{-# LANGUAGE ViewPatterns #-} import System.IO import Control.Applicative import Control.Arrow (first, second, (>>>)) import Control.Monad import Control.Monad.Writer import Data.Either import Data.Foldable import Data.Function import Data.IORef import Data.List import Data.Maybe import Data.Monoid import qualified Data.Map as M type EntityId = Int type PlayerId = Int type FactoryId = Int data Factory = Factory { factoryId :: EntityId , factoryOwner :: PlayerId , factoryCyborgs :: Int , factoryProduction :: Int , factoryDelay :: Int } deriving (Eq, Show) data Troop = Troop { troopId :: EntityId , troopOwner :: PlayerId , troopOrigin :: FactoryId , troopTarget :: FactoryId , troopCyborgs :: Int , troopTurnsLeft :: Int } deriving (Eq, Show) data Bomb = Bomb { bombId :: EntityId , bombSender :: PlayerId , bombOrigin :: FactoryId , bombTarget :: FactoryId , bombDelay :: Int } deriving (Eq, Show) data Action = Move FactoryId FactoryId Int | SendBomb FactoryId FactoryId | Increase FactoryId | Wait deriving (Eq, Show) data GameState = GameState { gsLinks :: M.Map (FactoryId, FactoryId) Int , gsFactories :: [Factory] , gsTroops :: [Troop] , gsBombs :: [Bomb] , gsMyBombsLeft :: Int , gsNextEntity :: EntityId } deriving (Show) actionString :: Action -> String actionString (Move src dst cnt) = unwords ["MOVE", show src, show dst, show cnt] actionString (SendBomb src dst) = unwords ["BOMB", show src, show dst] actionString (Increase fid) = unwords ["INC", show fid] actionString Wait = "WAIT" thisPlayer, neutralPlayer, opponent :: PlayerId thisPlayer = 1 neutralPlayer = 0 opponent = -1 main :: IO () main = do hSetBuffering stdout NoBuffering -- DO NOT REMOVE factoryCount <- readLn :: IO Int -- the number of factories linkCount <- readLn :: IO Int -- the number of links between factories links <- fmap (M.fromList . concat) $ replicateM linkCount $ do [f1, f2, dist] <- map read . words <$> getLine pure ([((f1, f2), dist), ((f2, f1), dist)] :: [((FactoryId, FactoryId), Int)]) bombsLeftRef <- newIORef 2 turnCountRef <- newIORef 1 forever $ do turnCount <- readIORef turnCountRef bombsLeft <- readIORef bombsLeftRef entityCount <- readLn :: IO Int -- the number of entities (e.g. factories and troops) (partitionEithers -> (factoryList, partitionEithers -> (troopList, bombList))) <- replicateM entityCount $ do ((read -> entityId):entityType:(map read -> [a1,a2,a3,a4,a5])) <- words <$> getLine pure $ case entityType of "FACTORY" -> Left $ Factory entityId a1 a2 a3 a4 "TROOP" -> Right . Left $ Troop entityId a1 a2 a3 a4 a5 "BOMB" -> Right . Right $ Bomb entityId a1 a2 a3 a4 let nextEntity = (+1) $ maximum $ 0 : map factoryId factoryList ++ map troopId troopList ++ map bombId bombList let gs = GameState { gsLinks = links , gsFactories = factoryList , gsTroops = troopList , gsBombs = bombList , gsMyBombsLeft = bombsLeft , gsNextEntity = nextEntity } let factories = M.fromList [ (factoryId f, f) | f <- factoryList ] let myFactories = filter (\f -> factoryOwner f == thisPlayer) factoryList let inTransitTo = let transitMap = M.fromList [ (to, (mine, theirs)) | let myTroops = filter (\t -> troopOwner t == thisPlayer) troopList , let theirTroops = filter (\t -> troopOwner t /= thisPlayer) troopList , to <- map factoryId factoryList , let mine = sum $ map troopCyborgs $ filter (\t -> troopTarget t == to) myTroops , let theirs = sum $ map troopCyborgs $ filter (\t -> troopTarget t == to) theirTroops ] in \dst -> fromMaybe (0, 0) $ M.lookup dst transitMap let distributeScores src = do dst <- myFactories guard $ factoryId dst /= factoryId src let (srcDefending, srcAttacking) = inTransitTo (factoryId src) let (dstDefending, dstAttacking) = inTransitTo (factoryId dst) let srcTotal = factoryCyborgs src - srcAttacking let dstTotal = factoryCyborgs dst + dstDefending - dstAttacking let amount = (factoryCyborgs src + 1) `div` 3 guard $ amount > 0 && amount <= factoryCyborgs src dist <- toList $ M.lookup (factoryId src, factoryId dst) links pure $ Move (factoryId src) (factoryId dst) amount let attackScores src = do dst <- filter (\f -> factoryOwner f /= thisPlayer) factoryList dist <- toList $ M.lookup (factoryId src, factoryId dst) links let (mineDefending, theirsAttacking) = inTransitTo (factoryId src) let (mineAttacking, theirsDefending) = inTransitTo (factoryId dst) let myTotal = factoryCyborgs src - theirsAttacking let theirTotal = factoryCyborgs dst + theirsDefending - mineAttacking let theirEstimate | factoryOwner dst == neutralPlayer = theirTotal | otherwise = theirTotal + factoryProduction dst * (1 + dist) let amount = theirEstimate + 1 guard $ amount > 0 && amount <= factoryCyborgs src pure $ Move (factoryId src) (factoryId dst) amount let increaseScores src = do guard $ factoryProduction src < 3 guard $ factoryCyborgs src >= 10 pure $ Increase (factoryId src) let factoryActions src = foldr mplus mempty $ map ($ src) $ [ distributeScores, attackScores, increaseScores ] let actions = concatMap factoryActions myFactories let bombActions = do guard $ bombsLeft > 0 && not (null myFactories) guard $ bombsLeft > 1 || turnCount > 50 dst <- filter (\f -> factoryOwner f == opponent) factoryList --guard $ factoryCyborgs dst >= 50 + 50 * (2 - bombsLeft) let src = snd $ minimumBy (compare `on` fst) $ [ (dist, s) | s <- myFactories , dist <- toList $ M.lookup (factoryId s, factoryId dst) links ] pure $ SendBomb (factoryId src) (factoryId dst) remainingActions <- newIORef (actions ++ bombActions) chosenActions <- newIORef [] projScore <- newIORef (scoreGame (simulate [] 20 gs)) fix $ \loop -> do cs <- readIORef chosenActions as <- readIORef remainingActions sc <- readIORef projScore let scoredActions = map (\a -> (scoreGame (simulate [(thisPlayer, cs++[a])] 20 gs), a)) as case best 10 scoredActions of [] -> pure () (sc',a):rs -> when (sc' > sc) $ do writeIORef chosenActions (cs ++ [a]) writeIORef remainingActions (map snd rs) writeIORef projScore sc' loop chosenActions' <- readIORef chosenActions case chosenActions' of [] -> putStrLn $ actionString Wait xs -> putStrLn $ intercalate "; " $ map actionString xs let isSendBomb act = case act of { SendBomb _ _ -> True; _ -> False } modifyIORef bombsLeftRef (subtract $ length $ filter isSendBomb chosenActions') modifyIORef turnCountRef (+1) best :: Ord a => Int -> [(a, b)] -> [(a, b)] best n = take n . sortBy (flip compare `on` fst) gameTurn :: [(PlayerId, [Action])] -> GameState -> GameState gameTurn orders = moveTroops >>> moveBombs >>> processOrders orders >>> produceCyborgs >>> solveBattles >>> explodeBombs simulate :: [(PlayerId, [Action])] -> Int -> GameState -> GameState simulate orders n gs | n > 0 = simulate [] (n-1) (gameTurn orders gs) | otherwise = gs scoreGame :: GameState -> Double scoreGame gs = (fromIntegral myCyborgs + 10 * fromIntegral myProduction + 10 * fromIntegral myFactories) / (fromIntegral oppCyborgs + 10 * fromIntegral oppProduction + 10 * fromIntegral oppFactories + 1) where myFactories = length $ filter (\f -> factoryOwner f == thisPlayer) (gsFactories gs) oppFactories = length $ filter (\f -> factoryOwner f == opponent) (gsFactories gs) ((Sum myCyborgs, Sum myProduction), (Sum oppCyborgs, Sum oppProduction)) = execWriter $ do forM_ (gsFactories gs) $ \f -> do when (factoryOwner f == thisPlayer) $ tell ((Sum (factoryCyborgs f), Sum (factoryProduction f)), mempty) when (factoryOwner f == opponent) $ tell (mempty, (Sum (factoryCyborgs f), Sum (factoryProduction f))) forM_ (gsTroops gs) $ \t -> do when (troopOwner t == thisPlayer) $ tell ((Sum (troopCyborgs t), mempty), mempty) when (troopOwner t == opponent) $ tell (mempty, (Sum (troopCyborgs t), mempty)) moveTroops, moveBombs, produceCyborgs, solveBattles, explodeBombs :: GameState -> GameState moveTroops gs0 = gs0 { gsTroops = map moveTroop (gsTroops gs0) } where moveTroop t = t { troopTurnsLeft = troopTurnsLeft t - 1 } moveBombs gs0 = gs0 { gsBombs = map moveBomb (gsBombs gs0) } where moveBomb b = b { bombDelay = bombDelay b - 1 } processOrders :: [(PlayerId, [Action])] -> GameState -> GameState processOrders orders gs0 = foldl processOrder gs0 orders where processOrder gs (p, as) = foldl (processAction p) gs as processAction p gs a = checkBalances $ case a of Move from to amt -> processMove p from to amt gs SendBomb from to -> processBomb p from to gs Increase factory -> processIncrease p factory gs Wait -> gs processMove p from to amt gs = gs { gsFactories = map (\f -> if factoryId f /= from then f else f { factoryCyborgs = max 0 (factoryCyborgs f - amt) }) (gsFactories gs) , gsTroops = gsTroops gs ++ [Troop { troopId = gsNextEntity gs , troopOwner = p , troopOrigin = from , troopTarget = to , troopCyborgs = min amt (sum $ map (\f -> if factoryId f == from then factoryCyborgs f else 0) (gsFactories gs)) , troopTurnsLeft = fromJust $ M.lookup (from, to) (gsLinks gs) }] , gsNextEntity = gsNextEntity gs + 1 } processBomb p from to gs = gs { gsBombs = gsBombs gs ++ [Bomb { bombId = gsNextEntity gs , bombSender = p , bombOrigin = from , bombTarget = to , bombDelay = fromJust $ M.lookup (from, to) (gsLinks gs) }] , gsNextEntity = gsNextEntity gs + 1 } processIncrease p factory gs = gs { gsFactories = map (\f -> if factoryId f /= factory || factoryCyborgs f < 10 then f else f { factoryCyborgs = factoryCyborgs f - 10 , factoryProduction = min 3 (factoryProduction f + 1) }) (gsFactories gs) } checkBalances gs | all (\f -> factoryCyborgs f >= 0) (gsFactories gs) = gs | otherwise = error "Cyborg count is negative!" produceCyborgs gs = gs { gsFactories = map produce (gsFactories gs) } where produce f | factoryDelay f > 0 = f { factoryDelay = factoryDelay f - 1 } | otherwise = f { factoryCyborgs = factoryCyborgs f + factoryProduction f } solveBattles gs = gs { gsFactories = map solveFactory (gsFactories gs) , gsTroops = troopsInTransit } where (troopsArriving, troopsInTransit) = partition (\t -> troopTurnsLeft t <= 0) (gsTroops gs) solveFactory f | attacking > defending = f { factoryOwner = attackingPlayer , factoryCyborgs = attacking - defending } | otherwise = f { factoryCyborgs = defending - attacking } where troopsArrivingHere = filter (\t -> troopTarget t == factoryId f) troopsArriving defending = factoryCyborgs f + sum (map troopCyborgs $ filter (\t -> troopOwner t == factoryOwner f) $ troopsArrivingHere) attacking = sum (map troopCyborgs $ filter (\t -> troopOwner t /= factoryOwner f) $ troopsArrivingHere) attackingPlayer = if factoryOwner f == opponent then thisPlayer else opponent explodeBombs gs = gs { gsFactories = foldl explodeBomb (gsFactories gs) bombsArrived , gsBombs = bombsInTransit } where (bombsArrived, bombsInTransit) = partition (\b -> bombDelay b <= 0) (gsBombs gs) explodeBomb fs b = flip map fs $ \f -> if factoryId f /= bombTarget b then f else f { factoryCyborgs = max 0 (factoryCyborgs f - max 10 (factoryCyborgs f `div` 2)) , factoryDelay = 5 }