enabled=False)) -> Paths: def reporting_format(_: Debugger, message: str) -> str: return ( f"{message} ({len(paths)} found, {len(seen)} seen, " f"{len(stack)} in stack)" ) paths = [] stack: List[CaveFinderStateT] = [self.get_state_class().make_initial()] seen = {stack[0]} with debugger.adding_extra_report_format(reporting_format): debugger.default_report("Looking...") while debugger.step_if(stack): debugger.default_report_if("Looking...") state = stack.pop(0) for next_state in state.get_next_states(self.system.graph): if next_state in seen: continue seen.add(next_state) if next_state.is_terminal: paths.append(next_state.path) continue stack.append(next_state) debugger.default_report("Finished looking") return paths
def __mul__( self, count: int, debugger: Debugger = Debugger(enabled=False), ) -> "ModuloShuffle": cls = type(self) if count < 0: raise Exception(f"Cannot calculate negative count shuffle") # noinspection PyArgumentList total = cls( factor=1, offset=0, size=self.size, ) power_shuffle = self power = 1 remaining_count = count debugger.default_report( f"Remaining {math.ceil(math.log2(remaining_count))} rounds " f"({remaining_count}, {bin(remaining_count)})") while debugger.step_if(remaining_count): debugger.default_report_if( f"Remaining {math.ceil(math.log2(remaining_count))} rounds " f"({remaining_count}, {bin(remaining_count)})") if remaining_count % 2: total = total + power_shuffle remaining_count //= 2 power *= 2 power_shuffle = power_shuffle + power_shuffle return total
def solve( self, node_set: 'NodeSetExtended', target: Point2D = Point2D.ZERO_POINT, debugger: Debugger = Debugger(enabled=False), ) -> List['NodeSetExtended']: stack = [node_set] previous_map: PreviousMap = {node_set: None} duplicate_count = 0 debugger.reset() target_position_map = self.get_target_positions(node_set) debugger.reset() while debugger.step_if(stack): current_node_set = stack.pop(0) next_states = self.get_next_states( current_node_set, target_position_map) for next_node_set in next_states: if next_node_set in previous_map: duplicate_count += 1 continue previous_map[next_node_set] = current_node_set if next_node_set.position == target: return self.get_solution(next_node_set, previous_map) stack.append(next_node_set) if debugger.should_report(): debugger.default_report( f"stack: {len(stack)}, pruned: {duplicate_count}") raise Exception(f"Could not find solution")
def find_minimum_cost_to_organise( self, debugger: Debugger = Debugger(enabled=False), ) -> int: """ >>> Maze.from_maze_text(''' ... ############# ... #...........# ... ###B#C#B#D### ... #A#D#C#A# ... ######### ... ''').find_minimum_cost_to_organise() 12521 """ stack = [(0, 0, self)] seen_cost = {self: 0} min_cost: Optional[int] = None while debugger.step_if(stack): move_count, cost, maze = stack.pop(0) if seen_cost[maze] < cost: continue next_move_count = move_count + 1 next_stack = [] for move_cost, next_maze in maze.get_next_moves(): next_cost = cost + move_cost if seen_cost.get(next_maze, next_cost + 1) <= next_cost: continue if min_cost is not None and min_cost <= next_cost: continue next_stack.append((next_move_count, next_cost, next_maze)) if not next_stack: continue max_next_finish_count = max( next_maze.finish_count for _, _, next_maze in next_stack ) for next_move_count, next_cost, next_maze in next_stack: if next_maze.finish_count < max_next_finish_count: continue if next_maze.finished: min_cost = next_cost continue stack.append((next_move_count, next_cost, next_maze)) seen_cost[next_maze] = next_cost if debugger.should_report(): debugger.default_report( f"{len(stack)} in stack, seen {len(seen_cost)}, " f"last move count is {move_count}, last cost is {cost}, " f"min cost is {min_cost}, last maze is:\n{maze}\n" ) debugger.default_report( f"{len(stack)} in stack, seen {len(seen_cost)}, " f"min cost is {min_cost}" ) if min_cost is None: raise Exception(f"Could not find end state") return min_cost
def solve( self, debugger: Debugger = Debugger(enabled=False), ) -> "QuantumGameSearch": while not debugger.step_if(self.finished): self.advance_once() debugger.default_report_if( f"Done {self.move_count} moves, with " f"{len(self.residual_state_counts)} remaining states, " f"currently {self.player_1_wins} vs {self.player_2_wins}") return self
def find_min_mana_necessary( self, debugger: Debugger = Debugger(enabled=False), ) -> int: def reporting_format(_: Debugger, message: str) -> str: if min_mana_spent is None: min_mana_spent_str = "no winner yet" else: min_mana_spent_str = f"best is {min_mana_spent}" return f"{message} ({min_mana_spent_str}, {len(stack)} in stack)" with debugger.adding_extra_report_format(reporting_format): stack = [deepcopy(self)] min_mana_spent = None min_mana_game = None debugger.default_report_if("Searching for a winning game...") while debugger.step_if(stack): debugger.default_report_if("Searching for a winning game...") game = stack.pop(0) if min_mana_spent is not None \ and game.player.mana_spent >= min_mana_spent: continue next_games = game.get_next_games(debugger) for next_game in next_games: if (min_mana_spent is not None and next_game.player.mana_spent >= min_mana_spent): continue if next_game.winner == CharacterEnum.Player: min_mana_spent = next_game.player.mana_spent min_mana_game = next_game debugger.report(f"Better game found: {min_mana_spent}") stack.append(next_game) debugger.default_report(f"Finished searching") if min_mana_spent is None: raise Exception(f"Could not find a winning game") options_played_str = ', '.join( option.name for option in min_mana_game.options_played if isinstance(option, SpellEnum)) debugger.report(f"Min mana game moves: {options_played_str}") return min_mana_spent
def measure_distances( self, debugger: Debugger = Debugger(enabled=False), ) -> None: while debugger.step_if(self.stack): should_report = debugger.should_report() debugger.default_report_if( f"Seen {len(self.distances)}, {len(self.stack)} in stack, " f"target risk is {self.distances.get(self.target)}") if should_report: debugger.report(str(self)) state = self.stack.pop(0) if state.distance > self.distances[state.position]: continue for next_state in state.get_next_states(self): self.visit_state(next_state) if debugger.enabled: debugger.report(str(self))
def apply_extended( self, state: Optional[StateExtended] = None, debugger: Debugger = Debugger(enabled=False), ) -> StateExtended: """ >>> def check(instructions_text, state_values=None, program_counter=0): ... _state = InstructionSetExtended\\ ... .from_instructions_text(instructions_text)\\ ... .apply_extended(StateExtended( ... state_values or {}, program_counter)) ... # noinspection PyUnresolvedReferences ... values = { ... name: value ... for name, value in _state.values.items() ... if value ... } ... return values, _state.program_counter >>> check( ... "cpy 2 a\\n" ... "tgl a\\n" ... "tgl a\\n" ... "tgl a\\n" ... "cpy 1 a\\n" ... "dec a\\n" ... "dec a\\n" ... ) ({'a': 3}, 7) """ if state is None: state = StateExtended() state.instructions = list(self.instructions) debugger.reset() while debugger.step_if( 0 <= state.program_counter < len(state.instructions)): self.step(state) if debugger.should_report(): debugger.default_report( f"values: {state.values}, pc: {state.program_counter}") return state
def find_scanners_positions( self, debugger: Debugger = Debugger(enabled=False), ) -> List[Tuple[BeaconT, ScannerT]]: """ >>> # noinspection PyUnresolvedReferences >>> [_position for _position, _ in Scanner2DSet.from_scanners_text(''' ... --- scanner 0 --- ... 0,2 ... 4,1 ... 3,3 ... ... --- scanner 1 --- ... -1,-1 ... -5,0 ... -2,1 ... ''').find_scanners_positions()] [Beacon2D(x=0, y=0), Beacon2D(x=5, y=2)] """ if not self.scanners: return [] beacon_class = self.get_beacon_class() first_scanner = self.scanners[0] positions_and_scanners_by_scanner: Dict[int, Tuple[BeaconT, ScannerT]] \ = { id(first_scanner): (beacon_class.get_zero_point(), first_scanner) } found_scanners = [first_scanner] remaining_scanners = self.scanners[1:] debugger.default_report( f"Looking for {len(self.scanners) - 1} positions, found " f"{len(found_scanners) - 1}") while remaining_scanners: for other_index, other in enumerate(remaining_scanners): for found_index, found_scanner \ in debugger.step_if(enumerate(found_scanners)): debugger.default_report_if( f"Looking for {len(self.scanners) - 1} positions, " f"found {len(found_scanners) - 1}") found_position, found_reoriented = \ positions_and_scanners_by_scanner[id(found_scanner)] position_and_scanner = \ found_reoriented.find_other_scanner_position( other, self.min_overlap, ) if not position_and_scanner: continue position, reoriented = position_and_scanner position = position.offset(found_position) found_scanners.append(other) positions_and_scanners_by_scanner[id(other)] = \ position, reoriented remaining_scanners.remove(other) break else: continue break else: raise Exception(f"Could not find any remaining scanner " f"({len(remaining_scanners)} remaining out of " f"{len(self.scanners)})") return [ positions_and_scanners_by_scanner[id(scanner)] for scanner in self.scanners ]