Day 16: Reindeer Maze

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  • Pyro@programming.dev
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    12 days ago

    Python

    Part 1: Run Dijkstra’s algorithm to find shortest path.

    I chose to represent nodes using the location (i, j) as well as the direction dir faced by the reindeer.
    Initially I tried creating the complete adjacency graph but that lead to max recursion so I ended up populating graph for only the nodes I was currently exploring.

    Part 2: Track paths while performing Dijkstra’s algorithm.

    First, I modified the algorithm to look through neighbors with equal cost along with the ones with lesser cost, so that it would go through all shortest paths.
    Then, I keep track of the list of previous nodes for every node explored.
    Finally, I use those lists to run through the paths backwards, taking note of all unique locations.

    Code:
    import os
    
    # paths
    here = os.path.dirname(os.path.abspath(__file__))
    filepath = os.path.join(here, "input.txt")
    
    # read input
    with open(filepath, mode="r", encoding="utf8") as f:
        data = f.read()
    
    from collections import defaultdict
    from dataclasses import dataclass
    import heapq as hq
    import math
    
    # up, right, down left
    DIRECTIONS = [(-1, 0), (0, 1), (1, 0), (0, -1)]
    
    
    # Represent a node using its location and the direction
    @dataclass(frozen=True)
    class Node:
        i: int
        j: int
        dir: int
    
    
    maze = data.splitlines()
    m, n = len(maze), len(maze[0])
    
    # we always start from bottom-left corner (facing east)
    start_node = Node(m - 2, 1, 1)
    # we always end in top-right corner (direction doesn't matter)
    end_node = Node(1, n - 2, -1)
    
    # the graph will be updated lazily because it is too much processing
    #   to completely populate it beforehand
    graph = defaultdict(list)
    # track nodes whose all edges have been explored
    visited = set()
    # heap to choose next node to explore
    # need to add id as middle tuple element so that nodes dont get compared
    min_heap = [(0, id(start_node), start_node)]
    # min distance from start_node to node so far
    # missing values are treated as math.inf
    min_dist = {}
    min_dist[start_node] = 0
    # keep track of all previous nodes for making path
    prev_nodes = defaultdict(list)
    
    
    # utility method for debugging (prints the map)
    def print_map(current_node, prev_nodes):
        pns = set((n.i, n.j) for n in prev_nodes)
        for i in range(m):
            for j in range(n):
                if i == current_node.i and j == current_node.j:
                    print("X", end="")
                elif (i, j) in pns:
                    print("O", end="")
                else:
                    print(maze[i][j], end="")
            print()
    
    
    # Run Dijkstra's algo
    while min_heap:
        cost_to_node, _, node = hq.heappop(min_heap)
        if node in visited:
            continue
        visited.add(node)
    
        # early exit in the case we have explored all paths to the finish
        if node.i == end_node.i and node.j == end_node.j:
            # assign end so that we know which direction end was reached by
            end_node = node
            break
    
        # update adjacency graph from current node
        di, dj = DIRECTIONS[node.dir]
        if maze[node.i + di][node.j + dj] != "#":
            moved_node = Node(node.i + di, node.j + dj, node.dir)
            graph[node].append((moved_node, 1))
        for x in range(3):
            rotated_node = Node(node.i, node.j, (node.dir + x + 1) % 4)
            graph[node].append((rotated_node, 1000))
    
        # explore edges
        for neighbor, cost in graph[node]:
            cost_to_neighbor = cost_to_node + cost
            # The following condition was changed from > to >= because we also want to explore
            #   paths with the same cost, not just better cost
            if min_dist.get(neighbor, math.inf) >= cost_to_neighbor:
                min_dist[neighbor] = cost_to_neighbor
                prev_nodes[neighbor].append(node)
                # need to add id as middle tuple element so that nodes dont get compared
                hq.heappush(min_heap, (cost_to_neighbor, id(neighbor), neighbor))
    
    print(f"Part 1: {min_dist[end_node]}")
    
    # PART II: Run through the path backwards, making note of all coords
    
    visited = set([start_node])
    path_locs = set([(start_node.i, start_node.j)])  # all unique locations in path
    stack = [end_node]
    
    while stack:
        node = stack.pop()
        if node in visited:
            continue
        visited.add(node)
    
        path_locs.add((node.i, node.j))
    
        for prev_node in prev_nodes[node]:
            stack.append(prev_node)
    
    print(f"Part 2: {len(path_locs)}")
    
    
    • hades@lemm.ee
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      11 days ago

      prev_nodes[neighbor].append(node)

      I think you’re adding too many neighbours to the prev_nodes here potentially. At the time you explore the edge, you’re not yet sure if the path to the edge’s target via the current node will be the cheapest.

      • Pyro@programming.dev
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        11 days ago

        Good catch! IIRC, only when a node is selected from the min heap can we guarantee that the cost to that node will not go any lower. This definitely seems like a bug, but I still got the correct answer for the samples and my input somehow ¯\_(ツ)_/¯

    • Acters@lemmy.world
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      11 days ago

      only improvement I can think of is to implement a dead end finder to block for the search algorithm to skip all dead ends that do not have the end tile (“E”). by block I mean artificially add a wall to the entrance of the dead end. this should help make it so that it doesn’t go down dead ends. It would be improbable but there might be an input with a ridiculously long dead end.

      • Pyro@programming.dev
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        11 days ago

        Interesting, how would one write such a finder? I can only think of backtracking DFS, but that seems like it would outweigh the savings.

        • Acters@lemmy.world
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          11 days ago

          ah well, my idea is at high level view. Here is a naive approach that should accomplish this. Not sure how else I would accomplish this without more thought put in to make it faster:

          [ Paste ]

          edit: whoops, sorry had broke the regex string and had to check for E and S is not deleted lol

          This is how the first example would look like:

          ###############
          #...#####....E#
          #.#.#####.###.#
          #.....###...#.#
          #.###.#####.#.#
          #.###.......#.#
          #.#######.###.#
          #...........#.#
          ###.#.#####.#.#
          #...#.....#.#.#
          #.#.#.###.#.#.#
          #.....#...#.#.#
          #.###.#.#.#.#.#
          #S###.....#...#
          ###############
          

          This is how the second example would look like:

          #################
          #...#...#...#..E#
          #.#.#.#.#.#.#.#.#
          #.#.#.#...#...#.#
          #.#.#.#####.#.#.#
          #...#.###.....#.#
          #.#.#.###.#####.#
          #.#...###.#.....#
          #.#.#####.#.###.#
          #.#.###.....#...#
          #.#.###.#####.###
          #.#.#...###...###
          #.#.#.#####.#####
          #.#.#.......#####
          #.#.#.###########
          #S#...###########
          #################
          

          for this challenge, it will only have a more noticeable improvement on larger maps, and especially effective if there are no loops! (i.e. one path) because it would just remove all paths that will lead to a dead end.

          For smaller maps, there is no improvement or worse performance as there is not enough dead ends for any search algorithm to waste enough time on. So for more completeness sake, you would make a check to test various sizes with various amount of dead ends and find the optimal map size for where it would make sense to try to fill in all dead ends with walls. Also, when you know a maze would only have one path, then this is more optimal than any path finding algorithm, that is if the map is big enough. That is because you can just find the path fast enough that filling in dead ends is not needed and can just path find it.

          for our input, I think this would not help as the map should NOT be large enough. This is naive approach is too costly. It would probably be better if there is a faster approach than this naive approach.

          actually, testing this naive approach on the smaller examples, it does have a slight edge over not filling in dead ends. This means that the regex is likely slowing down as the map get larger. so something that can find dead ends faster would be a better choice than the one line regex we have right now.

          I guess location of both S and E for the input does matter, because the maze map could end up with S and E being close enough that most, if not all, dead ends are never wasting the time of the Dijkstra’s algorithm. however, my input had S and E being on opposite corners. So the regex is likely the culprit in why the larger map makes filling in dead ends slower.

          if you notice from the profiler output, on the smaller examples, the naive approach makes a negligible loss in time and improves the time by a few tenths of a millisecond for your algorithm to do both part1 and part 2. however, on the larger input, the naive approach starts to take a huge hit and loses about 350 ms to 400 ms on filling in dead ends, while only improving the time of your algorithm by 90 ms. while filling in dead ends does improve performance for your algorithm, it just has too much overhead. That means that with a less naive approach, there would be a significant way to improve time on the solving algorithm.

        • Acters@lemmy.world
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          10 days ago

          took some time out of my day to implement a solution that beats only running your solution by like 90 ms. This is because the algorithm for filling in all dead ends takes like 9-10 milliseconds and reduces the time it takes your algorithm to solve this by like 95-105 ms!

          decent improvement for so many lines of code, but it is what it is. using .index and .rindex on strings is just way too fast. there might be a faster way to replace with # or just switch to complete binary bit manipulation for everything, but that is like incredibly difficult to think of rn.

          but here is the monster script that seemingly does it in ~90 milliseconds faster than your current script version. because it helps eliminated time waste in your Dijkstra’s algorithm and fills all dead ends with minimal impact on performance. Could there be corner cases that I didn’t think of? maybe, but saving time on your algo is better than just trying to be extra sure to eliminate all dead ends, and I am skipping loops because your algorithm will handle that better than trying to do a flood fill type algorithm. (remember first run of a modified script will run a little slow.)

          as of rn, the slowest parts of the script is your Dijkstra’s algorithm. I could try to implement my own solver that isn’t piggy-backing off your Dijkstra’s algorithm. however, I think that is just more than I care to do rn. I also was not going to bother with reducing LOC for the giant match case. its fast and serves it purpose good enough.

          [ BigFastScript Paste ]

          • Pyro@programming.dev
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            9 days ago

            Those are some really great optimizations, thank you! I understand what you’re doing generally, but I’ll have to step through the code myself to get completely familiar with it.

            It’s interesting that string operations win out here over graph algorithms even though this is technically a graph problem. Honestly your write-up and optimizations deserve its own post.

            • Acters@lemmy.world
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              9 days ago

              I tried to compartmentalize it. the search is on its own function, and while that fill_in_dead_ends function is extremely large, it is a lot of replicated code. match k case statement could just be removed. A lot of the code is extremely verbose and has an air of being “unrolled” for purposes of me just tweaking each part of the process individually to see what could be done. The entire large af match case all seemingly ended up being very similar code. I could condense it down a lot. however, I know doing so would impact performance unless plenty of time is spent on tweaking it. So unrolled copy pasta was good.

              The real shining star is the find_next_dead_end function because the regex before took 99% of the time of about ~300 ms seconds. Even with this fast iterative function, the find_next_dead_end still takes about 75% of the time for the entire thing to finish filling in dead ends. This is because as the search ran deeper into the string, it would start slowing down because it was like O(n*m) time complexity, where n in line width and m is line count being searched through until next match. My approach was to store the relative position for each search which conveniently was the curr_row,curr_col. Another aspect to reduce cost/time complexity on the logic that would make sure it filled in newly created dead-ends was to simply check if the current search for the next dead end was from the start after it finished checking the final line. Looking at the line by line profiler from iPython, the entire function spends most of the time at the while('.' in r[:first_loc]): and first_loc = r[:first_loc].rindex('.') which is funny because that is still fast at over 11k+ hits on the same line with only a 5-5.5 microsecond impact for each time it ran the lines.

              though I could likely remove that strange logic by moving it into the find_next_dead_end instead of having that strange if elif else statement in the fill_in_dead_ends logic.

              there is so much possible to make it improved, but it was quick and dirty.

              Now that I am thinking about it, there would be a way to make the regex faster by simply string slicing lines off the search, so that the regex doesn’t spend time looking at the same start of string.

            • Acters@lemmy.world
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              9 days ago

              ah yes, I was right. simply string slicing away lines that were checked does make the regex faster. while the code is smaller, it is still slower than the more verbose option. which is only because of the iterative approach of checking each node in the While(True) loop, instead of building 2 lists of lines and manipulating them with .index() and .rindex() [ Paste ]

              However, if you notice, even the regex is slower than my iterative approach with index by 3-5 milliseconds. While having one line for the regex is nice, I do think it is harder to read and could prove to be slightly more cumbersome as it could be useless in other types of challenges, while the iterative approach is nice and easily manipulable for most circumstances that may have some quirks.

              Also, it shows that the more verbose option is still faster by 7 ms because of the fact that checking each node in the While(True) loop is rather slow approach. So really, there is nothing to it overall, and the main slow down is in you solver that I didn’t touch at all, because I wanted to only show the dead end filling part.

            • Acters@lemmy.world
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              9 days ago

              If you are wondering how my string operations is able to be fast, it is because of the simple fact that python’s index and rindex are pactically O(n) time.(which for my use of it after slicing the string, it is closer to O(log(n)) time ) here are some more tricks in case you wish to think about that more. [link] Also, the more verbose option is simply tricks in batch processing. why bother checking each node individually, when we already know that a dead end is simply straight lines?

              If there was an exceedingly large maze was just a simple two spirals design, where one is a dead end and another has the “end flag” then my batch processing would simply outpace the slower per node iterator. in this scenario, there is a 50/50 chance you pick the right spiral, while it is just easier to look for which one is a dead end and just backtrack to chose the other option. technically it is slower than just guessing correctly first try, but that feels awfully similar to how a bogosort works. you just randomly choose paths(removing previously checked paths) or deterministically enumerate all paths. while a dead end is extremely easy to find and culls all those paths as extremely low priority, or in this spiral scenario, it is the more safe option than accidentally choosing the wrong path.

              What would be the fastest would be to simply convert this to bit like representations. each wall could be 1, and empty spots could be 0. would have to be mindful of the location of the start and end separately.