4.2 KiB
--- 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 theX
acceleration. - Increase the
Y
velocity by theY
acceleration. - Increase the
Z
velocity by theZ
acceleration. - Increase the
X
position by theX
velocity. - Increase the
Y
position by theY
velocity. - Increase the
Z
position by theZ
velocity.
Because of seemingly tenuous rationale involving
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, 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?
Your puzzle answer was 258
.
--- Part Two ---
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?
Your puzzle answer was 707
.
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.