Added/updated problems

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Brian Buller 2019-11-08 15:01:07 -06:00
parent 83313cc77b
commit 0044574db3
27 changed files with 1816 additions and 430 deletions

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module day01
go 1.13

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@ -2,20 +2,37 @@ Advent of Code
--- Day 1: Chronal Calibration ---
"We've detected some temporal anomalies," one of Santa's Elves at the Temporal Anomaly Research and Detection Instrument Station tells you. She sounded pretty worried when she called you down here. "At 500-year intervals into the past, someone has been changing Santa's history!"
"We've detected some temporal anomalies," one of Santa's Elves at the
Temporal Anomaly Research and Detection Instrument Station tells you. She
sounded pretty worried when she called you down here. "At 500-year intervals
into the past, someone has been changing Santa's history!"
"The good news is that the changes won't propagate to our time stream for another 25 days, and we have a device" - she attaches something to your wrist - "that will let you fix the changes with no such propagation delay. It's configured to send you 500 years further into the past every few days; that was the
best we could do on such short notice."
"The good news is that the changes won't propagate to our time stream for
another 25 days, and we have a device" - she attaches something to your
wrist - "that will let you fix the changes with no such propagation delay.
It's configured to send you 500 years further into the past every few days;
that was the best we could do on such short notice."
"The bad news is that we are detecting roughly fifty anomalies throughout time; the device will indicate fixed anomalies with stars. The other bad news is that we only have one device and you're the best person for the job! Good lu--" She taps a button on the device and you suddenly feel like you're falling. To
save Christmas, you need to get all fifty stars by December 25th.
"The bad news is that we are detecting roughly fifty anomalies throughout
time; the device will indicate fixed anomalies with stars. The other bad
news is that we only have one device and you're the best person for the job!
Good lu--" She taps a button on the device and you suddenly feel like you're
falling. To save Christmas, you need to get all fifty stars by December
25th.
Collect stars by solving puzzles. Two puzzles will be made available on each day in the advent calendar; the second puzzle is unlocked when you complete the first. Each puzzle grants one star. Good luck!
Collect stars by solving puzzles. Two puzzles will be made available on each
day in the advent calendar; the second puzzle is unlocked when you complete
the first. Each puzzle grants one star. Good luck!
After feeling like you've been falling for a few minutes, you look at the device's tiny screen. "Error: Device must be calibrated before first use. Frequency drift detected. Cannot maintain destination lock." Below the message, the device shows a sequence of changes in frequency (your puzzle input). A value
like +6 means the current frequency increases by 6; a value like -3 means the current frequency decreases by 3.
After feeling like you've been falling for a few minutes, you look at the
device's tiny screen. "Error: Device must be calibrated before first use.
Frequency drift detected. Cannot maintain destination lock." Below the
message, the device shows a sequence of changes in frequency (your puzzle
input). A value like +6 means the current frequency increases by 6; a value
like -3 means the current frequency decreases by 3.
For example, if the device displays frequency changes of +1, -2, +3, +1, then starting from a frequency of zero, the following changes would occur:
For example, if the device displays frequency changes of +1, -2, +3, +1,
then starting from a frequency of zero, the following changes would occur:
 Current frequency  0, change of +1; resulting frequency  1.
 Current frequency  1, change of -2; resulting frequency -1.
@ -30,15 +47,19 @@ Advent of Code
• +1, +1, -2 results in  0
• -1, -2, -3 results in -6
Starting with a frequency of zero, what is the resulting frequency after all of the changes in frequency have been applied?
Starting with a frequency of zero, what is the resulting frequency after all
of the changes in frequency have been applied?
Your puzzle answer was 553.
--- Part Two ---
You notice that the device repeats the same frequency change list over and over. To calibrate the device, you need to find the first frequency it reaches twice.
You notice that the device repeats the same frequency change list over and
over. To calibrate the device, you need to find the first frequency it
reaches twice.
For example, using the same list of changes above, the device would loop as follows:
For example, using the same list of changes above, the device would loop as
follows:
 Current frequency  0, change of +1; resulting frequency  1.
 Current frequency  1, change of -2; resulting frequency -1.
@ -46,9 +67,13 @@ Advent of Code
 Current frequency  2, change of +1; resulting frequency  3.
• (At this point, the device continues from the start of the list.)
 Current frequency  3, change of +1; resulting frequency  4.
 Current frequency  4, change of -2; resulting frequency  2, which has already been seen.
 Current frequency  4, change of -2; resulting frequency  2, which has
already been seen.
In this example, the first frequency reached twice is 2. Note that your device might need to repeat its list of frequency changes many times before a duplicate frequency is found, and that duplicates might be found while in the middle of processing the list.
In this example, the first frequency reached twice is 2. Note that your
device might need to repeat its list of frequency changes many times before
a duplicate frequency is found, and that duplicates might be found while in
the middle of processing the list.
Here are other examples:

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module day02
go 1.13

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@ -2,17 +2,33 @@ Advent of Code
--- Day 2: Inventory Management System ---
You stop falling through time, catch your breath, and check the screen on the device. "Destination reached. Current Year: 1518. Current Location: North Pole Utility Closet 83N10." You made it! Now, to find those anomalies.
You stop falling through time, catch your breath, and check the screen on
the device. "Destination reached. Current Year: 1518. Current Location:
North Pole Utility Closet 83N10." You made it! Now, to find those anomalies.
Outside the utility closet, you hear footsteps and a voice. "...I'm not sure either. But now that so many people have chimneys, maybe he could sneak in that way?" Another voice responds, "Actually, we've been working on a new kind of suit that would let him fit through tight spaces like that. But, I heard that
a few days ago, they lost the prototype fabric, the design plans, everything! Nobody on the team can even seem to remember important details of the project!"
Outside the utility closet, you hear footsteps and a voice. "...I'm not sure
either. But now that so many people have chimneys, maybe he could sneak in
that way?" Another voice responds, "Actually, we've been working on a new
kind of suit that would let him fit through tight spaces like that. But, I
heard that a few days ago, they lost the prototype fabric, the design plans,
everything! Nobody on the team can even seem to remember important details
of the project!"
"Wouldn't they have had enough fabric to fill several boxes in the warehouse? They'd be stored together, so the box IDs should be similar. Too bad it would take forever to search the warehouse for two similar box IDs..." They walk too far away to hear any more.
"Wouldn't they have had enough fabric to fill several boxes in the
warehouse? They'd be stored together, so the box IDs should be similar. Too
bad it would take forever to search the warehouse for two similar box
IDs..." They walk too far away to hear any more.
Late at night, you sneak to the warehouse - who knows what kinds of paradoxes you could cause if you were discovered - and use your fancy wrist device to quickly scan every box and produce a list of the likely candidates (your puzzle input).
Late at night, you sneak to the warehouse - who knows what kinds of
paradoxes you could cause if you were discovered - and use your fancy wrist
device to quickly scan every box and produce a list of the likely candidates
(your puzzle input).
To make sure you didn't miss any, you scan the likely candidate boxes again, counting the number that have an ID containing exactly two of any letter and then separately counting those with exactly three of any letter. You can multiply those two counts together to get a rudimentary checksum and compare it to
what your device predicts.
To make sure you didn't miss any, you scan the likely candidate boxes again,
counting the number that have an ID containing exactly two of any letter and
then separately counting those with exactly three of any letter. You can
multiply those two counts together to get a rudimentary checksum and compare
it to what your device predicts.
For example, if you see the following box IDs:
@ -24,7 +40,9 @@ Advent of Code
 abcdee contains two e.
 ababab contains three a and three b, but it only counts once.
Of these box IDs, four of them contain a letter which appears exactly twice, and three of them contain a letter which appears exactly three times. Multiplying these together produces a checksum of 4 * 3 = 12.
Of these box IDs, four of them contain a letter which appears exactly twice,
and three of them contain a letter which appears exactly three times.
Multiplying these together produces a checksum of 4 * 3 = 12.
What is the checksum for your list of box IDs?
@ -32,9 +50,11 @@ Advent of Code
--- Part Two ---
Confident that your list of box IDs is complete, you're ready to find the boxes full of prototype fabric.
Confident that your list of box IDs is complete, you're ready to find the
boxes full of prototype fabric.
The boxes will have IDs which differ by exactly one character at the same position in both strings. For example, given the following box IDs:
The boxes will have IDs which differ by exactly one character at the same
position in both strings. For example, given the following box IDs:
abcde
fghij
@ -44,9 +64,13 @@ Advent of Code
axcye
wvxyz
The IDs abcde and axcye are close, but they differ by two characters (the second and fourth). However, the IDs fghij and fguij differ by exactly one character, the third (h and u). Those must be the correct boxes.
The IDs abcde and axcye are close, but they differ by two characters (the
second and fourth). However, the IDs fghij and fguij differ by exactly one
character, the third (h and u). Those must be the correct boxes.
What letters are common between the two correct box IDs? (In the example above, this is found by removing the differing character from either ID, producing fgij.)
What letters are common between the two correct box IDs? (In the example
above, this is found by removing the differing character from either ID,
producing fgij.)
Your puzzle answer was mxhwoglxgeauywfkztndcvjqr.

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module day03
go 1.13

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@ -2,18 +2,31 @@ Advent of Code
--- Day 3: No Matter How You Slice It ---
The Elves managed to locate the chimney-squeeze prototype fabric for Santa's suit (thanks to someone who helpfully wrote its box IDs on the wall of the warehouse in the middle of the night). Unfortunately, anomalies are still affecting them - nobody can even agree on how to cut the fabric.
The Elves managed to locate the chimney-squeeze prototype fabric for Santa's
suit (thanks to someone who helpfully wrote its box IDs on the wall of the
warehouse in the middle of the night). Unfortunately, anomalies are still
affecting them - nobody can even agree on how to cut the fabric.
The whole piece of fabric they're working on is a very large square - at least 1000 inches on each side.
The whole piece of fabric they're working on is a very large square - at
least 1000 inches on each side.
Each Elf has made a claim about which area of fabric would be ideal for Santa's suit. All claims have an ID and consist of a single rectangle with edges parallel to the edges of the fabric. Each claim's rectangle is defined as follows:
Each Elf has made a claim about which area of fabric would be ideal for
Santa's suit. All claims have an ID and consist of a single rectangle with
edges parallel to the edges of the fabric. Each claim's rectangle is defined
as follows:
 The number of inches between the left edge of the fabric and the left edge of the rectangle.
 The number of inches between the top edge of the fabric and the top edge of the rectangle.
 The number of inches between the left edge of the fabric and the left
edge of the rectangle.
 The number of inches between the top edge of the fabric and the top edge
of the rectangle.
 The width of the rectangle in inches.
 The height of the rectangle in inches.
A claim like #123 @ 3,2: 5x4 means that claim ID 123 specifies a rectangle 3 inches from the left edge, 2 inches from the top edge, 5 inches wide, and 4 inches tall. Visually, it claims the square inches of fabric represented by # (and ignores the square inches of fabric represented by .) in the diagram below:
A claim like #123 @ 3,2: 5x4 means that claim ID 123 specifies a rectangle 3
inches from the left edge, 2 inches from the top edge, 5 inches wide, and 4
inches tall. Visually, it claims the square inches of fabric represented by
# (and ignores the square inches of fabric represented by .) in the diagram
below:
...........
...........
@ -25,7 +38,8 @@ Advent of Code
...........
...........
The problem is that many of the claims overlap, causing two or more claims to cover part of the same areas. For example, consider the following claims:
The problem is that many of the claims overlap, causing two or more claims
to cover part of the same areas. For example, consider the following claims:
#1 @ 1,3: 4x4
#2 @ 3,1: 4x4
@ -42,17 +56,23 @@ Advent of Code
.111133.
........
The four square inches marked with X are claimed by both 1 and 2. (Claim 3, while adjacent to the others, does not overlap either of them.)
The four square inches marked with X are claimed by both 1 and 2. (Claim 3,
while adjacent to the others, does not overlap either of them.)
If the Elves all proceed with their own plans, none of them will have enough fabric. How many square inches of fabric are within two or more claims?
If the Elves all proceed with their own plans, none of them will have enough
fabric. How many square inches of fabric are within two or more claims?
Your puzzle answer was 119572.
--- Part Two ---
Amidst the chaos, you notice that exactly one claim doesn't overlap by even a single square inch of fabric with any other claim. If you can somehow draw attention to it, maybe the Elves will be able to make Santa's suit after all!
Amidst the chaos, you notice that exactly one claim doesn't overlap by even
a single square inch of fabric with any other claim. If you can somehow draw
attention to it, maybe the Elves will be able to make Santa's suit after
all!
For example, in the claims above, only claim 3 is intact after all claims are made.
For example, in the claims above, only claim 3 is intact after all claims
are made.
What is the ID of the only claim that doesn't overlap?

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module day04
go 1.13

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@ -2,12 +2,21 @@ Advent of Code
--- Day 4: Repose Record ---
You've sneaked into another supply closet - this time, it's across from the prototype suit manufacturing lab. You need to sneak inside and fix the issues with the suit, but there's a guard stationed outside the lab, so this is as close as you can safely get.
You've sneaked into another supply closet - this time, it's across from the
prototype suit manufacturing lab. You need to sneak inside and fix the
issues with the suit, but there's a guard stationed outside the lab, so this
is as close as you can safely get.
As you search the closet for anything that might help, you discover that you're not the first person to want to sneak in. Covering the walls, someone has spent an hour starting every midnight for the past few months secretly observing this guard post! They've been writing down the ID of the one guard on duty
that night - the Elves seem to have decided that one guard was enough for the overnight shift - as well as when they fall asleep or wake up while at their post (your puzzle input).
As you search the closet for anything that might help, you discover that
you're not the first person to want to sneak in. Covering the walls, someone
has spent an hour starting every midnight for the past few months secretly
observing this guard post! They've been writing down the ID of the one guard
on duty that night - the Elves seem to have decided that one guard was
enough for the overnight shift - as well as when they fall asleep or wake up
while at their post (your puzzle input).
For example, consider the following records, which have already been organized into chronological order:
For example, consider the following records, which have already been
organized into chronological order:
[1518-11-01 00:00] Guard #10 begins shift
[1518-11-01 00:05] falls asleep
@ -27,7 +36,10 @@ Advent of Code
[1518-11-05 00:45] falls asleep
[1518-11-05 00:55] wakes up
Timestamps are written using year-month-day hour:minute format. The guard falling asleep or waking up is always the one whose shift most recently started. Because all asleep/awake times are during the midnight hour (00:00 - 00:59), only the minute portion (00 - 59) is relevant for those events.
Timestamps are written using year-month-day hour:minute format. The guard
falling asleep or waking up is always the one whose shift most recently
started. Because all asleep/awake times are during the midnight hour (00:00
- 00:59), only the minute portion (00 - 59) is relevant for those events.
Visually, these records show that the guards are asleep at these times:
@ -40,30 +52,50 @@ Advent of Code
11-04 #99 ....................................##########..............
11-05 #99 .............................................##########.....
The columns are Date, which shows the month-day portion of the relevant day; ID, which shows the guard on duty that day; and Minute, which shows the minutes during which the guard was asleep within the midnight hour. (The Minute column's header shows the minute's ten's digit in the first row and the one's digit
in the second row.) Awake is shown as ., and asleep is shown as #.
The columns are Date, which shows the month-day portion of the relevant day;
ID, which shows the guard on duty that day; and Minute, which shows the
minutes during which the guard was asleep within the midnight hour. (The
Minute column's header shows the minute's ten's digit in the first row and
the one's digit in the second row.) Awake is shown as ., and asleep is shown
as #.
Note that guards count as asleep on the minute they fall asleep, and they count as awake on the minute they wake up. For example, because Guard #10 wakes up at 00:25 on 1518-11-01, minute 25 is marked as awake.
Note that guards count as asleep on the minute they fall asleep, and they
count as awake on the minute they wake up. For example, because Guard #10
wakes up at 00:25 on 1518-11-01, minute 25 is marked as awake.
If you can figure out the guard most likely to be asleep at a specific time, you might be able to trick that guard into working tonight so you can have the best chance of sneaking in. You have two strategies for choosing the best guard/minute combination.
If you can figure out the guard most likely to be asleep at a specific time,
you might be able to trick that guard into working tonight so you can have
the best chance of sneaking in. You have two strategies for choosing the
best guard/minute combination.
Strategy 1: Find the guard that has the most minutes asleep. What minute does that guard spend asleep the most?
Strategy 1: Find the guard that has the most minutes asleep. What minute
does that guard spend asleep the most?
In the example above, Guard #10 spent the most minutes asleep, a total of 50 minutes (20+25+5), while Guard #99 only slept for a total of 30 minutes (10+10+10). Guard #10 was asleep most during minute 24 (on two days, whereas any other minute the guard was asleep was only seen on one day).
In the example above, Guard #10 spent the most minutes asleep, a total of 50
minutes (20+25+5), while Guard #99 only slept for a total of 30 minutes
(10+10+10). Guard #10 was asleep most during minute 24 (on two days, whereas
any other minute the guard was asleep was only seen on one day).
While this example listed the entries in chronological order, your entries are in the order you found them. You'll need to organize them before they can be analyzed.
While this example listed the entries in chronological order, your entries
are in the order you found them. You'll need to organize them before they
can be analyzed.
What is the ID of the guard you chose multiplied by the minute you chose? (In the above example, the answer would be 10 * 24 = 240.)
What is the ID of the guard you chose multiplied by the minute you chose?
(In the above example, the answer would be 10 * 24 = 240.)
Your puzzle answer was 102688.
--- Part Two ---
Strategy 2: Of all guards, which guard is most frequently asleep on the same minute?
Strategy 2: Of all guards, which guard is most frequently asleep on the same
minute?
In the example above, Guard #99 spent minute 45 asleep more than any other guard or minute - three times in total. (In all other cases, any guard spent any minute asleep at most twice.)
In the example above, Guard #99 spent minute 45 asleep more than any other
guard or minute - three times in total. (In all other cases, any guard spent
any minute asleep at most twice.)
What is the ID of the guard you chose multiplied by the minute you chose? (In the above example, the answer would be 99 * 45 = 4455.)
What is the ID of the guard you chose multiplied by the minute you chose?
(In the above example, the answer would be 99 * 45 = 4455.)
Your puzzle answer was 56901.

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module day05
go 1.13

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@ -2,19 +2,29 @@ Advent of Code
--- Day 5: Alchemical Reduction ---
You've managed to sneak in to the prototype suit manufacturing lab. The Elves are making decent progress, but are still struggling with the suit's size reduction capabilities.
You've managed to sneak in to the prototype suit manufacturing lab. The
Elves are making decent progress, but are still struggling with the suit's
size reduction capabilities.
While the very latest in 1518 alchemical technology might have solved their problem eventually, you can do better. You scan the chemical composition of the suit's material and discover that it is formed by extremely long polymers (one of which is available as your puzzle input).
While the very latest in 1518 alchemical technology might have solved their
problem eventually, you can do better. You scan the chemical composition of
the suit's material and discover that it is formed by extremely long
polymers (one of which is available as your puzzle input).
The polymer is formed by smaller units which, when triggered, react with each other such that two adjacent units of the same type and opposite polarity are destroyed. Units' types are represented by letters; units' polarity is represented by capitalization. For instance, r and R are units with the same type but
opposite polarity, whereas r and s are entirely different types and do not react.
The polymer is formed by smaller units which, when triggered, react with
each other such that two adjacent units of the same type and opposite
polarity are destroyed. Units' types are represented by letters; units'
polarity is represented by capitalization. For instance, r and R are units
with the same type but opposite polarity, whereas r and s are entirely
different types and do not react.
For example:
 In aA, a and A react, leaving nothing behind.
 In abBA, bB destroys itself, leaving aA. As above, this then destroys itself, leaving nothing.
 In abAB, no two adjacent units are of the same type, and so nothing happens.
 In aabAAB, even though aa and AA are of the same type, their polarities match, and so nothing happens.
 In aA, a and A react, leaving nothing behind. • In abBA, bB destroys
itself, leaving aA. As above, this then destroys itself, leaving nothing.
 In abAB, no two adjacent units are of the same type, and so nothing
happens. • In aabAAB, even though aa and AA are of the same type, their
polarities match, and so nothing happens.
Now, consider a larger example, dabAcCaCBAcCcaDA:
@ -25,7 +35,9 @@ Advent of Code
After all possible reactions, the resulting polymer contains 10 units.
How many units remain after fully reacting the polymer you scanned? (Note: in this puzzle and others, the input is large; if you copy/paste your input, make sure you get the whole thing.)
How many units remain after fully reacting the polymer you scanned? (Note:
in this puzzle and others, the input is large; if you copy/paste your input,
make sure you get the whole thing.)
Your puzzle answer was 10878.
@ -33,18 +45,26 @@ Advent of Code
Time to improve the polymer.
One of the unit types is causing problems; it's preventing the polymer from collapsing as much as it should. Your goal is to figure out which unit type is causing the most problems, remove all instances of it (regardless of polarity), fully react the remaining polymer, and measure its length.
One of the unit types is causing problems; it's preventing the polymer from
collapsing as much as it should. Your goal is to figure out which unit type
is causing the most problems, remove all instances of it (regardless of
polarity), fully react the remaining polymer, and measure its length.
For example, again using the polymer dabAcCaCBAcCcaDA from above:
 Removing all A/a units produces dbcCCBcCcD. Fully reacting this polymer produces dbCBcD, which has length 6.
 Removing all B/b units produces daAcCaCAcCcaDA. Fully reacting this polymer produces daCAcaDA, which has length 8.
 Removing all C/c units produces dabAaBAaDA. Fully reacting this polymer produces daDA, which has length 4.
 Removing all D/d units produces abAcCaCBAcCcaA. Fully reacting this polymer produces abCBAc, which has length 6.
 Removing all A/a units produces dbcCCBcCcD. Fully reacting this polymer
produces dbCBcD, which has length 6.
 Removing all B/b units produces daAcCaCAcCcaDA. Fully reacting this
polymer produces daCAcaDA, which has length 8.
 Removing all C/c units produces dabAaBAaDA. Fully reacting this polymer
produces daDA, which has length 4.
 Removing all D/d units produces abAcCaCBAcCcaA. Fully reacting this
polymer produces abCBAc, which has length 6.
In this example, removing all C/c units was best, producing the answer 4.
What is the length of the shortest polymer you can produce by removing all units of exactly one type and fully reacting the result?
What is the length of the shortest polymer you can produce by removing all
units of exactly one type and fully reacting the result?
Your puzzle answer was 6874.

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module day06
go 1.13

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@ -2,17 +2,25 @@ Advent of Code
--- Day 6: Chronal Coordinates ---
The device on your wrist beeps several times, and once again you feel like you're falling.
The device on your wrist beeps several times, and once again you feel like
you're falling.
"Situation critical," the device announces. "Destination indeterminate. Chronal interference detected. Please specify new target coordinates."
"Situation critical," the device announces. "Destination indeterminate.
Chronal interference detected. Please specify new target coordinates."
The device then produces a list of coordinates (your puzzle input). Are they places it thinks are safe or dangerous? It recommends you check manual page 729. The Elves did not give you a manual.
The device then produces a list of coordinates (your puzzle input). Are they
places it thinks are safe or dangerous? It recommends you check manual page
729. The Elves did not give you a manual.
If they're dangerous, maybe you can minimize the danger by finding the coordinate that gives the largest distance from the other points.
If they're dangerous, maybe you can minimize the danger by finding the
coordinate that gives the largest distance from the other points.
Using only the Manhattan distance, determine the area around each coordinate by counting the number of integer X,Y locations that are closest to that coordinate (and aren't tied in distance to any other coordinate).
Using only the Manhattan distance, determine the area around each coordinate
by counting the number of integer X,Y locations that are closest to that
coordinate (and aren't tied in distance to any other coordinate).
Your goal is to find the size of the largest area that isn't infinite. For example, consider the following list of coordinates:
Your goal is to find the size of the largest area that isn't infinite. For
example, consider the following list of coordinates:
1, 1
1, 6
@ -21,7 +29,8 @@ Advent of Code
5, 5
8, 9
If we name these coordinates A through F, we can draw them on a grid, putting 0,0 at the top left:
If we name these coordinates A through F, we can draw them on a grid,
putting 0,0 at the top left:
..........
.A........
@ -34,7 +43,9 @@ Advent of Code
..........
........F.
This view is partial - the actual grid extends infinitely in all directions. Using the Manhattan distance, each location's closest coordinate can be determined, shown here in lowercase:
This view is partial - the actual grid extends infinitely in all directions.
Using the Manhattan distance, each location's closest coordinate can be
determined, shown here in lowercase:
aaaaa.cccc
aAaaa.cccc
@ -47,10 +58,14 @@ Advent of Code
bbb.eeffff
bbb.ffffFf
Locations shown as . are equally far from two or more coordinates, and so they don't count as being closest to any.
Locations shown as . are equally far from two or more coordinates, and so
they don't count as being closest to any.
In this example, the areas of coordinates A, B, C, and F are infinite - while not shown here, their areas extend forever outside the visible grid. However, the areas of coordinates D and E are finite: D is closest to 9 locations, and E is closest to 17 (both including the coordinate's location itself).
Therefore, in this example, the size of the largest area is 17.
In this example, the areas of coordinates A, B, C, and F are infinite -
while not shown here, their areas extend forever outside the visible grid.
However, the areas of coordinates D and E are finite: D is closest to 9
locations, and E is closest to 17 (both including the coordinate's location
itself). Therefore, in this example, the size of the largest area is 17.
What is the size of the largest area that isn't infinite?
@ -58,10 +73,14 @@ Advent of Code
--- Part Two ---
On the other hand, if the coordinates are safe, maybe the best you can do is try to find a region near as many coordinates as possible.
On the other hand, if the coordinates are safe, maybe the best you can do is
try to find a region near as many coordinates as possible.
For example, suppose you want the sum of the Manhattan distance to all of the coordinates to be less than 32. For each location, add up the distances to all of the given coordinates; if the total of those distances is less than 32, that location is within the desired region. Using the same coordinates as above,
the resulting region looks like this:
For example, suppose you want the sum of the Manhattan distance to all of
the coordinates to be less than 32. For each location, add up the distances
to all of the given coordinates; if the total of those distances is less
than 32, that location is within the desired region. Using the same
coordinates as above, the resulting region looks like this:
..........
.A........
@ -74,7 +93,9 @@ Advent of Code
..........
........F.
In particular, consider the highlighted location 4,3 located at the top middle of the region. Its calculation is as follows, where abs() is the absolute value function:
In particular, consider the highlighted location 4,3 located at the top
middle of the region. Its calculation is as follows, where abs() is the
absolute value function:
 Distance to coordinate A: abs(4-1) + abs(3-1) =  5
 Distance to coordinate B: abs(4-1) + abs(3-6) =  6
@ -84,13 +105,17 @@ Advent of Code
 Distance to coordinate F: abs(4-8) + abs(3-9) = 10
 Total distance: 5 + 6 + 4 + 2 + 3 + 10 = 30
Because the total distance to all coordinates (30) is less than 32, the location is within the region.
Because the total distance to all coordinates (30) is less than 32, the
location is within the region.
This region, which also includes coordinates D and E, has a total size of 16.
This region, which also includes coordinates D and E, has a total size of
16.
Your actual region will need to be much larger than this example, though, instead including all locations with a total distance of less than 10000.
Your actual region will need to be much larger than this example, though,
instead including all locations with a total distance of less than 10000.
What is the size of the region containing all locations which have a total distance to all given coordinates of less than 10000?
What is the size of the region containing all locations which have a total
distance to all given coordinates of less than 10000?
Your puzzle answer was 49715.

View File

@ -1 +1,3 @@
module day07
go 1.13

View File

@ -2,18 +2,30 @@ Advent of Code
--- Day 7: The Sum of Its Parts ---
You find yourself standing on a snow-covered coastline; apparently, you landed a little off course. The region is too hilly to see the North Pole from here, but you do spot some Elves that seem to be trying to unpack
something that washed ashore. It's quite cold out, so you decide to risk creating a paradox by asking them for directions.
You find yourself standing on a snow-covered coastline; apparently, you
landed a little off course. The region is too hilly to see the North Pole
from here, but you do spot some Elves that seem to be trying to unpack
something that washed ashore. It's quite cold out, so you decide to risk
creating a paradox by asking them for directions.
"Oh, are you the search party?" Somehow, you can understand whatever Elves from the year 1018 speak; you assume it's Ancient Nordic Elvish. Could the device on your wrist also be a translator? "Those clothes don't look
very warm; take this." They hand you a heavy coat.
"Oh, are you the search party?" Somehow, you can understand whatever Elves
from the year 1018 speak; you assume it's Ancient Nordic Elvish. Could the
device on your wrist also be a translator? "Those clothes don't look very
warm; take this." They hand you a heavy coat.
"We do need to find our way back to the North Pole, but we have higher priorities at the moment. You see, believe it or not, this box contains something that will solve all of Santa's transportation problems - at
least, that's what it looks like from the pictures in the instructions." It doesn't seem like they can read whatever language it's in, but you can: "Sleigh kit. Some assembly required."
"We do need to find our way back to the North Pole, but we have higher
priorities at the moment. You see, believe it or not, this box contains
something that will solve all of Santa's transportation problems - at least,
that's what it looks like from the pictures in the instructions." It doesn't
seem like they can read whatever language it's in, but you can: "Sleigh kit.
Some assembly required."
"'Sleigh'? What a wonderful name! You must help us assemble this 'sleigh' at once!" They start excitedly pulling more parts out of the box.
"'Sleigh'? What a wonderful name! You must help us assemble this 'sleigh' at
once!" They start excitedly pulling more parts out of the box.
The instructions specify a series of steps and requirements about which steps must be finished before others can begin (your puzzle input). Each step is designated by a single letter. For example, suppose you have the
The instructions specify a series of steps and requirements about which
steps must be finished before others can begin (your puzzle input). Each
step is designated by a single letter. For example, suppose you have the
following instructions:
Step C must be finished before step A can begin.
@ -32,12 +44,17 @@ Advent of Code
\ /
---->F-----
Your first goal is to determine the order in which the steps should be completed. If more than one step is ready, choose the step which is first alphabetically. In this example, the steps would be completed as follows:
Your first goal is to determine the order in which the steps should be
completed. If more than one step is ready, choose the step which is first
alphabetically. In this example, the steps would be completed as follows:
 Only C is available, and so it is done first.
 Next, both A and F are available. A is first alphabetically, so it is done next.
 Then, even though F was available earlier, steps B and D are now also available, and B is the first alphabetically of the three.
 After that, only D and F are available. E is not available because only some of its prerequisites are complete. Therefore, D is completed next.
 Next, both A and F are available. A is first alphabetically, so it is
done next.
 Then, even though F was available earlier, steps B and D are now also
available, and B is the first alphabetically of the three.
 After that, only D and F are available. E is not available because only
some of its prerequisites are complete. Therefore, D is completed next.
 F is the only choice, so it is done next.
 Finally, E is completed.
@ -49,13 +66,19 @@ Advent of Code
--- Part Two ---
As you're about to begin construction, four of the Elves offer to help. "The sun will set soon; it'll go faster if we work together." Now, you need to account for multiple people working on steps simultaneously. If
multiple steps are available, workers should still begin them in alphabetical order.
As you're about to begin construction, four of the Elves offer to help. "The
sun will set soon; it'll go faster if we work together." Now, you need to
account for multiple people working on steps simultaneously. If multiple
steps are available, workers should still begin them in alphabetical order.
Each step takes 60 seconds plus an amount corresponding to its letter: A=1, B=2, C=3, and so on. So, step A takes 60+1=61 seconds, while step Z takes 60+26=86 seconds. No time is required between steps.
Each step takes 60 seconds plus an amount corresponding to its letter: A=1,
B=2, C=3, and so on. So, step A takes 60+1=61 seconds, while step Z takes
60+26=86 seconds. No time is required between steps.
To simplify things for the example, however, suppose you only have help from one Elf (a total of two workers) and that each step takes 60 fewer seconds (so that step A takes 1 second and step Z takes 26 seconds). Then,
using the same instructions as above, this is how each second would be spent:
To simplify things for the example, however, suppose you only have help from
one Elf (a total of two workers) and that each step takes 60 fewer seconds
(so that step A takes 1 second and step Z takes 26 seconds). Then, using the
same instructions as above, this is how each second would be spent:
Second Worker 1 Worker 2 Done
0 C .
@ -75,14 +98,19 @@ Advent of Code
14 E . CABFD
15 . . CABFDE
Each row represents one second of time. The Second column identifies how many seconds have passed as of the beginning of that second. Each worker column shows the step that worker is currently doing (or . if they are
Each row represents one second of time. The Second column identifies how
many seconds have passed as of the beginning of that second. Each worker
column shows the step that worker is currently doing (or . if they are
idle). The Done column shows completed steps.
Note that the order of the steps has changed; this is because steps now take time to finish and multiple workers can begin multiple steps simultaneously.
Note that the order of the steps has changed; this is because steps now take
time to finish and multiple workers can begin multiple steps simultaneously.
In this example, it would take 15 seconds for two workers to complete these steps.
In this example, it would take 15 seconds for two workers to complete these
steps.
With 5 workers and the 60+ second step durations described above, how long will it take to complete all of the steps?
With 5 workers and the 60+ second step durations described above, how long
will it take to complete all of the steps?
Your puzzle answer was 903.

View File

@ -2,41 +2,51 @@ Advent of Code
--- Day 8: Memory Maneuver ---
The sleigh is much easier to pull than you'd expect for something its weight. Unfortunately, neither you nor the Elves know which way the North Pole is from here.
The sleigh is much easier to pull than you'd expect for something its
weight. Unfortunately, neither you nor the Elves know which way the North
Pole is from here.
You check your wrist device for anything that might help. It seems to have some kind of navigation system! Activating the navigation system produces more bad news: "Failed to start
navigation system. Could not read software license file."
You check your wrist device for anything that might help. It seems to have
some kind of navigation system! Activating the navigation system produces
more bad news: "Failed to start navigation system. Could not read software
license file."
The navigation system's license file consists of a list of numbers (your puzzle input). The numbers define a data structure which, when processed, produces some kind of tree that can
be used to calculate the license number.
The navigation system's license file consists of a list of numbers (your
puzzle input). The numbers define a data structure which, when processed,
produces some kind of tree that can be used to calculate the license number.
The tree is made up of nodes; a single, outermost node forms the tree's root, and it contains all other nodes in the tree (or contains nodes that contain nodes, and so on).
The tree is made up of nodes; a single, outermost node forms the tree's
root, and it contains all other nodes in the tree (or contains nodes that
contain nodes, and so on).
Specifically, a node consists of:
* A header, which is always exactly two numbers:
* The quantity of child nodes.
* The quantity of metadata entries.
* The quantity of child nodes. * The quantity of metadata entries.
* Zero or more child nodes (as specified in the header).
* One or more metadata entries (as specified in the header).
* Zero or more child nodes (as specified in the header). * One or more
metadata entries (as specified in the header).
Each child node is itself a node that has its own header, child nodes, and metadata. For example:
Each child node is itself a node that has its own header, child nodes, and
metadata. For example:
2 3 0 3 10 11 12 1 1 0 1 99 2 1 1 2
A----------------------------------
B----------- C-----------
D-----
In this example, each node of the tree is also marked with an underline starting with a letter for easier identification. In it, there are four nodes:
In this example, each node of the tree is also marked with an underline
starting with a letter for easier identification. In it, there are four
nodes:
* A, which has 2 child nodes (B, C) and 3 metadata entries (1, 1, 2).
* B, which has 0 child nodes and 3 metadata entries (10, 11, 12).
* C, which has 1 child node (D) and 1 metadata entry (2).
* D, which has 0 child nodes and 1 metadata entry (99).
The first check done on the license file is to simply add up all of the metadata entries. In this example, that sum is 1+1+2+10+11+12+2+99=138.
The first check done on the license file is to simply add up all of the
metadata entries. In this example, that sum is 1+1+2+10+11+12+2+99=138.
What is the sum of all metadata entries?
@ -44,21 +54,32 @@ Advent of Code
--- Part Two ---
The second check is slightly more complicated: you need to find the value of the root node (A in the example above).
The second check is slightly more complicated: you need to find the value of
the root node (A in the example above).
The value of a node depends on whether it has child nodes.
If a node has no child nodes, its value is the sum of its metadata entries. So, the value of node B is 10+11+12=33, and the value of node D is 99.
If a node has no child nodes, its value is the sum of its metadata entries.
So, the value of node B is 10+11+12=33, and the value of node D is 99.
However, if a node does have child nodes, the metadata entries become indexes which refer to those child nodes. A metadata entry of 1 refers to the first child node, 2 to the second,
3 to the third, and so on. The value of this node is the sum of the values of the child nodes referenced by the metadata entries. If a referenced child node does not exist, that
reference is skipped. A child node can be referenced multiple time and counts each time it is referenced. A metadata entry of 0 does not refer to any child node.
However, if a node does have child nodes, the metadata entries become
indexes which refer to those child nodes. A metadata entry of 1 refers to
the first child node, 2 to the second, 3 to the third, and so on. The value
of this node is the sum of the values of the child nodes referenced by the
metadata entries. If a referenced child node does not exist, that reference
is skipped. A child node can be referenced multiple time and counts each
time it is referenced. A metadata entry of 0 does not refer to any child
node.
For example, again using the above nodes:
* Node C has one metadata entry, 2. Because node C has only one child node, 2 references a child node which does not exist, and so the value of node C is 0.
* Node A has three metadata entries: 1, 1, and 2. The 1 references node A's first child node, B, and the 2 references node A's second child node, C. Because node B has a value of 33
and node C has a value of 0, the value of node A is 33+33+0=66.
* Node C has one metadata entry, 2. Because node C has only one child
node, 2 references a child node which does not exist, and so the value of
node C is 0.
* Node A has three metadata entries: 1, 1, and 2. The 1 references node
A's first child node, B, and the 2 references node A's second child node,
C. Because node B has a value of 33 and node C has a value of 0, the value
of node A is 33+33+0=66.
So, in this example, the value of the root node is 66.

View File

@ -1 +1,3 @@
module day10
go 1.13

204
2018/day10/problem Normal file
View File

@ -0,0 +1,204 @@
Advent of Code
--- Day 10: The Stars Align ---
It's no use; your navigation system simply isn't capable of providing
walking directions in the arctic circle, and certainly not in 1018.
The Elves suggest an alternative. In times like these, North Pole rescue
operations will arrange points of light in the sky to guide missing Elves
back to base. Unfortunately, the message is easy to miss: the points move
slowly enough that it takes hours to align them, but have so much momentum
that they only stay aligned for a second. If you blink at the wrong time, it
might be hours before another message appears.
You can see these points of light floating in the distance, and record their
position in the sky and their velocity, the relative change in position per
second (your puzzle input). The coordinates are all given from your
perspective; given enough time, those positions and velocities will move the
points into a cohesive message!
Rather than wait, you decide to fast-forward the process and calculate what
the points will eventually spell.
For example, suppose you note the following points:
position=< 9, 1> velocity=< 0, 2>
position=< 7, 0> velocity=<-1, 0>
position=< 3, -2> velocity=<-1, 1>
position=< 6, 10> velocity=<-2, -1>
position=< 2, -4> velocity=< 2, 2>
position=<-6, 10> velocity=< 2, -2>
position=< 1, 8> velocity=< 1, -1>
position=< 1, 7> velocity=< 1, 0>
position=<-3, 11> velocity=< 1, -2>
position=< 7, 6> velocity=<-1, -1>
position=<-2, 3> velocity=< 1, 0>
position=<-4, 3> velocity=< 2, 0>
position=<10, -3> velocity=<-1, 1>
position=< 5, 11> velocity=< 1, -2>
position=< 4, 7> velocity=< 0, -1>
position=< 8, -2> velocity=< 0, 1>
position=<15, 0> velocity=<-2, 0>
position=< 1, 6> velocity=< 1, 0>
position=< 8, 9> velocity=< 0, -1>
position=< 3, 3> velocity=<-1, 1>
position=< 0, 5> velocity=< 0, -1>
position=<-2, 2> velocity=< 2, 0>
position=< 5, -2> velocity=< 1, 2>
position=< 1, 4> velocity=< 2, 1>
position=<-2, 7> velocity=< 2, -2>
position=< 3, 6> velocity=<-1, -1>
position=< 5, 0> velocity=< 1, 0>
position=<-6, 0> velocity=< 2, 0>
position=< 5, 9> velocity=< 1, -2>
position=<14, 7> velocity=<-2, 0>
position=<-3, 6> velocity=< 2, -1>
Each line represents one point. Positions are given as <X, Y> pairs: X
represents how far left (negative) or right (positive) the point appears,
while Y represents how far up (negative) or down (positive) the point
appears.
At 0 seconds, each point has the position given. Each second, each point's
velocity is added to its position. So, a point with velocity <1, -2> is
moving to the right, but is moving upward twice as quickly. If this point's
initial position were <3, 9>, after 3 seconds, its position would become <6,
3>.
Over time, the points listed above would move like this:
Initially:
........#.............
................#.....
.........#.#..#.......
......................
#..........#.#.......#
...............#......
....#.................
..#.#....#............
.......#..............
......#...............
...#...#.#...#........
....#..#..#.........#.
.......#..............
...........#..#.......
#...........#.........
...#.......#..........
After 1 second:
......................
......................
..........#....#......
........#.....#.......
..#.........#......#..
......................
......#...............
....##.........#......
......#.#.............
.....##.##..#.........
........#.#...........
........#...#.....#...
..#...........#.......
....#.....#.#.........
......................
......................
After 2 seconds:
......................
......................
......................
..............#.......
....#..#...####..#....
......................
........#....#........
......#.#.............
.......#...#..........
.......#..#..#.#......
....#....#.#..........
.....#...#...##.#.....
........#.............
......................
......................
......................
After 3 seconds:
......................
......................
......................
......................
......#...#..###......
......#...#...#.......
......#...#...#.......
......#####...#.......
......#...#...#.......
......#...#...#.......
......#...#...#.......
......#...#..###......
......................
......................
......................
......................
After 4 seconds:
......................
......................
......................
............#.........
........##...#.#......
......#.....#..#......
.....#..##.##.#.......
.......##.#....#......
...........#....#.....
..............#.......
....#......#...#......
.....#.....##.........
...............#......
...............#......
......................
......................
After 3 seconds, the message appeared briefly: HI. Of course, your message
will be much longer and will take many more seconds to appear.
What message will eventually appear in the sky?
Your puzzle answer was RECLRNZE.
--- Part Two ---
Good thing you didn't have to wait, because that would have taken a long
time - much longer than the 3 seconds in the example above.
Impressed by your sub-hour communication capabilities, the Elves are
curious: exactly how many seconds would they have needed to wait for that
message to appear?
Your puzzle answer was 10007.
Both parts of this puzzle are complete! They provide two gold stars: **
At this point, you should return to your Advent calendar and try another
puzzle.
If you still want to see it, you can get your puzzle input.
References
Visible links
. https://adventofcode.com/
. https://adventofcode.com/2018/about
. https://adventofcode.com/2018/events
. https://adventofcode.com/2018/settings
. https://adventofcode.com/2018/auth/logout
. Advent of Code Supporter
https://adventofcode.com/2018/support
. https://adventofcode.com/2018
. https://adventofcode.com/2018
. https://adventofcode.com/2018/support
. https://adventofcode.com/2018/sponsors
. https://adventofcode.com/2018/leaderboard
. https://adventofcode.com/2018/stats
. https://adventofcode.com/2018/sponsors
. https://adventofcode.com/2018
. https://adventofcode.com/2018/day/10/input

View File

@ -2,48 +2,58 @@ Advent of Code
--- Day 11: Chronal Charge ---
You watch the Elves and their sleigh fade into the distance as they head toward the North Pole.
You watch the Elves and their sleigh fade into the distance as they head
toward the North Pole.
Actually, you're the one fading. The falling sensation returns.
The low fuel warning light is illuminated on your wrist-mounted device. Tapping it once causes it to project a hologram of the situation: a 300x300 grid of fuel cells and their
current power levels, some negative. You're not sure what negative power means in the context of time travel, but it can't be good.
The low fuel warning light is illuminated on your wrist-mounted device.
Tapping it once causes it to project a hologram of the situation: a 300x300
grid of fuel cells and their current power levels, some negative. You're not
sure what negative power means in the context of time travel, but it can't
be good.
Each fuel cell has a coordinate ranging from 1 to 300 in both the X (horizontal) and Y (vertical) direction. In X,Y notation, the top-left cell is 1,1, and the top-right cell is
300,1.
Each fuel cell has a coordinate ranging from 1 to 300 in both the X
(horizontal) and Y (vertical) direction. In X,Y notation, the top-left cell
is 1,1, and the top-right cell is 300,1.
The interface lets you select any 3x3 square of fuel cells. To increase your chances of getting to your destination, you decide to choose the 3x3 square with the largest total power.
The interface lets you select any 3x3 square of fuel cells. To increase your
chances of getting to your destination, you decide to choose the 3x3 square
with the largest total power.
The power level in a given fuel cell can be found through the following process:
The power level in a given fuel cell can be found through the following
process:
* Find the fuel cell's rack ID, which is its X coordinate plus 10.
* Begin with a power level of the rack ID times the Y coordinate.
* Increase the power level by the value of the grid serial number (your puzzle input).
* Set the power level to itself multiplied by the rack ID.
* Keep only the hundreds digit of the power level (so 12345 becomes 3; numbers with no hundreds digit become 0).
* Subtract 5 from the power level.
* Find the fuel cell's rack ID, which is its X coordinate plus 10. * Begin
with a power level of the rack ID times the Y coordinate. * Increase the
power level by the value of the grid serial number (your puzzle input).
* Set the power level to itself multiplied by the rack ID. * Keep only the
hundreds digit of the power level (so 12345 becomes 3; numbers with no
hundreds digit become 0). * Subtract 5 from the power level.
For example, to find the power level of the fuel cell at 3,5 in a grid with serial number 8:
For example, to find the power level of the fuel cell at 3,5 in a grid with
serial number 8:
* The rack ID is 3 + 10 = 13.
* The power level starts at 13 * 5 = 65.
* Adding the serial number produces 65 + 8 = 73.
* Multiplying by the rack ID produces 73 * 13 = 949.
* The hundreds digit of 949 is 9.
* Subtracting 5 produces 9 - 5 = 4.
* The rack ID is 3 + 10 = 13. * The power level starts at 13 * 5 = 65.
* Adding the serial number produces 65 + 8 = 73. * Multiplying by the rack
ID produces 73 * 13 = 949. * The hundreds digit of 949 is 9. * Subtracting
5 produces 9 - 5 = 4.
So, the power level of this fuel cell is 4.
Here are some more example power levels:
* Fuel cell at  122,79, grid serial number 57: power level -5.
* Fuel cell at 217,196, grid serial number 39: power level  0.
* Fuel cell at 101,153, grid serial number 71: power level  4.
* Fuel cell at  122,79, grid serial number 57: power level -5. * Fuel cell
at 217,196, grid serial number 39: power level  0. * Fuel cell at 101,153,
grid serial number 71: power level  4.
Your goal is to find the 3x3 square which has the largest total power. The square must be entirely within the 300x300 grid. Identify this square using the X,Y coordinate of its
top-left fuel cell. For example:
Your goal is to find the 3x3 square which has the largest total power. The
square must be entirely within the 300x300 grid. Identify this square using
the X,Y coordinate of its top-left fuel cell. For example:
For grid serial number 18, the largest total 3x3 square has a top-left corner of 33,45 (with a total power of 29); these fuel cells appear in the middle of this 5x5 region:
For grid serial number 18, the largest total 3x3 square has a top-left
corner of 33,45 (with a total power of 29); these fuel cells appear in the
middle of this 5x5 region:
-2 -4 4 4 4
-4 4 4 4 -5
@ -51,7 +61,8 @@ Advent of Code
1 1 2 4 -3
-1 0 2 -5 -2
For grid serial number 42, the largest 3x3 square's top-left is 21,61 (with a total power of 30); they are in the middle of this region:
For grid serial number 42, the largest 3x3 square's top-left is 21,61 (with
a total power of 30); they are in the middle of this region:
-3 4 2 2 2
-4 4 3 3 4
@ -59,21 +70,28 @@ Advent of Code
4 3 3 4 -3
3 3 3 -5 -1
What is the X,Y coordinate of the top-left fuel cell of the 3x3 square with the largest total power?
What is the X,Y coordinate of the top-left fuel cell of the 3x3 square with
the largest total power?
Your puzzle answer was 243,49.
--- Part Two ---
You discover a dial on the side of the device; it seems to let you select a square of any size, not just 3x3. Sizes from 1x1 to 300x300 are supported.
You discover a dial on the side of the device; it seems to let you select a
square of any size, not just 3x3. Sizes from 1x1 to 300x300 are supported.
Realizing this, you now must find the square of any size with the largest total power. Identify this square by including its size as a third parameter after the top-left coordinate: a
9x9 square with a top-left corner of 3,5 is identified as 3,5,9.
Realizing this, you now must find the square of any size with the largest
total power. Identify this square by including its size as a third parameter
after the top-left coordinate: a 9x9 square with a top-left corner of 3,5 is
identified as 3,5,9.
For example:
* For grid serial number 18, the largest total square (with a total power of 113) is 16x16 and has a top-left corner of 90,269, so its identifier is 90,269,16.
* For grid serial number 42, the largest total square (with a total power of 119) is 12x12 and has a top-left corner of 232,251, so its identifier is 232,251,12.
* For grid serial number 18, the largest total square (with a total power
of 113) is 16x16 and has a top-left corner of 90,269, so its identifier is
90,269,16. * For grid serial number 42, the largest total square (with a
total power of 119) is 12x12 and has a top-left corner of 232,251, so its
identifier is 232,251,12.
What is the X,Y,size identifier of the square with the largest total power?

View File

@ -2,33 +2,43 @@ Advent of Code
--- Day 12: Subterranean Sustainability ---
The year 518 is significantly more underground than your history books implied. Either that, or you've arrived in a vast
cavern network under the North Pole.
The year 518 is significantly more underground than your history books
implied. Either that, or you've arrived in a vast cavern network under the
North Pole.
After exploring a little, you discover a long tunnel that contains a row of small pots as far as you can see to your left
and right. A few of them contain plants - someone is trying to grow things in these geothermally-heated caves.
After exploring a little, you discover a long tunnel that contains a row of
small pots as far as you can see to your left and right. A few of them
contain plants - someone is trying to grow things in these
geothermally-heated caves.
The pots are numbered, with 0 in front of you. To the left, the pots are numbered -1, -2, -3, and so on; to the right, 1, 2,
3.... Your puzzle input contains a list of pots from 0 to the right and whether they do (#) or do not (.) currently contain
a plant, the initial state. (No other pots currently contain plants.) For example, an initial state of #..##.... indicates
that pots 0, 3, and 4 currently contain plants.
The pots are numbered, with 0 in front of you. To the left, the pots are
numbered -1, -2, -3, and so on; to the right, 1, 2, 3.... Your puzzle input
contains a list of pots from 0 to the right and whether they do (#) or do
not (.) currently contain a plant, the initial state. (No other pots
currently contain plants.) For example, an initial state of #..##....
indicates that pots 0, 3, and 4 currently contain plants.
Your puzzle input also contains some notes you find on a nearby table: someone has been trying to figure out how these
plants spread to nearby pots. Based on the notes, for each generation of plants, a given pot has or does not have a plant
based on whether that pot (and the two pots on either side of it) had a plant in the last generation. These are written as
LLCRR => N, where L are pots to the left, C is the current pot being considered, R are the pots to the right, and N is
whether the current pot will have a plant in the next generation. For example:
Your puzzle input also contains some notes you find on a nearby table:
someone has been trying to figure out how these plants spread to nearby
pots. Based on the notes, for each generation of plants, a given pot has or
does not have a plant based on whether that pot (and the two pots on either
side of it) had a plant in the last generation. These are written as LLCRR
=> N, where L are pots to the left, C is the current pot being considered, R
are the pots to the right, and N is whether the current pot will have a
plant in the next generation. For example:
 A note like ..#.. => . means that a pot that contains a plant but with no plants within two pots of it will not have a
plant in it during the next generation.
 A note like ##.## => . means that an empty pot with two plants on each side of it will remain empty in the next
generation.
 A note like .##.# => # means that a pot has a plant in a given generation if, in the previous generation, there were
plants in that pot, the one immediately to the left, and the one two pots to the right, but not in the ones immediately
to the right and two to the left.
 A note like ..#.. => . means that a pot that contains a plant but with
no plants within two pots of it will not have a plant in it during the
next generation. • A note like ##.## => . means that an empty pot with two
plants on each side of it will remain empty in the next generation. • A
note like .##.# => # means that a pot has a plant in a given generation
if, in the previous generation, there were plants in that pot, the one
immediately to the left, and the one two pots to the right, but not in the
ones immediately to the right and two to the left.
It's not clear what these plants are for, but you're sure it's important, so you'd like to make sure the current
configuration of plants is sustainable by determining what will happen after 20 generations.
It's not clear what these plants are for, but you're sure it's important, so
you'd like to make sure the current configuration of plants is sustainable
by determining what will happen after 20 generations.
For example, given the following input:
@ -49,8 +59,9 @@ Advent of Code
###.# => #
####. => #
For brevity, in this example, only the combinations which do produce a plant are listed. (Your input includes all possible
combinations.) Then, the next 20 generations will look like this:
For brevity, in this example, only the combinations which do produce a plant
are listed. (Your input includes all possible combinations.) Then, the next
20 generations will look like this:
1 2 3
0 0 0 0
@ -76,27 +87,34 @@ Advent of Code
19: .#..###.#..#.#.#######.#.#.#..#.#...#..
20: .#....##....#####...#######....#.#..##.
The generation is shown along the left, where 0 is the initial state. The pot numbers are shown along the top, where 0
labels the center pot, negative-numbered pots extend to the left, and positive pots extend toward the right. Remember, the
initial state begins at pot 0, which is not the leftmost pot used in this example.
The generation is shown along the left, where 0 is the initial state. The
pot numbers are shown along the top, where 0 labels the center pot,
negative-numbered pots extend to the left, and positive pots extend toward
the right. Remember, the initial state begins at pot 0, which is not the
leftmost pot used in this example.
After one generation, only seven plants remain. The one in pot 0 matched the rule looking for ..#.., the one in pot 4
matched the rule looking for .#.#., pot 9 matched .##.., and so on.
After one generation, only seven plants remain. The one in pot 0 matched the
rule looking for ..#.., the one in pot 4 matched the rule looking for .#.#.,
pot 9 matched .##.., and so on.
In this example, after 20 generations, the pots shown as # contain plants, the furthest left of which is pot -2, and the
furthest right of which is pot 34. Adding up all the numbers of plant-containing pots after the 20th generation produces
325.
In this example, after 20 generations, the pots shown as # contain plants,
the furthest left of which is pot -2, and the furthest right of which is pot
34. Adding up all the numbers of plant-containing pots after the 20th
generation produces 325.
After 20 generations, what is the sum of the numbers of all pots which contain a plant?
After 20 generations, what is the sum of the numbers of all pots which
contain a plant?
Your puzzle answer was 2281.
--- Part Two ---
You realize that 20 generations aren't enough. After all, these plants will need to last another 1500 years to even reach
your timeline, not to mention your future.
You realize that 20 generations aren't enough. After all, these plants will
need to last another 1500 years to even reach your timeline, not to mention
your future.
After fifty billion (50000000000) generations, what is the sum of the numbers of all pots which contain a plant?
After fifty billion (50000000000) generations, what is the sum of the
numbers of all pots which contain a plant?
Your puzzle answer was 2250000000120.

View File

@ -2,24 +2,28 @@ Advent of Code
--- Day 13: Mine Cart Madness ---
A crop of this size requires significant logistics to transport produce, soil, fertilizer, and so on. The Elves are very busy pushing
things around in carts on some kind of rudimentary system of tracks they've come up with.
A crop of this size requires significant logistics to transport produce,
soil, fertilizer, and so on. The Elves are very busy pushing things around
in carts on some kind of rudimentary system of tracks they've come up with.
Seeing as how cart-and-track systems don't appear in recorded history for another 1000 years, the Elves seem to be making this up as
they go along. They haven't even figured out how to avoid collisions yet.
Seeing as how cart-and-track systems don't appear in recorded history for
another 1000 years, the Elves seem to be making this up as they go along.
They haven't even figured out how to avoid collisions yet.
You map out the tracks (your puzzle input) and see where you can help.
Tracks consist of straight paths (| and -), curves (/ and \), and intersections (+). Curves connect exactly two perpendicular pieces
of track; for example, this is a closed loop:
Tracks consist of straight paths (| and -), curves (/ and \), and
intersections (+). Curves connect exactly two perpendicular pieces of track;
for example, this is a closed loop:
/----\
| |
| |
\----/
Intersections occur when two perpendicular paths cross. At an intersection, a cart is capable of turning left, turning right, or
continuing straight. Here are two loops connected by two intersections:
Intersections occur when two perpendicular paths cross. At an intersection,
a cart is capable of turning left, turning right, or continuing straight.
Here are two loops connected by two intersections:
/-----\
| |
@ -29,17 +33,23 @@ Advent of Code
| |
\-----/
Several carts are also on the tracks. Carts always face either up (^), down (v), left (<), or right (>). (On your initial map, the
track under each cart is a straight path matching the direction the cart is facing.)
Several carts are also on the tracks. Carts always face either up (^), down
(v), left (<), or right (>). (On your initial map, the track under each cart
is a straight path matching the direction the cart is facing.)
Each time a cart has the option to turn (by arriving at any intersection), it turns left the first time, goes straight the second
time, turns right the third time, and then repeats those directions starting again with left the fourth time, straight the fifth
time, and so on. This process is independent of the particular intersection at which the cart has arrived - that is, the cart has no
per-intersection memory.
Each time a cart has the option to turn (by arriving at any intersection),
it turns left the first time, goes straight the second time, turns right the
third time, and then repeats those directions starting again with left the
fourth time, straight the fifth time, and so on. This process is independent
of the particular intersection at which the cart has arrived - that is, the
cart has no per-intersection memory.
Carts all move at the same speed; they take turns moving a single step at a time. They do this based on their current location: carts
on the top row move first (acting from left to right), then carts on the second row move (again from left to right), then carts on
the third row, and so on. Once each cart has moved one step, the process repeats; each of these loops is called a tick.
Carts all move at the same speed; they take turns moving a single step at a
time. They do this based on their current location: carts on the top row
move first (acting from left to right), then carts on the second row move
(again from left to right), then carts on the third row, and so on. Once
each cart has moved one step, the process repeats; each of these loops is
called a tick.
For example, suppose there are two carts on a straight track:
@ -51,10 +61,13 @@ Advent of Code
^ ^ | | |
| | | | |
First, the top cart moves. It is facing down (v), so it moves down one square. Second, the bottom cart moves. It is facing up (^), so
it moves up one square. Because all carts have moved, the first tick ends. Then, the process repeats, starting with the first cart.
The first cart moves down, then the second cart moves up - right into the first cart, colliding with it! (The location of the crash
is marked with an X.) This ends the second and last tick.
First, the top cart moves. It is facing down (v), so it moves down one
square. Second, the bottom cart moves. It is facing up (^), so it moves up
one square. Because all carts have moved, the first tick ends. Then, the
process repeats, starting with the first cart. The first cart moves down,
then the second cart moves up - right into the first cart, colliding with
it! (The location of the crash is marked with an X.) This ends the second
and last tick.
Here is a longer example:
@ -163,9 +176,10 @@ Advent of Code
\-+-/ \-+--/
\------/
After following their respective paths for a while, the carts eventually crash. To help prevent crashes, you'd like to know the
location of the first crash. Locations are given in X,Y coordinates, where the furthest left column is X=0 and the furthest top row
is Y=0:
After following their respective paths for a while, the carts eventually
crash. To help prevent crashes, you'd like to know the location of the first
crash. Locations are given in X,Y coordinates, where the furthest left
column is X=0 and the furthest top row is Y=0:
111
0123456789012
@ -182,11 +196,13 @@ Advent of Code
--- Part Two ---
There isn't much you can do to prevent crashes in this ridiculous system. However, by predicting the crashes, the Elves know where to
be in advance and instantly remove the two crashing carts the moment any crash occurs.
There isn't much you can do to prevent crashes in this ridiculous system.
However, by predicting the crashes, the Elves know where to be in advance
and instantly remove the two crashing carts the moment any crash occurs.
They can proceed like this for a while, but eventually, they're going to run out of carts. It could be useful to figure out where the
last cart that hasn't crashed will end up.
They can proceed like this for a while, but eventually, they're going to run
out of carts. It could be useful to figure out where the last cart that
hasn't crashed will end up.
For example:
@ -222,9 +238,11 @@ Advent of Code
| |
\---/
After four very expensive crashes, a tick ends with only one cart remaining; its final location is 6,4.
After four very expensive crashes, a tick ends with only one cart remaining;
its final location is 6,4.
What is the location of the last cart at the end of the first tick where it is the only cart left?
What is the location of the last cart at the end of the first tick where it
is the only cart left?
Your puzzle answer was 132,26.

View File

@ -2,78 +2,79 @@ Advent of Code
--- Day 14: Chocolate Charts ---
You finally have a chance to look at all of the produce moving around. Chocolate, cinnamon, mint, chili
peppers, nutmeg, vanilla... the Elves must be growing these plants to make hot chocolate! As you realize
this, you hear a conversation in the distance. When you go to investigate, you discover two Elves in what
appears to be a makeshift underground kitchen/laboratory.
You finally have a chance to look at all of the produce moving around.
Chocolate, cinnamon, mint, chili peppers, nutmeg, vanilla... the Elves must
be growing these plants to make hot chocolate! As you realize this, you hear
a conversation in the distance. When you go to investigate, you discover two
Elves in what appears to be a makeshift underground kitchen/laboratory.
The Elves are trying to come up with the ultimate hot chocolate recipe; they're even maintaining a scoreboard
which tracks the quality score (0-9) of each recipe.
The Elves are trying to come up with the ultimate hot chocolate recipe;
they're even maintaining a scoreboard which tracks the quality score (0-9)
of each recipe.
Only two recipes are on the board: the first recipe got a score of 3, the second, 7. Each of the two Elves
has a current recipe: the first Elf starts with the first recipe, and the second Elf starts with the second
recipe.
Only two recipes are on the board: the first recipe got a score of 3, the
second, 7. Each of the two Elves has a current recipe: the first Elf starts
with the first recipe, and the second Elf starts with the second recipe.
To create new recipes, the two Elves combine their current recipes. This creates new recipes from the digits
of the sum of the current recipes' scores. With the current recipes' scores of 3 and 7, their sum is 10, and
so two new recipes would be created: the first with score 1 and the second with score 0. If the current
recipes' scores were 2 and 3, the sum, 5, would only create one recipe (with a score of 5) with its single
digit.
To create new recipes, the two Elves combine their current recipes. This
creates new recipes from the digits of the sum of the current recipes'
scores. With the current recipes' scores of 3 and 7, their sum is 10, and so
two new recipes would be created: the first with score 1 and the second with
score 0. If the current recipes' scores were 2 and 3, the sum, 5, would only
create one recipe (with a score of 5) with its single digit.
The new recipes are added to the end of the scoreboard in the order they are created. So, after the first
round, the scoreboard is 3, 7, 1, 0.
The new recipes are added to the end of the scoreboard in the order they are
created. So, after the first round, the scoreboard is 3, 7, 1, 0.
After all new recipes are added to the scoreboard, each Elf picks a new current recipe. To do this, the Elf
steps forward through the scoreboard a number of recipes equal to 1 plus the score of their current recipe.
So, after the first round, the first Elf moves forward 1 + 3 = 4 times, while the second Elf moves forward 1
+ 7 = 8 times. If they run out of recipes, they loop back around to the beginning. After the first round,
both Elves happen to loop around until they land on the same recipe that they had in the beginning; in
general, they will move to different recipes.
After all new recipes are added to the scoreboard, each Elf picks a new
current recipe. To do this, the Elf steps forward through the scoreboard a
number of recipes equal to 1 plus the score of their current recipe. So,
after the first round, the first Elf moves forward 1 + 3 = 4 times, while
the second Elf moves forward 1 + 7 = 8 times. If they run out of recipes,
they loop back around to the beginning. After the first round, both Elves
happen to loop around until they land on the same recipe that they had in
the beginning; in general, they will move to different recipes.
Drawing the first Elf as parentheses and the second Elf as square brackets, they continue this process:
Drawing the first Elf as parentheses and the second Elf as square brackets,
they continue this process:
(3)[7]
(3)[7] 1 0
3 7 1 [0](1) 0
3 7 1 0 [1] 0 (1)
(3) 7 1 0 1 0 [1] 2
3 7 1 0 (1) 0 1 2 [4]
3 7 1 [0] 1 0 (1) 2 4 5
3 7 1 0 [1] 0 1 2 (4) 5 1
3 (7) 1 0 1 0 [1] 2 4 5 1 5
3 7 1 0 1 0 1 2 [4](5) 1 5 8
3 (7) 1 0 1 0 1 2 4 5 1 5 8 [9]
3 7 1 0 1 0 1 [2] 4 (5) 1 5 8 9 1 6
3 7 1 0 1 0 1 2 4 5 [1] 5 8 9 1 (6) 7
3 7 1 0 (1) 0 1 2 4 5 1 5 [8] 9 1 6 7 7
3 7 [1] 0 1 0 (1) 2 4 5 1 5 8 9 1 6 7 7 9
3 7 1 0 [1] 0 1 2 (4) 5 1 5 8 9 1 6 7 7 9 2
(3)[7] (3)[7] 1 0 3 7 1 [0](1) 0 3 7 1 0 [1] 0 (1) (3) 7 1 0 1 0 [1]
2 3 7 1 0 (1) 0 1 2 [4] 3 7 1 [0] 1 0 (1) 2 4 5 3 7 1 0 [1] 0 1
2 (4) 5 1 3 (7) 1 0 1 0 [1] 2 4 5 1 5 3 7 1 0 1 0 1 2 [4](5) 1
5 8 3 (7) 1 0 1 0 1 2 4 5 1 5 8 [9] 3 7 1 0 1 0 1 [2] 4 (5) 1
5 8 9 1 6 3 7 1 0 1 0 1 2 4 5 [1] 5 8 9 1 (6) 7 3 7 1 0 (1)
0 1 2 4 5 1 5 [8] 9 1 6 7 7 3 7 [1] 0 1 0 (1) 2 4 5 1 5 8 9
1 6 7 7 9 3 7 1 0 [1] 0 1 2 (4) 5 1 5 8 9 1 6 7 7 9 2
The Elves think their skill will improve after making a few recipes (your puzzle input). However, that could
take ages; you can speed this up considerably by identifying the scores of the ten recipes after that. For
The Elves think their skill will improve after making a few recipes (your
puzzle input). However, that could take ages; you can speed this up
considerably by identifying the scores of the ten recipes after that. For
example:
 If the Elves think their skill will improve after making 9 recipes, the scores of the ten recipes after
the first nine on the scoreboard would be 5158916779 (highlighted in the last line of the diagram).
 After 5 recipes, the scores of the next ten would be 0124515891.
 After 18 recipes, the scores of the next ten would be 9251071085.
 After 2018 recipes, the scores of the next ten would be 5941429882.
 If the Elves think their skill will improve after making 9 recipes, the
scores of the ten recipes after the first nine on the scoreboard would be
5158916779 (highlighted in the last line of the diagram). • After 5
recipes, the scores of the next ten would be 0124515891. • After 18
recipes, the scores of the next ten would be 9251071085. • After 2018
recipes, the scores of the next ten would be 5941429882.
What are the scores of the ten recipes immediately after the number of recipes in your puzzle input?
What are the scores of the ten recipes immediately after the number of
recipes in your puzzle input?
Your puzzle answer was 1776718175.
--- Part Two ---
As it turns out, you got the Elves' plan backwards. They actually want to know how many recipes appear on the
scoreboard to the left of the first recipes whose scores are the digits from your puzzle input.
As it turns out, you got the Elves' plan backwards. They actually want to
know how many recipes appear on the scoreboard to the left of the first
recipes whose scores are the digits from your puzzle input.
 51589 first appears after 9 recipes.
 01245 first appears after 5 recipes.
 92510 first appears after 18 recipes.
 59414 first appears after 2018 recipes.
 51589 first appears after 9 recipes. • 01245 first appears after 5
recipes. • 92510 first appears after 18 recipes. • 59414 first appears
after 2018 recipes.
How many recipes appear on the scoreboard to the left of the score sequence in your puzzle input?
How many recipes appear on the scoreboard to the left of the score sequence
in your puzzle input?
Your puzzle answer was 20220949.

329
2018/day15/problem Normal file
View File

@ -0,0 +1,329 @@
Advent of Code
--- Day 15: Beverage Bandits ---
Having perfected their hot chocolate, the Elves have a new problem: the
Goblins that live in these caves will do anything to steal it. Looks like
they're here for a fight.
You scan the area, generating a map of the walls (#), open cavern (.), and
starting position of every Goblin (G) and Elf (E) (your puzzle input).
Combat proceeds in rounds; in each round, each unit that is still alive
takes a turn, resolving all of its actions before the next unit's turn
begins. On each unit's turn, it tries to move into range of an enemy (if it
isn't already) and then attack (if it is in range).
All units are very disciplined and always follow very strict combat rules.
Units never move or attack diagonally, as doing so would be dishonorable.
When multiple choices are equally valid, ties are broken in reading order:
top-to-bottom, then left-to-right. For instance, the order in which units
take their turns within a round is the reading order of their starting
positions in that round, regardless of the type of unit or whether other
units have moved after the round started. For example:
would take their These units: turns in this order: #######
####### #.G.E.# #.1.2.# #E.G.E# #3.4.5#
#.G.E.# #.6.7.# ####### #######
Each unit begins its turn by identifying all possible targets (enemy units).
If no targets remain, combat ends.
Then, the unit identifies all of the open squares (.) that are in range of
each target; these are the squares which are adjacent (immediately up, down,
left, or right) to any target and which aren't already occupied by a wall or
another unit. Alternatively, the unit might already be in range of a target.
If the unit is not already in range of a target, and there are no open
squares which are in range of a target, the unit ends its turn.
If the unit is already in range of a target, it does not move, but continues
its turn with an attack. Otherwise, since it is not in range of a target, it
moves.
To move, the unit first considers the squares that are in range and
determines which of those squares it could reach in the fewest steps. A step
is a single movement to any adjacent (immediately up, down, left, or right)
open (.) square. Units cannot move into walls or other units. The unit does
this while considering the current positions of units and does not do any
prediction about where units will be later. If the unit cannot reach (find
an open path to) any of the squares that are in range, it ends its turn. If
multiple squares are in range and tied for being reachable in the fewest
steps, the square which is first in reading order is chosen. For example:
Targets: In range: Reachable: Nearest: Chosen: #######
####### ####### ####### ####### #E..G.# #E.?G?#
#E.@G.# #E.!G.# #E.+G.# #...#.# --> #.?.#?# --> #.@.#.# -->
#.!.#.# --> #...#.# #.G.#G# #?G?#G# #@G@#G# #!G.#G#
#.G.#G# ####### ####### ####### ####### #######
In the above scenario, the Elf has three targets (the three Goblins):
 Each of the Goblins has open, adjacent squares which are in range
(marked with a ? on the map). • Of those squares, four are reachable
(marked @); the other two (on the right) would require moving through a
wall or unit to reach. • Three of these reachable squares are nearest,
requiring the fewest steps (only 2) to reach (marked !). • Of those, the
square which is first in reading order is chosen (+).
The unit then takes a single step toward the chosen square along the
shortest path to that square. If multiple steps would put the unit equally
closer to its destination, the unit chooses the step which is first in
reading order. (This requires knowing when there is more than one shortest
path so that you can consider the first step of each such path.) For
example:
In range: Nearest: Chosen: Distance: Step: #######
####### ####### ####### ####### #.E...# #.E...#
#.E...# #4E212# #..E..# #...?.# --> #...!.# --> #...+.# -->
#32101# --> #.....# #..?G?# #..!G.# #...G.# #432G2#
#...G.# ####### ####### ####### ####### #######
The Elf sees three squares in range of a target (?), two of which are
nearest (!), and so the first in reading order is chosen (+). Under
"Distance", each open square is marked with its distance from the
destination square; the two squares to which the Elf could move on this turn
(down and to the right) are both equally good moves and would leave the Elf
2 steps from being in range of the Goblin. Because the step which is first
in reading order is chosen, the Elf moves right one square.
Here's a larger example of movement:
Initially: ######### #G..G..G# #.......# #.......# #G..E..G# #.......#
#.......# #G..G..G# #########
After 1 round: ######### #.G...G.# #...G...# #...E..G# #.G.....# #.......#
#G..G..G# #.......# #########
After 2 rounds: ######### #..G.G..# #...G...# #.G.E.G.# #.......# #G..G..G#
#.......# #.......# #########
After 3 rounds: ######### #.......# #..GGG..# #..GEG..# #G..G...# #......G#
#.......# #.......# #########
Once the Goblins and Elf reach the positions above, they all are either in
range of a target or cannot find any square in range of a target, and so
none of the units can move until a unit dies.
After moving (or if the unit began its turn in range of a target), the unit
attacks.
To attack, the unit first determines all of the targets that are in range of
it by being immediately adjacent to it. If there are no such targets, the
unit ends its turn. Otherwise, the adjacent target with the fewest hit
points is selected; in a tie, the adjacent target with the fewest hit points
which is first in reading order is selected.
The unit deals damage equal to its attack power to the selected target,
reducing its hit points by that amount. If this reduces its hit points to 0
or fewer, the selected target dies: its square becomes . and it takes no
further turns.
Each unit, either Goblin or Elf, has 3 attack power and starts with 200 hit
points.
For example, suppose the only Elf is about to attack:
HP: HP: G.... 9 G.... 9 ..G.. 4 ..G.. 4
..EG. 2 --> ..E.. ..G.. 2 ..G.. 2 ...G. 1 ...G. 1
The "HP" column shows the hit points of the Goblin to the left in the
corresponding row. The Elf is in range of three targets: the Goblin above it
(with 4 hit points), the Goblin to its right (with 2 hit points), and the
Goblin below it (also with 2 hit points). Because three targets are in
range, the ones with the lowest hit points are selected: the two Goblins
with 2 hit points each (one to the right of the Elf and one below the Elf).
Of those, the Goblin first in reading order (the one to the right of the
Elf) is selected. The selected Goblin's hit points (2) are reduced by the
Elf's attack power (3), reducing its hit points to -1, killing it.
After attacking, the unit's turn ends. Regardless of how the unit's turn
ends, the next unit in the round takes its turn. If all units have taken
turns in this round, the round ends, and a new round begins.
The Elves look quite outnumbered. You need to determine the outcome of the
battle: the number of full rounds that were completed (not counting the
round in which combat ends) multiplied by the sum of the hit points of all
remaining units at the moment combat ends. (Combat only ends when a unit
finds no targets during its turn.)
Below is an entire sample combat. Next to each map, each row's units' hit
points are listed from left to right.
Initially: ####### #.G...# G(200) #...EG# E(200), G(200) #.#.#G# G(200)
#..G#E# G(200), E(200) #.....# #######
After 1 round: ####### #..G..# G(200) #...EG# E(197), G(197) #.#G#G#
G(200), G(197) #...#E# E(197) #.....# #######
After 2 rounds: ####### #...G.# G(200) #..GEG# G(200), E(188), G(194)
#.#.#G# G(194) #...#E# E(194) #.....# #######
Combat ensues; eventually, the top Elf dies:
After 23 rounds: ####### #...G.# G(200) #..G.G# G(200), G(131) #.#.#G#
G(131) #...#E# E(131) #.....# #######
After 24 rounds: ####### #..G..# G(200) #...G.# G(131) #.#G#G# G(200),
G(128) #...#E# E(128) #.....# #######
After 25 rounds: ####### #.G...# G(200) #..G..# G(131) #.#.#G# G(125)
#..G#E# G(200), E(125) #.....# #######
After 26 rounds: ####### #G....# G(200) #.G...# G(131) #.#.#G# G(122)
#...#E# E(122) #..G..# G(200) #######
After 27 rounds: ####### #G....# G(200) #.G...# G(131) #.#.#G# G(119)
#...#E# E(119) #...G.# G(200) #######
After 28 rounds: ####### #G....# G(200) #.G...# G(131) #.#.#G# G(116)
#...#E# E(113) #....G# G(200) #######
More combat ensues; eventually, the bottom Elf dies:
After 47 rounds: ####### #G....# G(200) #.G...# G(131) #.#.#G# G(59)
#...#.# #....G# G(200) #######
Before the 48th round can finish, the top-left Goblin finds that there are
no targets remaining, and so combat ends. So, the number of full rounds that
were completed is 47, and the sum of the hit points of all remaining units
is 200+131+59+200 = 590. From these, the outcome of the battle is 47 * 590 =
27730.
Here are a few example summarized combats:
####### ####### #G..#E# #...#E# E(200) #E#E.E# #E#...#
E(197) #G.##.# --> #.E##.# E(185) #...#E# #E..#E# E(200), E(200)
#...E.# #.....# ####### #######
Combat ends after 37 full rounds Elves win with 982 total hit points left
Outcome: 37 * 982 = 36334
####### ####### #E..EG# #.E.E.# E(164), E(197) #.#G.E#
#.#E..# E(200) #E.##E# --> #E.##.# E(98) #G..#.# #.E.#.# E(200)
#..E#.# #...#.# ####### #######
Combat ends after 46 full rounds Elves win with 859 total hit points left
Outcome: 46 * 859 = 39514
####### ####### #E.G#.# #G.G#.# G(200), G(98) #.#G..#
#.#G..# G(200) #G.#.G# --> #..#..# #G..#.# #...#G# G(95) #...E.#
#...G.# G(200) ####### #######
Combat ends after 35 full rounds Goblins win with 793 total hit points left
Outcome: 35 * 793 = 27755
####### ####### #.E...# #.....# #.#..G# #.#G..# G(200)
#.###.# --> #.###.# #E#G#G# #.#.#.# #...#G# #G.G#G# G(98),
G(38), G(200) ####### #######
Combat ends after 54 full rounds Goblins win with 536 total hit points left
Outcome: 54 * 536 = 28944
######### ######### #G......# #.G.....# G(137) #.E.#...#
#G.G#...# G(200), G(200) #..##..G# #.G##...# G(200) #...##..# -->
#...##..# #...#...# #.G.#...# G(200) #.G...G.# #.......#
#.....G.# #.......# ######### #########
Combat ends after 20 full rounds Goblins win with 937 total hit points left
Outcome: 20 * 937 = 18740
What is the outcome of the combat described in your puzzle input?
Your puzzle answer was 225096.
--- Part Two ---
According to your calculations, the Elves are going to lose badly. Surely,
you won't mess up the timeline too much if you give them just a little
advanced technology, right?
You need to make sure the Elves not only win, but also suffer no losses:
even the death of a single Elf is unacceptable.
However, you can't go too far: larger changes will be more likely to
permanently alter spacetime.
So, you need to find the outcome of the battle in which the Elves have the
lowest integer attack power (at least 4) that allows them to win without a
single death. The Goblins always have an attack power of 3.
In the first summarized example above, the lowest attack power the Elves
need to win without losses is 15:
####### ####### #.G...# #..E..# E(158) #...EG# #...E.#
E(14) #.#.#G# --> #.#.#.# #..G#E# #...#.# #.....# #.....#
####### #######
Combat ends after 29 full rounds Elves win with 172 total hit points left
Outcome: 29 * 172 = 4988
In the second example above, the Elves need only 4 attack power:
####### ####### #E..EG# #.E.E.# E(200), E(23) #.#G.E#
#.#E..# E(200) #E.##E# --> #E.##E# E(125), E(200) #G..#.# #.E.#.#
E(200) #..E#.# #...#.# ####### #######
Combat ends after 33 full rounds Elves win with 948 total hit points left
Outcome: 33 * 948 = 31284
In the third example above, the Elves need 15 attack power:
####### ####### #E.G#.# #.E.#.# E(8) #.#G..# #.#E..#
E(86) #G.#.G# --> #..#..# #G..#.# #...#.# #...E.# #.....#
####### #######
Combat ends after 37 full rounds Elves win with 94 total hit points left
Outcome: 37 * 94 = 3478
In the fourth example above, the Elves need 12 attack power:
####### ####### #.E...# #...E.# E(14) #.#..G# #.#..E#
E(152) #.###.# --> #.###.# #E#G#G# #.#.#.# #...#G# #...#.#
####### #######
Combat ends after 39 full rounds Elves win with 166 total hit points left
Outcome: 39 * 166 = 6474
In the last example above, the lone Elf needs 34 attack power:
######### ######### #G......# #.......# #.E.#...# #.E.#...#
E(38) #..##..G# #..##...# #...##..# --> #...##..# #...#...#
#...#...# #.G...G.# #.......# #.....G.# #.......# #########
#########
Combat ends after 30 full rounds Elves win with 38 total hit points left
Outcome: 30 * 38 = 1140
After increasing the Elves' attack power until it is just barely enough for
them to win without any Elves dying, what is the outcome of the combat
described in your puzzle input?
Your puzzle answer was 35354.
Both parts of this puzzle are complete! They provide two gold stars: **
At this point, you should return to your Advent calendar and try another
puzzle.
If you still want to see it, you can get your puzzle input.
References
Visible links
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. https://en.wikipedia.org/wiki/Goblin
. https://adventofcode.com/2018
. https://adventofcode.com/2018/day/15/input

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Advent of Code
--- Day 17: Reservoir Research ---
You arrive in the year 18. If it weren't for the coat you got in 1018, you
would be very cold: the North Pole base hasn't even been constructed.
Rather, it hasn't been constructed yet. The Elves are making a little
progress, but there's not a lot of liquid water in this climate, so they're
getting very dehydrated. Maybe there's more underground?
You scan a two-dimensional vertical slice of the ground nearby and discover
that it is mostly sand with veins of clay. The scan only provides data with
a granularity of square meters, but it should be good enough to determine
how much water is trapped there. In the scan, x represents the distance to
the right, and y represents the distance down. There is also a spring of
water near the surface at x=500, y=0. The scan identifies which square
meters are clay (your puzzle input).
For example, suppose your scan shows the following veins of clay:
x=495, y=2..7 y=7, x=495..501 x=501, y=3..7 x=498, y=2..4 x=506, y=1..2 x=498,
y=10..13 x=504, y=10..13 y=13, x=498..504
Rendering clay as #, sand as ., and the water spring as +, and with x
increasing to the right and y increasing downward, this becomes:
44444455555555 99999900000000 45678901234567 0 ......+....... 1
............#. 2 .#..#.......#. 3 .#..#..#...... 4 .#..#..#...... 5
.#.....#...... 6 .#.....#...... 7 .#######...... 8 .............. 9
.............. 10 ....#.....#... 11 ....#.....#... 12 ....#.....#... 13
....#######...
The spring of water will produce water forever. Water can move through sand,
but is blocked by clay. Water always moves down when possible, and spreads
to the left and right otherwise, filling space that has clay on both sides
and falling out otherwise.
For example, if five squares of water are created, they will flow downward
until they reach the clay and settle there. Water that has come to rest is
shown here as ~, while sand through which water has passed (but which is now
dry again) is shown as |:
......+....... ......|.....#. .#..#.|.....#. .#..#.|#...... .#..#.|#......
.#....|#...... .#~~~~~#...... .#######...... .............. ..............
....#.....#... ....#.....#... ....#.....#... ....#######...
Two squares of water can't occupy the same location. If another five squares
of water are created, they will settle on the first five, filling the clay
reservoir a little more:
......+....... ......|.....#. .#..#.|.....#. .#..#.|#...... .#..#.|#......
.#~~~~~#...... .#~~~~~#...... .#######...... .............. ..............
....#.....#... ....#.....#... ....#.....#... ....#######...
Water pressure does not apply in this scenario. If another four squares of
water are created, they will stay on the right side of the barrier, and no
water will reach the left side:
......+....... ......|.....#. .#..#.|.....#. .#..#~~#...... .#..#~~#......
.#~~~~~#...... .#~~~~~#...... .#######...... .............. ..............
....#.....#... ....#.....#... ....#.....#... ....#######...
At this point, the top reservoir overflows. While water can reach the tiles
above the surface of the water, it cannot settle there, and so the next five
squares of water settle like this:
......+....... ......|.....#. .#..#||||...#. .#..#~~#|..... .#..#~~#|.....
.#~~~~~#|..... .#~~~~~#|..... .#######|..... ........|..... ........|.....
....#...|.#... ....#...|.#... ....#~~~~~#... ....#######...
Note especially the leftmost |: the new squares of water can reach this
tile, but cannot stop there. Instead, eventually, they all fall to the right
and settle in the reservoir below.
After 10 more squares of water, the bottom reservoir is also full:
......+....... ......|.....#. .#..#||||...#. .#..#~~#|..... .#..#~~#|.....
.#~~~~~#|..... .#~~~~~#|..... .#######|..... ........|..... ........|.....
....#~~~~~#... ....#~~~~~#... ....#~~~~~#... ....#######...
Finally, while there is nowhere left for the water to settle, it can reach a
few more tiles before overflowing beyond the bottom of the scanned data:
......+....... (line not counted: above minimum y value) ......|.....#.
.#..#||||...#. .#..#~~#|..... .#..#~~#|..... .#~~~~~#|..... .#~~~~~#|.....
.#######|..... ........|..... ...|||||||||.. ...|#~~~~~#|.. ...|#~~~~~#|..
...|#~~~~~#|.. ...|#######|.. ...|.......|.. (line not counted: below
maximum y value) ...|.......|.. (line not counted: below maximum y value)
...|.......|.. (line not counted: below maximum y value)
How many tiles can be reached by the water? To prevent counting forever,
ignore tiles with a y coordinate smaller than the smallest y coordinate in
your scan data or larger than the largest one. Any x coordinate is valid. In
this example, the lowest y coordinate given is 1, and the highest is 13,
causing the water spring (in row 0) and the water falling off the bottom of
the render (in rows 14 through infinity) to be ignored.
So, in the example above, counting both water at rest (~) and other sand
tiles the water can hypothetically reach (|), the total number of tiles the
water can reach is 57.
How many tiles can the water reach within the range of y values in your
scan?
Your puzzle answer was 33242.
--- Part Two ---
After a very long time, the water spring will run dry. How much water will
be retained?
In the example above, water that won't eventually drain out is shown as ~, a
total of 29 tiles.
How many water tiles are left after the water spring stops producing water
and all remaining water not at rest has drained?
Your puzzle answer was 27256.
Both parts of this puzzle are complete! They provide two gold stars: **
At this point, you should return to your Advent calendar and try another
puzzle.
If you still want to see it, you can get your puzzle input.
References
Visible links
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. https://adventofcode.com/2018/day/17/input

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@ -2,181 +2,92 @@ Advent of Code
--- Day 18: Settlers of The North Pole ---
On the outskirts of the North Pole base construction project, many Elves are collecting lumber.
On the outskirts of the North Pole base construction project, many Elves are
collecting lumber.
The lumber collection area is 50 acres by 50 acres; each acre can be either open ground (.), trees (|), or a
lumberyard (#). You take a scan of the area (your puzzle input).
The lumber collection area is 50 acres by 50 acres; each acre can be either
open ground (.), trees (|), or a lumberyard (#). You take a scan of the area
(your puzzle input).
Strange magic is at work here: each minute, the landscape looks entirely different. In exactly one minute, an
open acre can fill with trees, a wooded acre can be converted to a lumberyard, or a lumberyard can be cleared
to open ground (the lumber having been sent to other projects).
Strange magic is at work here: each minute, the landscape looks entirely
different. In exactly one minute, an open acre can fill with trees, a wooded
acre can be converted to a lumberyard, or a lumberyard can be cleared to
open ground (the lumber having been sent to other projects).
The change to each acre is based entirely on the contents of that acre as well as the number of open, wooded,
or lumberyard acres adjacent to it at the start of each minute. Here, "adjacent" means any of the eight acres
surrounding that acre. (Acres on the edges of the lumber collection area might have fewer than eight adjacent
acres; the missing acres aren't counted.)
The change to each acre is based entirely on the contents of that acre as
well as the number of open, wooded, or lumberyard acres adjacent to it at
the start of each minute. Here, "adjacent" means any of the eight acres
surrounding that acre. (Acres on the edges of the lumber collection area
might have fewer than eight adjacent acres; the missing acres aren't
counted.)
In particular:
 An open acre will become filled with trees if three or more adjacent acres contained trees. Otherwise,
nothing happens.
 An acre filled with trees will become a lumberyard if three or more adjacent acres were lumberyards.
Otherwise, nothing happens.
 An acre containing a lumberyard will remain a lumberyard if it was adjacent to at least one other
lumberyard and at least one acre containing trees. Otherwise, it becomes open.
 An open acre will become filled with trees if three or more adjacent
acres contained trees. Otherwise, nothing happens. • An acre filled with
trees will become a lumberyard if three or more adjacent acres were
lumberyards. Otherwise, nothing happens. • An acre containing a lumberyard
will remain a lumberyard if it was adjacent to at least one other
lumberyard and at least one acre containing trees. Otherwise, it becomes
open.
These changes happen across all acres simultaneously, each of them using the state of all acres at the
beginning of the minute and changing to their new form by the end of that same minute. Changes that happen
during the minute don't affect each other.
These changes happen across all acres simultaneously, each of them using the
state of all acres at the beginning of the minute and changing to their new
form by the end of that same minute. Changes that happen during the minute
don't affect each other.
For example, suppose the lumber collection area is instead only 10 by 10 acres with this initial
configuration:
For example, suppose the lumber collection area is instead only 10 by 10
acres with this initial configuration:
Initial state:
.#.#...|#.
.....#|##|
.|..|...#.
..|#.....#
#.#|||#|#|
...#.||...
.|....|...
||...#|.#|
|.||||..|.
...#.|..|.
Initial state: .#.#...|#. .....#|##| .|..|...#. ..|#.....# #.#|||#|#|
...#.||... .|....|... ||...#|.#| |.||||..|. ...#.|..|.
After 1 minute:
.......##.
......|###
.|..|...#.
..|#||...#
..##||.|#|
...#||||..
||...|||..
|||||.||.|
||||||||||
....||..|.
After 1 minute: .......##. ......|### .|..|...#. ..|#||...# ..##||.|#|
...#||||.. ||...|||.. |||||.||.| |||||||||| ....||..|.
After 2 minutes:
.......#..
......|#..
.|.|||....
..##|||..#
..###|||#|
...#|||||.
|||||||||.
||||||||||
||||||||||
.|||||||||
After 2 minutes: .......#.. ......|#.. .|.|||.... ..##|||..# ..###|||#|
...#|||||. |||||||||. |||||||||| |||||||||| .|||||||||
After 3 minutes:
.......#..
....|||#..
.|.||||...
..###|||.#
...##|||#|
.||##|||||
||||||||||
||||||||||
||||||||||
||||||||||
After 3 minutes: .......#.. ....|||#.. .|.||||... ..###|||.# ...##|||#|
.||##||||| |||||||||| |||||||||| |||||||||| ||||||||||
After 4 minutes:
.....|.#..
...||||#..
.|.#||||..
..###||||#
...###||#|
|||##|||||
||||||||||
||||||||||
||||||||||
||||||||||
After 4 minutes: .....|.#.. ...||||#.. .|.#||||.. ..###||||# ...###||#|
|||##||||| |||||||||| |||||||||| |||||||||| ||||||||||
After 5 minutes:
....|||#..
...||||#..
.|.##||||.
..####|||#
.|.###||#|
|||###||||
||||||||||
||||||||||
||||||||||
||||||||||
After 5 minutes: ....|||#.. ...||||#.. .|.##||||. ..####|||# .|.###||#|
|||###|||| |||||||||| |||||||||| |||||||||| ||||||||||
After 6 minutes:
...||||#..
...||||#..
.|.###|||.
..#.##|||#
|||#.##|#|
|||###||||
||||#|||||
||||||||||
||||||||||
||||||||||
After 6 minutes: ...||||#.. ...||||#.. .|.###|||. ..#.##|||# |||#.##|#|
|||###|||| ||||#||||| |||||||||| |||||||||| ||||||||||
After 7 minutes:
...||||#..
..||#|##..
.|.####||.
||#..##||#
||##.##|#|
|||####|||
|||###||||
||||||||||
||||||||||
||||||||||
After 7 minutes: ...||||#.. ..||#|##.. .|.####||. ||#..##||# ||##.##|#|
|||####||| |||###|||| |||||||||| |||||||||| ||||||||||
After 8 minutes:
..||||##..
..|#####..
|||#####|.
||#...##|#
||##..###|
||##.###||
|||####|||
||||#|||||
||||||||||
||||||||||
After 8 minutes: ..||||##.. ..|#####.. |||#####|. ||#...##|# ||##..###|
||##.###|| |||####||| ||||#||||| |||||||||| ||||||||||
After 9 minutes:
..||###...
.||#####..
||##...##.
||#....###
|##....##|
||##..###|
||######||
|||###||||
||||||||||
||||||||||
After 9 minutes: ..||###... .||#####.. ||##...##. ||#....### |##....##|
||##..###| ||######|| |||###|||| |||||||||| ||||||||||
After 10 minutes:
.||##.....
||###.....
||##......
|##.....##
|##.....##
|##....##|
||##.####|
||#####|||
||||#|||||
||||||||||
After 10 minutes: .||##..... ||###..... ||##...... |##.....## |##.....##
|##....##| ||##.####| ||#####||| ||||#||||| ||||||||||
After 10 minutes, there are 37 wooded acres and 31 lumberyards. Multiplying the number of wooded acres by the
number of lumberyards gives the total resource value after ten minutes: 37 * 31 = 1147.
After 10 minutes, there are 37 wooded acres and 31 lumberyards. Multiplying
the number of wooded acres by the number of lumberyards gives the total
resource value after ten minutes: 37 * 31 = 1147.
What will the total resource value of the lumber collection area be after 10 minutes?
What will the total resource value of the lumber collection area be after 10
minutes?
Your puzzle answer was 644640.
--- Part Two ---
This important natural resource will need to last for at least thousands of years. Are the Elves collecting
this lumber sustainably?
This important natural resource will need to last for at least thousands of
years. Are the Elves collecting this lumber sustainably?
What will the total resource value of the lumber collection area be after 1000000000 minutes?
What will the total resource value of the lumber collection area be after
1000000000 minutes?
Your puzzle answer was 191080.

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Advent of Code
--- Day 20: A Regular Map ---
While you were learning about instruction pointers, the Elves made
considerable progress. When you look up, you discover that the North Pole
base construction project has completely surrounded you.
The area you are in is made up entirely of rooms and doors. The rooms are
arranged in a grid, and rooms only connect to adjacent rooms when a door is
present between them.
For example, drawing rooms as ., walls as #, doors as | or -, your current
position as X, and where north is up, the area you're in might look like
this:
##### #.|.# #-### #.|X# #####
You get the attention of a passing construction Elf and ask for a map. "I
don't have time to draw out a map of this place - it's huge. Instead, I can
give you directions to every room in the facility!" He writes down some
directions on a piece of parchment and runs off. In the example above, the
instructions might have been ^WNE$, a regular expression or "regex" (your
puzzle input).
The regex matches routes (like WNE for "west, north, east") that will take
you from your current room through various doors in the facility. In
aggregate, the routes will take you through every door in the facility at
least once; mapping out all of these routes will let you build a proper map
and find your way around.
^ and $ are at the beginning and end of your regex; these just mean that the
regex doesn't match anything outside the routes it describes. (Specifically,
^ matches the start of the route, and $ matches the end of it.) These
characters will not appear elsewhere in the regex.
The rest of the regex matches various sequences of the characters N (north),
S (south), E (east), and W (west). In the example above, ^WNE$ matches only
one route, WNE, which means you can move west, then north, then east from
your current position. Sequences of letters like this always match that
exact route in the same order.
Sometimes, the route can branch. A branch is given by a list of options
separated by pipes (|) and wrapped in parentheses. So, ^N(E|W)N$ contains a
branch: after going north, you must choose to go either east or west before
finishing your route by going north again. By tracing out the possible
routes after branching, you can determine where the doors are and,
therefore, where the rooms are in the facility.
For example, consider this regex: ^ENWWW(NEEE|SSE(EE|N))$
This regex begins with ENWWW, which means that from your current position,
all routes must begin by moving east, north, and then west three times, in
that order. After this, there is a branch. Before you consider the branch,
this is what you know about the map so far, with doors you aren't sure about
marked with a ?:
#?#?#?#?# ?.|.|.|.? #?#?#?#-# ?X|.? #?#?#
After this point, there is (NEEE|SSE(EE|N)). This gives you exactly two
options: NEEE and SSE(EE|N). By following NEEE, the map now looks like this:
#?#?#?#?# ?.|.|.|.? #-#?#?#?# ?.|.|.|.? #?#?#?#-# ?X|.? #?#?#
Now, only SSE(EE|N) remains. Because it is in the same parenthesized group
as NEEE, it starts from the same room NEEE started in. It states that
starting from that point, there exist doors which will allow you to move
south twice, then east; this ends up at another branch. After that, you can
either move east twice or north once. This information fills in the rest of
the doors:
#?#?#?#?# ?.|.|.|.? #-#?#?#?# ?.|.|.|.? #-#?#?#-# ?.?.?X|.? #-#-#?#?#
?.|.|.|.? #?#?#?#?#
Once you've followed all possible routes, you know the remaining unknown
parts are all walls, producing a finished map of the facility:
######### #.|.|.|.# #-####### #.|.|.|.# #-#####-# #.#.#X|.# #-#-#####
#.|.|.|.# #########
Sometimes, a list of options can have an empty option, like (NEWS|WNSE|).
This means that routes at this point could effectively skip the options in
parentheses and move on immediately. For example, consider this regex and
the corresponding map:
^ENNWSWW(NEWS|)SSSEEN(WNSE|)EE(SWEN|)NNN$
########### #.|.#.|.#.# #-###-#-#-# #.|.|.#.#.# #-#####-#-# #.#.#X|.#.#
#-#-#####-# #.#.|.|.|.# #-###-###-# #.|.|.#.|.# ###########
This regex has one main route which, at three locations, can optionally
include additional detours and be valid: (NEWS|), (WNSE|), and (SWEN|).
Regardless of which option is taken, the route continues from the position
it is left at after taking those steps. So, for example, this regex matches
all of the following routes (and more that aren't listed here):
 ENNWSWWSSSEENEENNN • ENNWSWWNEWSSSSEENEENNN • ENNWSWWNEWSSSSEENEESWENNNN
 ENNWSWWSSSEENWNSEEENNN
By following the various routes the regex matches, a full map of all of the
doors and rooms in the facility can be assembled.
To get a sense for the size of this facility, you'd like to determine which
room is furthest from you: specifically, you would like to find the room for
which the shortest path to that room would require passing through the most
doors.
 In the first example (^WNE$), this would be the north-east corner 3
doors away. • In the second example (^ENWWW(NEEE|SSE(EE|N))$), this would
be the south-east corner 10 doors away. • In the third example
(^ENNWSWW(NEWS|)SSSEEN(WNSE|)EE(SWEN|)NNN$), this would be the north-east
corner 18 doors away.
Here are a few more examples:
Regex: ^ESSWWN(E|NNENN(EESS(WNSE|)SSS|WWWSSSSE(SW|NNNE)))$ Furthest room
requires passing 23 doors
############# #.|.|.|.|.|.# #-#####-###-# #.#.|.#.#.#.# #-#-###-#-#-#
#.#.#.|.#.|.# #-#-#-#####-# #.#.#.#X|.#.# #-#-#-###-#-# #.|.#.|.#.#.#
###-#-###-#-# #.|.#.|.|.#.# #############
Regex: ^WSSEESWWWNW(S|NENNEEEENN(ESSSSW(NWSW|SSEN)|WSWWN(E|WWS(E|SS))))$
Furthest room requires passing 31 doors
############### #.|.|.|.#.|.|.# #-###-###-#-#-# #.|.#.|.|.#.#.#
#-#########-#-# #.#.|.|.|.|.#.# #-#-#########-# #.#.#.|X#.|.#.#
###-#-###-#-#-# #.|.#.#.|.#.|.# #-###-#####-### #.|.#.|.|.#.#.#
#-#-#####-#-#-# #.#.|.|.|.#.|.# ###############
What is the largest number of doors you would be required to pass through to
reach a room? That is, find the room for which the shortest path from your
starting location to that room would require passing through the most doors;
what is the fewest doors you can pass through to reach it?
Your puzzle answer was 4155.
--- Part Two ---
Okay, so the facility is big.
How many rooms have a shortest path from your current location that pass
through at least 1000 doors?
Your puzzle answer was 8434.
Both parts of this puzzle are complete! They provide two gold stars: **
At this point, you should return to your Advent calendar and try another
puzzle.
If you still want to see it, you can get your puzzle input.
References
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. https://adventofcode.com/2018/stats
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. https://en.wikipedia.org/wiki/Regular_expression
. https://adventofcode.com/2018
. https://adventofcode.com/2018/day/20/input

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Advent of Code
--- Day 22: Mode Maze ---
This is it, your final stop: the year -483. It's snowing and dark outside;
the only light you can see is coming from a small cottage in the distance.
You make your way there and knock on the door.
A portly man with a large, white beard answers the door and invites you
inside. For someone living near the North Pole in -483, he must not get many
visitors, but he doesn't act surprised to see you. Instead, he offers you
some milk and cookies.
After talking for a while, he asks a favor of you. His friend hasn't come
back in a few hours, and he's not sure where he is. Scanning the region
briefly, you discover one life signal in a cave system nearby; his friend
must have taken shelter there. The man asks if you can go there to retrieve
his friend.
The cave is divided into square regions which are either dominantly rocky,
narrow, or wet (called its type). Each region occupies exactly one
coordinate in X,Y format where X and Y are integers and zero or greater.
(Adjacent regions can be the same type.)
The scan (your puzzle input) is not very detailed: it only reveals the depth
of the cave system and the coordinates of the target. However, it does not
reveal the type of each region. The mouth of the cave is at 0,0.
The man explains that due to the unusual geology in the area, there is a
method to determine any region's type based on its erosion level. The
erosion level of a region can be determined from its geologic index. The
geologic index can be determined using the first rule that applies from the
list below:
 The region at 0,0 (the mouth of the cave) has a geologic index of 0.
 The region at the coordinates of the target has a geologic index of 0.
 If the region's Y coordinate is 0, the geologic index is its X
coordinate times 16807. • If the region's X coordinate is 0, the geologic
index is its Y coordinate times 48271. • Otherwise, the region's geologic
index is the result of multiplying the erosion levels of the regions at
X-1,Y and X,Y-1.
A region's erosion level is its geologic index plus the cave system's depth,
all modulo 20183. Then:
 If the erosion level modulo 3 is 0, the region's type is rocky. • If the
erosion level modulo 3 is 1, the region's type is wet. • If the erosion
level modulo 3 is 2, the region's type is narrow.
For example, suppose the cave system's depth is 510 and the target's
coordinates are 10,10. Using % to represent the modulo operator, the cavern
would look as follows:
 At 0,0, the geologic index is 0. The erosion level is (0 + 510) % 20183
= 510. The type is 510 % 3 = 0, rocky. • At 1,0, because the Y coordinate
is 0, the geologic index is 1 * 16807 = 16807. The erosion level is (16807
+ 510) % 20183 = 17317. The type is 17317 % 3 = 1, wet. • At 0,1, because
the X coordinate is 0, the geologic index is 1 * 48271 = 48271. The
erosion level is (48271 + 510) % 20183 = 8415. The type is 8415 % 3 = 0,
rocky. • At 1,1, neither coordinate is 0 and it is not the coordinate of
the target, so the geologic index is the erosion level of 0,1 (8415) times
the erosion level of 1,0 (17317), 8415
* 17317 = 145722555. The erosion level is (145722555 + 510) % 20183 =
* 1805. The type is 1805 % 3 = 2, narrow.
 At 10,10, because they are the target's coordinates, the geologic index
is 0. The erosion level is (0 + 510) % 20183 = 510. The type is 510 % 3 =
0, rocky.
Drawing this same cave system with rocky as ., wet as =, narrow as |, the
mouth as M, the target as T, with 0,0 in the top-left corner, X increasing
to the right, and Y increasing downward, the top-left corner of the map
looks like this:
M=.|=.|.|=.|=|=. .|=|=|||..|.=... .==|....||=..|== =.|....|.==.|==.
=|..==...=.|==.. =||.=.=||=|=..|= |.=.===|||..=..| |..==||=.|==|===
.=..===..=|.|||. .======|||=|=.|= .===|=|===T===|| =|||...|==..|=.|
=.=|=.=..=.||==| ||=|=...|==.=|== |=.=||===.|||=== ||.|==.|.|.||=||
Before you go in, you should determine the risk level of the area. For the
rectangle that has a top-left corner of region 0,0 and a bottom-right corner
of the region containing the target, add up the risk level of each
individual region: 0 for rocky regions, 1 for wet regions, and 2 for narrow
regions.
In the cave system above, because the mouth is at 0,0 and the target is at
10,10, adding up the risk level of all regions with an X coordinate from 0
to 10 and a Y coordinate from 0 to 10, this total is 114.
What is the total risk level for the smallest rectangle that includes 0,0
and the target's coordinates?
Your puzzle answer was 10603.
--- Part Two ---
Okay, it's time to go rescue the man's friend.
As you leave, he hands you some tools: a torch and some climbing gear. You
can't equip both tools at once, but you can choose to use neither.
Tools can only be used in certain regions:
 In rocky regions, you can use the climbing gear or the torch. You cannot
use neither (you'll likely slip and fall). • In wet regions, you can use
the climbing gear or neither tool. You cannot use the torch (if it gets
wet, you won't have a light source). • In narrow regions, you can use the
torch or neither tool. You cannot use the climbing gear (it's too bulky to
fit).
You start at 0,0 (the mouth of the cave) with the torch equipped and must
reach the target coordinates as quickly as possible. The regions with
negative X or Y are solid rock and cannot be traversed. The fastest route
might involve entering regions beyond the X or Y coordinate of the target.
You can move to an adjacent region (up, down, left, or right; never
diagonally) if your currently equipped tool allows you to enter that region.
Moving to an adjacent region takes one minute. (For example, if you have the
torch equipped, you can move between rocky and narrow regions, but cannot
enter wet regions.)
You can change your currently equipped tool or put both away if your new
equipment would be valid for your current region. Switching to using the
climbing gear, torch, or neither always takes seven minutes, regardless of
which tools you start with. (For example, if you are in a rocky region, you
can switch from the torch to the climbing gear, but you cannot switch to
neither.)
Finally, once you reach the target, you need the torch equipped before you
can find him in the dark. The target is always in a rocky region, so if you
arrive there with climbing gear equipped, you will need to spend seven
minutes switching to your torch.
For example, using the same cave system as above, starting in the top left
corner (0,0) and moving to the bottom right corner (the target, 10,10) as
quickly as possible, one possible route is as follows, with your current
position marked X:
Initially: X=.|=.|.|=.|=|=. .|=|=|||..|.=... .==|....||=..|== =.|....|.==.|==.
=|..==...=.|==.. =||.=.=||=|=..|= |.=.===|||..=..| |..==||=.|==|===
.=..===..=|.|||. .======|||=|=.|= .===|=|===T===|| =|||...|==..|=.|
=.=|=.=..=.||==| ||=|=...|==.=|== |=.=||===.|||=== ||.|==.|.|.||=||
Down: M=.|=.|.|=.|=|=. X|=|=|||..|.=... .==|....||=..|== =.|....|.==.|==.
=|..==...=.|==.. =||.=.=||=|=..|= |.=.===|||..=..| |..==||=.|==|===
.=..===..=|.|||. .======|||=|=.|= .===|=|===T===|| =|||...|==..|=.|
=.=|=.=..=.||==| ||=|=...|==.=|== |=.=||===.|||=== ||.|==.|.|.||=||
Right: M=.|=.|.|=.|=|=. .X=|=|||..|.=... .==|....||=..|== =.|....|.==.|==.
=|..==...=.|==.. =||.=.=||=|=..|= |.=.===|||..=..| |..==||=.|==|===
.=..===..=|.|||. .======|||=|=.|= .===|=|===T===|| =|||...|==..|=.|
=.=|=.=..=.||==| ||=|=...|==.=|== |=.=||===.|||=== ||.|==.|.|.||=||
Switch from using the torch to neither tool: M=.|=.|.|=.|=|=. .X=|=|||..|.=...
.==|....||=..|== =.|....|.==.|==. =|..==...=.|==.. =||.=.=||=|=..|=
|.=.===|||..=..| |..==||=.|==|=== .=..===..=|.|||. .======|||=|=.|=
.===|=|===T===|| =|||...|==..|=.| =.=|=.=..=.||==| ||=|=...|==.=|==
|=.=||===.|||=== ||.|==.|.|.||=||
Right 3: M=.|=.|.|=.|=|=. .|=|X|||..|.=... .==|....||=..|== =.|....|.==.|==.
=|..==...=.|==.. =||.=.=||=|=..|= |.=.===|||..=..| |..==||=.|==|===
.=..===..=|.|||. .======|||=|=.|= .===|=|===T===|| =|||...|==..|=.|
=.=|=.=..=.||==| ||=|=...|==.=|== |=.=||===.|||=== ||.|==.|.|.||=||
Switch from using neither tool to the climbing gear: M=.|=.|.|=.|=|=.
.|=|X|||..|.=... .==|....||=..|== =.|....|.==.|==. =|..==...=.|==..
=||.=.=||=|=..|= |.=.===|||..=..| |..==||=.|==|=== .=..===..=|.|||.
.======|||=|=.|= .===|=|===T===|| =|||...|==..|=.| =.=|=.=..=.||==|
||=|=...|==.=|== |=.=||===.|||=== ||.|==.|.|.||=||
Down 7: M=.|=.|.|=.|=|=. .|=|=|||..|.=... .==|....||=..|== =.|....|.==.|==.
=|..==...=.|==.. =||.=.=||=|=..|= |.=.===|||..=..| |..==||=.|==|===
.=..X==..=|.|||. .======|||=|=.|= .===|=|===T===|| =|||...|==..|=.|
=.=|=.=..=.||==| ||=|=...|==.=|== |=.=||===.|||=== ||.|==.|.|.||=||
Right: M=.|=.|.|=.|=|=. .|=|=|||..|.=... .==|....||=..|== =.|....|.==.|==.
=|..==...=.|==.. =||.=.=||=|=..|= |.=.===|||..=..| |..==||=.|==|===
.=..=X=..=|.|||. .======|||=|=.|= .===|=|===T===|| =|||...|==..|=.|
=.=|=.=..=.||==| ||=|=...|==.=|== |=.=||===.|||=== ||.|==.|.|.||=||
Down 3: M=.|=.|.|=.|=|=. .|=|=|||..|.=... .==|....||=..|== =.|....|.==.|==.
=|..==...=.|==.. =||.=.=||=|=..|= |.=.===|||..=..| |..==||=.|==|===
.=..===..=|.|||. .======|||=|=.|= .===|=|===T===|| =|||.X.|==..|=.|
=.=|=.=..=.||==| ||=|=...|==.=|== |=.=||===.|||=== ||.|==.|.|.||=||
Right: M=.|=.|.|=.|=|=. .|=|=|||..|.=... .==|....||=..|== =.|....|.==.|==.
=|..==...=.|==.. =||.=.=||=|=..|= |.=.===|||..=..| |..==||=.|==|===
.=..===..=|.|||. .======|||=|=.|= .===|=|===T===|| =|||..X|==..|=.|
=.=|=.=..=.||==| ||=|=...|==.=|== |=.=||===.|||=== ||.|==.|.|.||=||
Down: M=.|=.|.|=.|=|=. .|=|=|||..|.=... .==|....||=..|== =.|....|.==.|==.
=|..==...=.|==.. =||.=.=||=|=..|= |.=.===|||..=..| |..==||=.|==|===
.=..===..=|.|||. .======|||=|=.|= .===|=|===T===|| =|||...|==..|=.|
=.=|=.X..=.||==| ||=|=...|==.=|== |=.=||===.|||=== ||.|==.|.|.||=||
Right 4: M=.|=.|.|=.|=|=. .|=|=|||..|.=... .==|....||=..|== =.|....|.==.|==.
=|..==...=.|==.. =||.=.=||=|=..|= |.=.===|||..=..| |..==||=.|==|===
.=..===..=|.|||. .======|||=|=.|= .===|=|===T===|| =|||...|==..|=.|
=.=|=.=..=X||==| ||=|=...|==.=|== |=.=||===.|||=== ||.|==.|.|.||=||
Up 2: M=.|=.|.|=.|=|=. .|=|=|||..|.=... .==|....||=..|== =.|....|.==.|==.
=|..==...=.|==.. =||.=.=||=|=..|= |.=.===|||..=..| |..==||=.|==|===
.=..===..=|.|||. .======|||=|=.|= .===|=|===X===|| =|||...|==..|=.|
=.=|=.=..=.||==| ||=|=...|==.=|== |=.=||===.|||=== ||.|==.|.|.||=||
Switch from using the climbing gear to the torch: M=.|=.|.|=.|=|=.
.|=|=|||..|.=... .==|....||=..|== =.|....|.==.|==. =|..==...=.|==..
=||.=.=||=|=..|= |.=.===|||..=..| |..==||=.|==|=== .=..===..=|.|||.
.======|||=|=.|= .===|=|===X===|| =|||...|==..|=.| =.=|=.=..=.||==|
||=|=...|==.=|== |=.=||===.|||=== ||.|==.|.|.||=||
This is tied with other routes as the fastest way to reach the target: 45
minutes. In it, 21 minutes are spent switching tools (three times, seven
minutes each) and the remaining 24 minutes are spent moving.
What is the fewest number of minutes you can take to reach the target?
Your puzzle answer was 952.
Both parts of this puzzle are complete! They provide two gold stars: **
At this point, you should return to your Advent calendar and try another
puzzle.
If you still want to see it, you can get your puzzle input.
References
Visible links
. https://adventofcode.com/
. https://adventofcode.com/2018/about
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. https://adventofcode.com/2018/settings
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. Advent of Code Supporter
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. https://adventofcode.com/2018
. https://adventofcode.com/2018
. https://adventofcode.com/2018/support
. https://adventofcode.com/2018/sponsors
. https://adventofcode.com/2018/leaderboard
. https://adventofcode.com/2018/stats
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. https://en.wikipedia.org/wiki/Modulo_operation
. https://adventofcode.com/2018
. https://adventofcode.com/2018/day/22/input

112
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@ -0,0 +1,112 @@
Advent of Code
--- Day 23: Experimental Emergency Teleportation ---
Using your torch to search the darkness of the rocky cavern, you finally
locate the man's friend: a small reindeer.
You're not sure how it got so far in this cave. It looks sick - too sick to
walk - and too heavy for you to carry all the way back. Sleighs won't be
invented for another 1500 years, of course.
The only option is experimental emergency teleportation.
You hit the "experimental emergency teleportation" button on the device and
push I accept the risk on no fewer than 18 different warning messages.
Immediately, the device deploys hundreds of tiny nanobots which fly around
the cavern, apparently assembling themselves into a very specific formation.
The device lists the X,Y,Z position (pos) for each nanobot as well as its
signal radius (r) on its tiny screen (your puzzle input).
Each nanobot can transmit signals to any integer coordinate which is a
distance away from it less than or equal to its signal radius (as measured
by Manhattan distance). Coordinates a distance away of less than or equal to
a nanobot's signal radius are said to be in range of that nanobot.
Before you start the teleportation process, you should determine which
nanobot is the strongest (that is, which has the largest signal radius) and
then, for that nanobot, the total number of nanobots that are in range of
it, including itself.
For example, given the following nanobots:
pos=<0,0,0>, r=4 pos=<1,0,0>, r=1 pos=<4,0,0>, r=3 pos=<0,2,0>, r=1
pos=<0,5,0>, r=3 pos=<0,0,3>, r=1 pos=<1,1,1>, r=1 pos=<1,1,2>, r=1
pos=<1,3,1>, r=1
The strongest nanobot is the first one (position 0,0,0) because its signal
radius, 4 is the largest. Using that nanobot's location and signal radius,
the following nanobots are in or out of range:
 The nanobot at 0,0,0 is distance 0 away, and so it is in range. • The
nanobot at 1,0,0 is distance 1 away, and so it is in range. • The nanobot
at 4,0,0 is distance 4 away, and so it is in range. • The nanobot at 0,2,0
is distance 2 away, and so it is in range. • The nanobot at 0,5,0 is
distance 5 away, and so it is not in range. • The nanobot at 0,0,3 is
distance 3 away, and so it is in range. • The nanobot at 1,1,1 is distance
3 away, and so it is in range. • The nanobot at 1,1,2 is distance 4 away,
and so it is in range. • The nanobot at 1,3,1 is distance 5 away, and so
it is not in range.
In this example, in total, 7 nanobots are in range of the nanobot with the
largest signal radius.
Find the nanobot with the largest signal radius. How many nanobots are in
range of its signals?
Your puzzle answer was 599.
--- Part Two ---
Now, you just need to figure out where to position yourself so that you're
actually teleported when the nanobots activate.
To increase the probability of success, you need to find the coordinate
which puts you in range of the largest number of nanobots. If there are
multiple, choose one closest to your position (0,0,0, measured by manhattan
distance).
For example, given the following nanobot formation:
pos=<10,12,12>, r=2 pos=<12,14,12>, r=2 pos=<16,12,12>, r=4 pos=<14,14,14>,
r=6 pos=<50,50,50>, r=200 pos=<10,10,10>, r=5
Many coordinates are in range of some of the nanobots in this formation.
However, only the coordinate 12,12,12 is in range of the most nanobots: it
is in range of the first five, but is not in range of the nanobot at
10,10,10. (All other coordinates are in range of fewer than five nanobots.)
This coordinate's distance from 0,0,0 is 36.
Find the coordinates that are in range of the largest number of nanobots.
What is the shortest manhattan distance between any of those points and
0,0,0?
Your puzzle answer was 94481130.
Both parts of this puzzle are complete! They provide two gold stars: **
At this point, you should return to your Advent calendar and try another
puzzle.
If you still want to see it, you can get your puzzle input.
References
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. Advent of Code Supporter
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. https://adventofcode.com/2018
. https://adventofcode.com/2018
. https://adventofcode.com/2018/support
. https://adventofcode.com/2018/sponsors
. https://adventofcode.com/2018/leaderboard
. https://adventofcode.com/2018/stats
. https://adventofcode.com/2018/sponsors
. https://en.wikipedia.org/wiki/Taxicab_geometry
. https://adventofcode.com/2018
. https://adventofcode.com/2018/day/23/input