2017 Day 20 Complete!
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2017/day20/day20.go
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215
2017/day20/day20.go
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package main
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import (
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"bufio"
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"fmt"
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"log"
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"math"
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"os"
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"strconv"
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"strings"
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)
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var particles map[int]*Particle
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var confidenceThreshold int
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func main() {
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inp := StdinToStrings()
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particles = make(map[int]*Particle)
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for i := range inp {
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particles[i] = NewParticle(inp[i], i)
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}
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confidenceThreshold = 1000
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doPart := 2
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if len(os.Args) > 1 {
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if os.Args[1] == "-1" {
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doPart = 1
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}
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}
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switch doPart {
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case 1:
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part1(inp)
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case 2:
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part2(inp)
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}
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}
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func part1(inp []string) {
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var ticks, confidence, last int
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cPart := -1
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for {
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cDist := 10000000000
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ticks++
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for i := range particles {
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particles[i].Tick()
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if particles[i].GetDistance() < cDist {
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cPart = i
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cDist = particles[i].GetDistance()
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}
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}
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if cPart == last {
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confidence++
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} else {
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confidence = 0
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last = cPart
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}
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if confidence >= confidenceThreshold {
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break
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}
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}
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fmt.Println("After", ticks, "the closest is", cPart)
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}
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func part2(inp []string) {
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var ticks, lastNum, confidence int
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for {
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ticks++
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for i := range particles {
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particles[i].Tick()
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}
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var collisions []int
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for k1, v1 := range particles {
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for k2, v2 := range particles {
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if k1 == k2 {
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continue
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}
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if v1.Collides(v2) {
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collisions = AddToSlice(collisions, k1)
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collisions = AddToSlice(collisions, k2)
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break
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}
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}
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}
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for i := len(collisions) - 1; i >= 0; i-- {
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delete(particles, collisions[i])
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}
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if len(particles) == lastNum {
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confidence++
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} else {
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confidence = 0
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lastNum = len(particles)
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}
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if confidence >= confidenceThreshold {
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break
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}
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}
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fmt.Println("After", ticks, "there are", len(particles), "particles left")
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}
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func AddToSlice(sl []int, v int) []int {
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for i := range sl {
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if sl[i] == v {
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return sl
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}
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}
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sl = append(sl, v)
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return sl
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}
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type Coordinate struct {
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X, Y, Z int
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}
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func NewCoordinate(inp string) Coordinate {
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inp = inp[1 : len(inp)-1]
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pts := strings.Split(inp, ",")
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px, py, pz := Atoi(pts[0]), Atoi(pts[1]), Atoi(pts[2])
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return Coordinate{X: px, Y: py, Z: pz}
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}
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func (c *Coordinate) toString() string {
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return fmt.Sprintf("<%d,%d,%d>", c.X, c.Y, c.Z)
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}
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type Particle struct {
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Index int
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Position Coordinate
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Velocity Coordinate
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Acceleration Coordinate
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LastPosition Coordinate
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}
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func NewParticle(inp string, idx int) *Particle {
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ret := new(Particle)
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ret.Index = idx
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pts := strings.Split(inp, " ")
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for i := range pts {
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keyVal := strings.Split(pts[i], "=")
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if keyVal[1][len(keyVal[1])-1] == ',' {
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keyVal[1] = keyVal[1][:len(keyVal[1])-1]
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}
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switch keyVal[0] {
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case "p":
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ret.Position = NewCoordinate(keyVal[1])
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case "v":
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ret.Velocity = NewCoordinate(keyVal[1])
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case "a":
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ret.Acceleration = NewCoordinate(keyVal[1])
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}
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}
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ret.LastPosition = NewCoordinate(ret.Position.toString())
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return ret
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}
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func (p *Particle) Collides(tst *Particle) bool {
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if p.Position.X == tst.Position.X &&
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p.Position.Y == tst.Position.Y &&
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p.Position.Z == tst.Position.Z {
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return true
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}
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return false
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}
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func (p *Particle) String() string {
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return fmt.Sprintf(
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"p=<%d,%d,%d>, v=<%d,%d,%d>, a=<%d,%d,%d>",
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p.Position.X, p.Position.Y, p.Position.Z,
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p.Velocity.X, p.Velocity.Y, p.Velocity.Z,
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p.Acceleration.X, p.Acceleration.Y, p.Acceleration.Z,
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)
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}
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func (p *Particle) Tick() {
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p.LastPosition = NewCoordinate(p.Position.toString())
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p.Velocity.X += p.Acceleration.X
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p.Velocity.Y += p.Acceleration.Y
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p.Velocity.Z += p.Acceleration.Z
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p.Position.X += p.Velocity.X
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p.Position.Y += p.Velocity.Y
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p.Position.Z += p.Velocity.Z
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}
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func (p *Particle) IsDone() bool {
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return p.GetDistance() == p.GetLastDistance()
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}
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func (p *Particle) GetDistance() int {
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return GetAbs(p.Position.X) + GetAbs(p.Position.Y) + GetAbs(p.Position.Z)
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}
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func (p *Particle) GetLastDistance() int {
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return int(math.Abs(float64(p.LastPosition.X + p.LastPosition.Y + p.LastPosition.Z)))
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}
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func StdinToStrings() []string {
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var input []string
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scanner := bufio.NewScanner(os.Stdin)
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for scanner.Scan() {
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input = append(input, scanner.Text())
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}
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return input
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}
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func GetAbs(v int) int {
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return int(math.Abs(float64(v)))
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}
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func Atoi(i string) int {
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var ret int
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var err error
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if ret, err = strconv.Atoi(i); err != nil {
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log.Fatal("Invalid Atoi")
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}
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return ret
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}
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2017/day20/input
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1000
2017/day20/input
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File diff suppressed because it is too large
Load Diff
121
2017/day20/problem
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121
2017/day20/problem
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Advent of Code
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--- Day 20: Particle Swarm ---
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Suddenly, the GPU contacts you, asking for help. Someone has
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asked it to simulate too many particles, and it won't be able
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to finish them all in time to render the next frame at this
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rate.
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It transmits to you a buffer (your puzzle input) listing each
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particle in order (starting with particle 0, then particle 1,
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particle 2, and so on). For each particle, it provides the X,
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Y, and Z coordinates for the particle's position (p), velocity
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(v), and acceleration (a), each in the format <X,Y,Z>.
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Each tick, all particles are updated simultaneously. A
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particle's properties are updated in the following order:
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* Increase the X velocity by the X acceleration.
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* Increase the Y velocity by the Y acceleration.
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* Increase the Z velocity by the Z acceleration.
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* Increase the X position by the X velocity.
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* Increase the Y position by the Y velocity.
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* Increase the Z position by the Z velocity.
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Because of seemingly tenuous rationale involving z-buffering,
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the GPU would like to know which particle will stay closest to
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position <0,0,0> in the long term. Measure this using the
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Manhattan distance, which in this situation is simply the sum
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of the absolute values of a particle's X, Y, and Z position.
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For example, suppose you are only given two particles, both of
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which stay entirely on the X-axis (for simplicity). Drawing
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the current states of particles 0 and 1 (in that order) with
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an adjacent a number line and diagram of current X positions
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(marked in parenthesis), the following would take place:
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p=< 3,0,0>, v=< 2,0,0>, a=<-1,0,0> -4 -3 -2 -1 0 1 2 3 4
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p=< 4,0,0>, v=< 0,0,0>, a=<-2,0,0> (0)(1)
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p=< 4,0,0>, v=< 1,0,0>, a=<-1,0,0> -4 -3 -2 -1 0 1 2 3 4
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p=< 2,0,0>, v=<-2,0,0>, a=<-2,0,0> (1) (0)
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p=< 4,0,0>, v=< 0,0,0>, a=<-1,0,0> -4 -3 -2 -1 0 1 2 3 4
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p=<-2,0,0>, v=<-4,0,0>, a=<-2,0,0> (1) (0)
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p=< 3,0,0>, v=<-1,0,0>, a=<-1,0,0> -4 -3 -2 -1 0 1 2 3 4
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p=<-8,0,0>, v=<-6,0,0>, a=<-2,0,0> (0)
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At this point, particle 1 will never be closer to <0,0,0> than
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particle 0, and so, in the long run, particle 0 will stay
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closest.
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Which particle will stay closest to position <0,0,0> in the
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long term?
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Your puzzle answer was _______.
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The first half of this puzzle is complete! It provides one
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gold star: *
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--- Part Two ---
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To simplify the problem further, the GPU would like to remove
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any particles that collide. Particles collide if their
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positions ever exactly match. Because particles are updated
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simultaneously, more than two particles can collide at the
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same time and place. Once particles collide, they are removed
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and cannot collide with anything else after that tick.
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For example:
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p=<-6,0,0>, v=< 3,0,0>, a=< 0,0,0>
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p=<-4,0,0>, v=< 2,0,0>, a=< 0,0,0> -6 -5 -4 -3 -2 -1 0 1 2 3
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p=<-2,0,0>, v=< 1,0,0>, a=< 0,0,0> (0) (1) (2) (3)
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p=< 3,0,0>, v=<-1,0,0>, a=< 0,0,0>
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p=<-3,0,0>, v=< 3,0,0>, a=< 0,0,0>
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p=<-2,0,0>, v=< 2,0,0>, a=< 0,0,0> -6 -5 -4 -3 -2 -1 0 1 2 3
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p=<-1,0,0>, v=< 1,0,0>, a=< 0,0,0> (0)(1)(2) (3)
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p=< 2,0,0>, v=<-1,0,0>, a=< 0,0,0>
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p=< 0,0,0>, v=< 3,0,0>, a=< 0,0,0>
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p=< 0,0,0>, v=< 2,0,0>, a=< 0,0,0> -6 -5 -4 -3 -2 -1 0 1 2 3
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p=< 0,0,0>, v=< 1,0,0>, a=< 0,0,0> X (3)
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p=< 1,0,0>, v=<-1,0,0>, a=< 0,0,0>
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------destroyed by collision------
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------destroyed by collision------ -6 -5 -4 -3 -2 -1 0 1 2 3
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------destroyed by collision------ (3)
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p=< 0,0,0>, v=<-1,0,0>, a=< 0,0,0>
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In this example, particles 0, 1, and 2 are simultaneously
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destroyed at the time and place marked X. On the next tick,
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particle 3 passes through unharmed.
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How many particles are left after all collisions are resolved?
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Although it hasn't changed, you can still get your puzzle
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input.
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Answer: _____________________
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References
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Visible links
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. http://adventofcode.com/
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. http://adventofcode.com/2017/about
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. http://adventofcode.com/2017/support
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. http://adventofcode.com/2017/events
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. http://adventofcode.com/2017/settings
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. http://adventofcode.com/2017/auth/logout
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. http://adventofcode.com/2017
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. http://adventofcode.com/2017
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. http://adventofcode.com/2017/leaderboard
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. http://adventofcode.com/2017/stats
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. http://adventofcode.com/2017/sponsors
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. http://adventofcode.com/2017/sponsors
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. https://en.wikipedia.org/wiki/Z-buffering
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. https://en.wikipedia.org/wiki/Taxicab_geometry
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. http://adventofcode.com/2017/day/20/input
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2
2017/day20/testinput
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2
2017/day20/testinput
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p=<3,0,0>, v=<2,0,0>, a=<-1,0,0>
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p=<4,0,0>, v=<0,0,0>, a=<-2,0,0>
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