82 lines
4.1 KiB
Text
82 lines
4.1 KiB
Text
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\--- Day 20: Particle Swarm ---
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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.
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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>`.
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Each tick, all particles are updated simultaneously. A 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](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.
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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:
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```
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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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```
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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.
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*Which particle will stay closest to position `<0,0,0>`* in the long term?
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Your puzzle answer was `91`.
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\--- Part Two ---
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----------
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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.
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For example:
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```
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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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```
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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.
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*How many particles are left* after all collisions are resolved?
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Your puzzle answer was `567`.
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Both parts of this puzzle are complete! They provide two gold stars: \*\*
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At this point, all that is left is for you to [admire your Advent calendar](/2017).
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If you still want to see it, you can [get your puzzle input](20/input).
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