AdventOfCode/2017/20/20.md

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2024-11-28 13:58:15 +01:00
## \-\-- Day 20: Particle Swarm \-\--
Suddenly, the GPU contacts you, asking for
help.
Someone has asked it to simulate *too many particles*, and it won\'t be
able to finish them all in time to render the next frame at this rate.
It transmits to you a buffer (your puzzle input) listing each particle
in order (starting with particle `0`, then particle `1`, particle `2`,
and so on). For each particle, it provides the `X`, `Y`, and `Z`
coordinates for the particle\'s position (`p`), velocity (`v`), and
acceleration (`a`), each in the format `<X,Y,Z>`.
Each tick, all particles are updated simultaneously. A particle\'s
properties are updated in the following order:
- Increase the `X` velocity by the `X` acceleration.
- Increase the `Y` velocity by the `Y` acceleration.
- Increase the `Z` velocity by the `Z` acceleration.
- Increase the `X` position by the `X` velocity.
- Increase the `Y` position by the `Y` velocity.
- Increase the `Z` position by the `Z` velocity.
Because of seemingly tenuous rationale involving
[z-buffering](https://en.wikipedia.org/wiki/Z-buffering), the GPU would
like to know which particle will stay closest to position `<0,0,0>` in
the long term. Measure this using the [Manhattan
distance](https://en.wikipedia.org/wiki/Taxicab_geometry), which in this
situation is simply the sum of the absolute values of a particle\'s `X`,
`Y`, and `Z` position.
For example, suppose you are only given two particles, both of which
stay entirely on the X-axis (for simplicity). Drawing the current states
of particles `0` and `1` (in that order) with an adjacent a number line
and diagram of current `X` positions (marked in parentheses), the
following would take place:
p=< 3,0,0>, v=< 2,0,0>, a=<-1,0,0> -4 -3 -2 -1 0 1 2 3 4
p=< 4,0,0>, v=< 0,0,0>, a=<-2,0,0> (0)(1)
p=< 4,0,0>, v=< 1,0,0>, a=<-1,0,0> -4 -3 -2 -1 0 1 2 3 4
p=< 2,0,0>, v=<-2,0,0>, a=<-2,0,0> (1) (0)
p=< 4,0,0>, v=< 0,0,0>, a=<-1,0,0> -4 -3 -2 -1 0 1 2 3 4
p=<-2,0,0>, v=<-4,0,0>, a=<-2,0,0> (1) (0)
p=< 3,0,0>, v=<-1,0,0>, a=<-1,0,0> -4 -3 -2 -1 0 1 2 3 4
p=<-8,0,0>, v=<-6,0,0>, a=<-2,0,0> (0)
At this point, particle `1` will never be closer to `<0,0,0>` than
particle `0`, and so, in the long run, particle `0` will stay closest.
*Which particle will stay closest to position `<0,0,0>`* in the long
term?
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Your puzzle answer was `258`.
The first half of this puzzle is complete! It provides one gold star: \*
## \-\-- Part Two \-\-- {#part2}
To simplify the problem further, the GPU would like to remove any
particles that *collide*. Particles collide if their positions ever
*exactly match*. Because particles are updated simultaneously, *more
than two particles* can collide at the same time and place. Once
particles collide, they are removed and cannot collide with anything
else after that tick.
For example:
p=<-6,0,0>, v=< 3,0,0>, a=< 0,0,0>
p=<-4,0,0>, v=< 2,0,0>, a=< 0,0,0> -6 -5 -4 -3 -2 -1 0 1 2 3
p=<-2,0,0>, v=< 1,0,0>, a=< 0,0,0> (0) (1) (2) (3)
p=< 3,0,0>, v=<-1,0,0>, a=< 0,0,0>
p=<-3,0,0>, v=< 3,0,0>, a=< 0,0,0>
p=<-2,0,0>, v=< 2,0,0>, a=< 0,0,0> -6 -5 -4 -3 -2 -1 0 1 2 3
p=<-1,0,0>, v=< 1,0,0>, a=< 0,0,0> (0)(1)(2) (3)
p=< 2,0,0>, v=<-1,0,0>, a=< 0,0,0>
p=< 0,0,0>, v=< 3,0,0>, a=< 0,0,0>
p=< 0,0,0>, v=< 2,0,0>, a=< 0,0,0> -6 -5 -4 -3 -2 -1 0 1 2 3
p=< 0,0,0>, v=< 1,0,0>, a=< 0,0,0> X (3)
p=< 1,0,0>, v=<-1,0,0>, a=< 0,0,0>
------destroyed by collision------
------destroyed by collision------ -6 -5 -4 -3 -2 -1 0 1 2 3
------destroyed by collision------ (3)
p=< 0,0,0>, v=<-1,0,0>, a=< 0,0,0>
In this example, particles `0`, `1`, and `2` are simultaneously
destroyed at the time and place marked `X`. On the next tick, particle
`3` passes through unharmed.
*How many particles are left* after all collisions are resolved?
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Answer:
2024-11-28 15:10:22 +01:00
Although it hasn\'t changed, you can still [get your puzzle
input](20/input).