Day 11 - Seating System
Table of Contents
Puzzle
- This puzzle is taken from: https://adventofcode.com/2020/day/11
Your plane lands with plenty of time to spare. The final leg of your journey is a ferry that goes directly to the tropical island where you can finally start your vacation. As you reach the waiting area to board the ferry, you realize you're so early, nobody else has even arrived yet!
By modeling the process people use to choose (or abandon) their seat in the waiting area, you're pretty sure you can predict the best place to sit. You make a quick map of the seat layout (your puzzle input).
The seat layout fits neatly on a grid. Each position is either floor (.), an empty seat (L), or an occupied seat (#). For example, the initial seat layout might look like this:
L.LL.LL.LL LLLLLLL.LL L.L.L..L.. LLLL.LL.LL L.LL.LL.LL L.LLLLL.LL ..L.L..... LLLLLLLLLL L.LLLLLL.L L.LLLLL.LL
Now, you just need to model the people who will be arriving shortly. Fortunately, people are entirely predictable and always follow a simple set of rules. All decisions are based on the number of occupied seats adjacent to a given seat (one of the eight positions immediately up, down, left, right, or diagonal from the seat). The following rules are applied to every seat simultaneously:
- If a seat is empty (L) and there are no occupied seats adjacent to it, the seat becomes occupied.
- If a seat is occupied (#) and four or more seats adjacent to it are also occupied, the seat becomes empty.
- Otherwise, the seat's state does not change.
Floor (.) never changes; seats don't move, and nobody sits on the floor.
After one round of these rules, every seat in the example layout becomes occupied:
#.##.##.## #######.## #.#.#..#.. ####.##.## #.##.##.## #.#####.## ..#.#..... ########## #.######.# #.#####.##
After a second round, the seats with four or more occupied adjacent seats become empty again:
#.LL.L#.## #LLLLLL.L# L.L.L..L.. #LLL.LL.L# #.LL.LL.LL #.LLLL#.## ..L.L..... #LLLLLLLL# #.LLLLLL.L #.#LLLL.##
This process continues for three more rounds:
#.##.L#.## #L###LL.L# L.#.#..#.. #L##.##.L# #.##.LL.LL #.###L#.## ..#.#..... #L######L# #.LL###L.L #.#L###.##
#.#L.L#.## #LLL#LL.L# L.L.L..#.. #LLL.##.L# #.LL.LL.LL #.LL#L#.## ..L.L..... #L#LLLL#L# #.LLLLLL.L #.#L#L#.##
#.#L.L#.## #LLL#LL.L# L.#.L..#.. #L##.##.L# #.#L.LL.LL #.#L#L#.## ..L.L..... #L#L##L#L# #.LLLLLL.L #.#L#L#.##
At this point, something interesting happens: the chaos stabilizes and further applications of these rules cause no seats to change state! Once people stop moving around, you count 37 occupied seats.
Simulate your seating area by applying the seating rules repeatedly until no seats change state. How many seats end up occupied?
Part 2
As soon as people start to arrive, you realize your mistake. People don't just care about adjacent seats - they care about the first seat they can see in each of those eight directions!
Now, instead of considering just the eight immediately adjacent seats, consider the first seat in each of those eight directions. For example, the empty seat below would see eight occupied seats:
.......#. ...#..... .#....... ......... ..#L....# ....#.... ......... #........ ...#.....
The leftmost empty seat below would only see one empty seat, but cannot see any of the occupied ones:
............. .L.L.#.#.#.#. .............
The empty seat below would see no occupied seats:
.##.##. #.#.#.# ##...## ...L... ##...## #.#.#.# .##.##.
Also, people seem to be more tolerant than you expected: it now takes five or more visible occupied seats for an occupied seat to become empty (rather than four or more from the previous rules). The other rules still apply: empty seats that see no occupied seats become occupied, seats matching no rule don't change, and floor never changes.
Given the same starting layout as above, these new rules cause the seating area to shift around as follows:
L.LL.LL.LL LLLLLLL.LL L.L.L..L.. LLLL.LL.LL L.LL.LL.LL L.LLLLL.LL ..L.L..... LLLLLLLLLL L.LLLLLL.L L.LLLLL.LL
#.##.##.## #######.## #.#.#..#.. ####.##.## #.##.##.## #.#####.## ..#.#..... ########## #.######.# #.#####.##
#.LL.LL.L# #LLLLLL.LL L.L.L..L.. LLLL.LL.LL L.LL.LL.LL L.LLLLL.LL ..L.L..... LLLLLLLLL# #.LLLLLL.L #.LLLLL.L#
#.L#.##.L# #L#####.LL L.#.#..#.. ##L#.##.## #.##.#L.## #.#####.#L ..#.#..... LLL####LL# #.L#####.L #.L####.L#
#.L#.L#.L# #LLLLLL.LL L.L.L..#.. ##LL.LL.L# L.LL.LL.L# #.LLLLL.LL ..L.L..... LLLLLLLLL# #.LLLLL#.L #.L#LL#.L#
#.L#.L#.L# #LLLLLL.LL L.L.L..#.. ##L#.#L.L# L.L#.#L.L# #.L####.LL ..#.#..... LLL###LLL# #.LLLLL#.L #.L#LL#.L#
#.L#.L#.L# #LLLLLL.LL L.L.L..#.. ##L#.#L.L# L.L#.LL.L# #.LLLL#.LL ..#.L..... LLL###LLL# #.LLLLL#.L #.L#LL#.L#
Again, at this point, people stop shifting around and the seating area reaches equilibrium. Once this occurs, you count 26 occupied seats.
Given the new visibility method and the rule change for occupied seats becoming empty, once equilibrium is reached, how many seats end up occupied?
Solution
@seats
will hold an Array of Arrays, where each element will represent a
seat.
unit sub MAIN ( Int $part where * == 1|2 = 1 #= part to run (1 or 2) ); my @seats = "input".IO.lines.map(*.comb.cache.Array); my Int ($x-max, $y-max) = (@seats[0].end, @seats.end);
Part 1 & 2 are so similar that we just need to change 2 variables to get
other part's solution. $visibility
is of type Num which holds the
visibility range, as discussed in part 2 of the puzzle above. For part
1, this value is just 1 but increases to Infinity for part 2.
The other variable is $tolerance
, for part 2 we change it to 5.
my Num $visibility = 1e0; my Int $tolerance = 4; # Infinite visibility & increased tolerance for part 2. ($visibility, $tolerance) = (Inf, 5) if $part == 2;
@directions
is an Array of Lists, where each List holds the values of $y
& $x
required to get to the immediate neighbor. It contains 8 Lists,
each for a direction as shown below.
my List @directions[8] = ( # $y, $x ( +1, +0 ), # bottom ( +1, +1 ), # bottom-right ( +1, -1 ), # bottom-left ( -1, +0 ), # top ( -1, +1 ), # top-right ( -1, -1 ), # top-left ( +0, +1 ), # right ( +0, -1 ), # left );
$round
is just a nice addition, it'll print the number of rounds we pass
as the code progresses. The outer loop just repeats the INNER
loop until
@changed
equals @seats
. The INNER
loop is what handles all the seating
arrangement changes & stores them in @changed
. I've documented the INNER
loop after this.
A little note about eqv
operator here: I don't know what it does but
it's very smart. I removed eqv
& added a Bool flag that was set to True
whenever something was changed & checked that instead of comparing with
eqv
. But the code didn't run much faster, eqv
code was equally as fast.
I compared this by profiling the code with raku --profile
. I just
compared the times & did it only once, so maybe the load was higher
during Bool profiling so it ran slower but yeah the change wasn't much.
And there wasn't much interval between both profilings so I think eqv
is
actually very smart.
my Int $round = 0; loop { $round++; print "Round $round.\r"; my Int ($x, $y) = (-1, 0); my @changed; INNER: loop { ... } # If seats didn't change then exit the loop. last if @seats eqv @changed; for 0 .. @changed.end -> $y { for 0.. @changed[0].end -> $x { @seats[$y][$x] = @changed[$y][$x]; } } }
This is the INNER
loop. It handles the changes in arrangements & stores
them in @changed
. It loops over each seat one by one & decides if they
need to be changed. The given/when
is doing the changing. It simply
follows the rules listed in the puzzle above.
As for why changes are recorded in @changed
& not @seats
, because people
seat at once & not one by one. adjacent-occupied
returns whether the
seat is occupied or not in case of "L" whereas it returns the number of
seats that are occupied in case of "#".
This is done because number of seats occupied is not required for "L".
The fifth argument that is being passes is True in case of "L", that
signals adjacent-occupied
that we just need to know if any adjacent is
occupied or not & not the number of adjacents occupied.
The subroutine adjacent-occupied
is discussed after this.
if $x == $x-max { $x = 0; # goto next row if not in the last row. last INNER if $y == $y-max; $y += 1; } else { $x += 1; } @changed[$y][$x] = @seats[$y][$x]; given @seats[$y][$x] { when '.' { next INNER; } when 'L' { unless adjacent-occupied(@seats, $x, $y, $visibility, True) { @changed[$y][$x] = '#'; } } when '#' { if adjacent-occupied(@seats, $x, $y, $visibility, False) >= $tolerance { @changed[$y][$x] = 'L'; } } }
For the solution, we just print the number of "#" in @seats
.
say "Part $part: ", @seats.join.comb('#').elems;
adjacent-occupied
returns the number of adjacent cells that have been
occupied by others. $visibility
should be 1 if only directly adjacent
seats are to be counted. Make it Inf for infinite visibility. It ignores
floors ('.').
If $only-bool
is set then a Bool will be returned which will indicate
whether any adjacent seat it occupied or not. It handles this by
including an early return statement which is only executed if $only-bool
is set to True & it returns when we find the first occupied seat.
Occupied
subset validates the return value, it should only be Int or a
Bool.
It loops over the neighbors returned by the neighbors
subroutine. That
sub returns the list of neighbors of a particular seat. It only returns
the indexes of neighbors and not their value. We just loop over the
indexes & check if the it's occupied & increment $occupied
if it is.
subset Occupied where Int|Bool; sub adjacent-occupied ( @seats, Int $x, Int $y, Num $visibility, Bool $only-bool = False --> Occupied ) { my Int $occupied = 0; for neighbors(@seats, $x, $y, $visibility).List -> $neighbor { if @seats[$neighbor[0]][$neighbor[1]] eq '#' { return True if $only-bool; $occupied++ ; } } return $occupied; }
neighbors
returns the neighbors of given index. It doesn't account for
$visibility
when caching the results. So, if $visibility
changes & it
has a cached result then the return value might be wrong. So, you can't
solve both part 1 & 2 at once because $visibility
changes between the
two. This can be solved easily by just accounting for $visibility
when
caching the neighbors.
Initially this subroutine didn't exist and it's logic was a part of the
adjacent-occupied
sub. coldpress
on freenode suggested me to cache the
results. I can't paste the whole chat, it was direct message, I'll quote
a part of it.
You should not recompute the indexes of each neighbor in your for-for loop, but you should check the state of each neighbor in your for-for loop
Before this $pos-y
& $pos-x
which hold the position of neighbors were
being recomputed everytime but we don't need to do that. The indexes of
each neighbor stays the same & only the value might change. So we cache
the indexes. And that's what neighbors
sub does, it caches the indexes
of each seat's neighbors.
@neighbors
is an Array of Arrays, it's a state
variable, which means
that the values will persist on each neighbors
subroutine call. When
this is called, we just checked if we have the indexes of neighbors
cached, if not then we compute & save it for later. If yes then we just
return from cache.
sub neighbors ( @seats, Int $x, Int $y, Num $visibility --> List ) { state Array @neighbors; unless @neighbors[$y][$x] { my Int $pos-x; my Int $pos-y; DIRECTION: for @directions -> $direction { $pos-x = $x; $pos-y = $y; SEAT: for 1 .. $visibility { $pos-y += $direction[0]; $pos-x += $direction[1]; next DIRECTION unless @seats[$pos-y][$pos-x]; given @seats[$pos-y][$pos-x] { # Don't care about floors, no need to check those. when '.' { next SEAT; } when 'L'|'#' { push @neighbors[$y][$x], [$pos-y, $pos-x]; next DIRECTION; } } } } } return @neighbors[$y][$x]; }
About the computing neighbors part, we loop over @directions
& then loop
over 1 .. $visibility
, if the visibility is 1 then the SEAT
for loop
just runs once. The SEAT
for loop increments the value of $pos-x
&
$pos-y
in given direction. So, if the visibility is Infinite then we'll
keep incrementing.
To prevent infinite loop over there we add a check. If the seat doesn't
exist then we just move on to next DIRECTION
. This is handled by the
unless
block. If the seat does exist then we check if it's floor, if
true then we just ignore it & move on to next SEAT
. Note that if
$visibility
is set to 1 then we will just exit the SEAT
for loop.
This means that we simply don't check in that direction in
adjacent-occupied
subroutine, it's fine because the floors don't move as
stated in the puzzle. If it's not a floor then we cache the indexes and
move on to next DIRECTION
.
We move to next DIRECTION
because the puzzle notes this in part 2:
People don't just care about adjacent seats - they care about the first seat they can see in each of those eight directions!
The people care about first seat they see in each direction, so we move on to next direction after reaching the first seat.
Part 2
Only 2 variables are changed to get part 2 solution.
# Infinite visibility & increased tolerance for part 2. ($visibility, $tolerance) = (Inf, 5) if $part == 2;
Notes
This note is about this piece of code in neighbors
subroutine:
push @neighbors[$y][$x], [$pos-y, $pos-x];
Note how I'm pushing an Array []
, instead of a List ()
. Pushing a list
will cause undesired behavior.
According to https://docs.raku.org/language/list#Assigning:
Assignment of a list to an Array is eager. The list will be entirely evaluated, and should not be infinite or the program may hang. […]
I'm not sure if this is why this weird behavior happens. When I change the .Array below to .List it'll cause undesired behavior. It'll push the same thing.
coldpress
on #raku@freenode
guessed it correctly:
<coldpress> my guess is: the wrong behavior is because all elements refer to the same object, pass-by-reference. The correct behavior with .Array is because each element now refers to different objects.
I confirmed that with changing the value without pushing. That confirmed
that it was not weird push behaviour. What I was pushing was a reference
to the same object, so when I changed it above in $pos-y
& $pos-x
the
whole thing changed.
raiph
clears this up on #raku@freenode
later:
<raiph> notandinus: An `Array` is a subtype of `List` but their behaviours are also complementary.
`Array`s zig in several ways where `List`s zag. This is true of their literals.
If you switch your code from pushing `($pos-y, $pos-x)` to `[$pos-y, $pos-x]` you'll find it works.
This is because the `Array` literal constructor just takes the values contained in the Scalar`s `$pos-x` and `$pos-y` and puts those values into its own fresh `Scalar`s.
Whereas the `List` literal constructor does not by default put values in `Scalar`s – but if you list one, it stores that instead of the value it contains.
Optimizations
This records the optimizations I made to this day's solution. Some have already been discussed in the solution, I'll discuss the rest here. I've profiled the code after significant changes & I'll include information from the profile too.
Note that I'm writing this on 2020-12-12 but this thing was done
yesterday, more than 24 hours have passed so I don't remember much. I
was giving feedback on #raku@freenode
after each profile so I'll be able
to co-relate after looking at IRC logs & created timestamps of profile
files.
tyil
, tadzik
, lizmat
, coldpress
, m6locks
and others on #raku@freenode
helped me optimize this code.
These are values from each profile:
Value | Profile 1 | Profile 2 | Profile 3 | Profile 4 |
---|---|---|---|---|
runtime | 600864.29ms | 410946.37ms | 394648.55ms | 119883.87ms |
executing code | 553554.21ms | 374743.72ms | 359771.16ms | 105375.88ms |
D-optimization | 1076.63ms | 982.01ms | 1106.14ms | 697.79ms |
GC time | 47310.08ms | 36202.65ms | 34877.39ms | 14507.99ms |
collections | 1248 | 1220 | 1095 | 686 |
full collections | 7 | 7 | 7 | 3 |
nursery collection time | 34.27ms | 25.89ms | 27.68ms | 18.79ms |
full collection time | 683.38ms | 684.92ms | 679.89ms | 557.17ms |
entered C-frames | 102699610 | 73313599 | 64911620 | 20752434 |
eliminated C-frames | 141047998 | 98109798 | 74733815 | 43446172 |
interpreted frames | 21205734 | 11607457 | 13106524 | 104217 |
specialized frames | 758246 | 718619 | 758310 | 504276 |
jit-compiled frames | 221783628 | 159097321 | 125780601 | 63590113 |
eliminated allocations | 78450 | 78500 | 78550 | - |
deoptimizations | 405912 | 487180 | 487175 | 240735 |
on-stack replacements | 138 | 144 | 138 | 65 |
- C-frames stands for call frames.
- eliminated C-frames were by inlining.
- D-optimization stands for dynamic optimization.
- eliminated allocations were by Scalar replacement.
- runtime = executing code + dynamic optimization
- (jit-compiled + specialized + interpreted = entered) call frames
- (eliminated + entered = total) call frames
Note: I'm writing this on 2020-12-14, I don't remember anything so everything below is just from IRC logs.
Initially I had defined the @directions
block inside of
adjacent-occupied
subroutine, note that at this point neighbors
subroutine didn't exist. So, @directions
was being created & destroyed
continously. I changed it to a state
variable & noticed significant
improvements.
Profile 1
This was the initial Profile, I don't have the code. The structure was not much different from what it is now, just too inefficient.
Profile 2
I was declaring the @directions
array inside of adjacent-occupied
subroutine. I changed it to a state
variable.
Profile 3
I made @directions
a global array.
Profile 4
I put adjacent-occupied
inside of MAIN
subroutine along with
@directions
.
Partial solution
I tried solving this another way but it was way too complex so I gave
up. I made it work on sample input given in puzzle but it didn't work on
my actual input. I couldn't point out the error so I just left it as is.
The code is stored in day-11.partial.raku
. I'll paste it below.
The idea was to use a single dimension array instead of Array of Arrays. This made things a bit complicated but would've been faster if I could get it working. This only dealt with part 1 before I stopped working on it & went back to Array of Arrays.
We have 3 different arrays instead of a single @directions
array
because I was relying on the fact that if I cross the boundary then the
seat wouldn't exist & we won't check for it. But in this case there are
only 2 boundaries, index 0 & last index.
So, instead we have 3 arrays, one @non-left-corner
which contains the
directions that left corner can't follow. It can't go "up-left", "left"
or "down-left". And we have similar array for directions that right
corner elements can't follow.
I'm not sure what is wrong with the code. This solution would've been interesting. I'm pasting some useful information that might help in debugging.
This is what the partial & actual solution print in case of sample input given in puzzle:
Part 1: 71 Part 1: 20 Part 1: 51 Part 1: 30 Part 1: 37 Part 1: 37
Those were the number of "#" after each round. This is what they print when I test it with the actual input:
Part 1: 7311 Part 1: 568 Part 1: 5524 Part 1: 1502 Part 1: 3907 Part 1: 2198 Part 1: 3058
That was partial solution's output, here is actual solution's output:
Part 1: 7311 Part 1: 194 Part 1: 6768 Part 1: 414 Part 1: 6204 Part 1: 610 Part 1: 5739 Part 1: 809 Part 1: 5322
They diverge right after first round. I'm not sure what went wrong, I can print the seat layout & try to debug but I don't have the energy to do that currently. Maybe I'll do it sometime later.
sub MAIN ( Int $part where * == 1|2 = 1 #= part to run (1 or 2) ) { my @input = "input".IO.lines; my Int $x-max = @input[0].chars - 1; my Int $row-length = $x-max + 1; my @seats = @input.join.comb; my $max-seats = @seats.end; my @directions = (+$row-length, -$row-length); # down, up # @non-left-corner contains directions that left corner can't # follow. It should only be followed by non-left corner seats. my @non-left-corner = ( -$row-length - 1, # up-left -1, # left +$row-length - 1, # down-left ); # @non-right-corner contains directions that right corner can't # follow. It should only be followed by non-right corner seats. my @non-right-corner = ( -$row-length + 1, # up-right +1, # right +$row-length + 1, # down-right ); my Int $round = 0; loop { my @changed; my Bool $change = False; INNER: for @seats.kv -> $idx, $seat { @changed[$idx] = $seat; given $seat { when '.' { next INNER; } when 'L' { if adjacent-occupied($idx, 1) == 0 { @changed[$idx] = '#'; $change = True; } } when '#' { if adjacent-occupied($idx, 1) >= 4 { @changed[$idx] = 'L'; $change = True; } } } } $round++; print "Round $round.\r"; last unless $change; for @changed.kv -> $idx, $changed_seat { @seats[$idx] = $changed_seat; } } my Int $occupied = @seats.comb('#').elems; say "Part $part: ", $occupied; # adjacent-occupied returns the number of adjacent cells that have # been occupied by others. $visibility_range should be 1 if only # directly adjacent seats are to be counted. Make it -1 for # infinite visibility. It ignores floors ('.'). sub adjacent-occupied ( Int $idx, Int $visibility_range --> Int ) { my Int $occupied = 0; for @directions -> $direction { with @seats[$idx + $direction] { $occupied++ if $_ eq '#'; } } # Elements in right corner can't follow @non-right-corner. unless ($idx + 1) % 10 == 0 { for @non-right-corner -> $direction { with @seats[$idx + $direction] { $occupied++ if $_ eq '#'; } } } # Elements in left corner can't follow @non-left-corner. unless $idx % 10 == 0 { for @non-left-corner -> $direction { with @seats[$idx + $direction] { $occupied++ if $_ eq '#'; } } } return $occupied; } }