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02.ss
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executable file
Β·173 lines (157 loc) Β· 7.21 KB
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#!/usr/bin/env scheme --script
;; --- Day 2: 1202 Program Alarm ---
; On the way to your gravity assist around the Moon, your ship computer beeps
; angrily about a "1202 program alarm". On the radio, an Elf is already
; explaining how to handle the situation: "Don't worry, that's perfectly
; norma--" The ship computer bursts into flames.
;
; You notify the Elves that the computer's magic smoke seems to have escaped.
; "That computer ran Intcode programs like the gravity assist program it was
; working on; surely there are enough spare parts up there to build a new
; Intcode computer!"
;
; An Intcode program is a list of integers separated by commas (like
; 1,0,0,3,99). To run one, start by looking at the first integer (called
; position 0). Here, you will find an opcode - either 1, 2, or 99. The opcode
; indicates what to do; for example, 99 means that the program is finished and
; should immediately halt. Encountering an unknown opcode means something went
; wrong.
;
; Opcode 1 adds together numbers read from two positions and stores the result
; in a third position. The three integers immediately after the opcode tell you
; these three positions - the first two indicate the positions from which you
; should read the input values, and the third indicates the position at which
; the output should be stored.
;
; For example, if your Intcode computer encounters 1,10,20,30, it should read
; the values at positions 10 and 20, add those values, and then overwrite the
; value at position 30 with their sum.
;
; Opcode 2 works exactly like opcode 1, except it multiplies the two inputs
; instead of adding them. Again, the three integers after the opcode indicate
; where the inputs and outputs are, not their values.
;
; Once you're done processing an opcode, move to the next one by stepping
; forward 4 positions.
;
; For example, suppose you have the following program:
;
; 1,9,10,3,2,3,11,0,99,30,40,50
;
; For the purposes of illustration, here is the same program split into
; multiple lines:
;
; 1,9,10,3,
; 2,3,11,0,
; 99,
; 30,40,50
;
; The first four integers, 1,9,10,3, are at positions 0, 1, 2, and 3. Together,
; they represent the first opcode (1, addition), the positions of the two
; inputs (9 and 10), and the position of the output (3). To handle this opcode,
; you first need to get the values at the input positions: position 9 contains
; 30, and position 10 contains 40. Add these numbers together to get 70. Then,
; store this value at the output position; here, the output position (3) is at
; position 3, so it overwrites itself. Afterward, the program looks like this:
;
; 1,9,10,70,
; 2,3,11,0,
; 99,
; 30,40,50
;
; Step forward 4 positions to reach the next opcode, 2. This opcode works just
; like the previous, but it multiplies instead of adding. The inputs are at
; positions 3 and 11; these positions contain 70 and 50 respectively.
; Multiplying these produces 3500; this is stored at position 0:
;
; 3500,9,10,70,
; 2,3,11,0,
; 99,
; 30,40,50
;
; Stepping forward 4 more positions arrives at opcode 99, halting the program.
;
; Here are the initial and final states of a few more small programs:
;
; 1,0,0,0,99 becomes 2,0,0,0,99 (1 + 1 = 2).
; 2,3,0,3,99 becomes 2,3,0,6,99 (3 * 2 = 6).
; 2,4,4,5,99,0 becomes 2,4,4,5,99,9801 (99 * 99 = 9801).
; 1,1,1,4,99,5,6,0,99 becomes 30,1,1,4,2,5,6,0,99.
;
; Once you have a working computer, the first step is to restore the gravity
; assist program (your puzzle input) to the "1202 program alarm" state it had
; just before the last computer caught fire. To do this, before running the
; program, replace position 1 with the value 12 and replace position 2 with the
; value 2. What value is left at position 0 after the program halts?
(load "utils.ss")
(load "intcode-computer.ss")
;; Split input by commas and convert to list of numbers
(define initial-state
(map string->number (string-split (car (read-file "inputs/02.txt")) #\,)))
(define program-state-1202
(list-set (list-set initial-state 1 12) 2 2))
(print (car (intcode-compute program-state-1202)))
;; --- Part Two ---
; "Good, the new computer seems to be working correctly! Keep it nearby during
; this mission - you'll probably use it again. Real Intcode computers support
; many more features than your new one, but we'll let you know what they are as
; you need them."
;
; "However, your current priority should be to complete your gravity assist
; around the Moon. For this mission to succeed, we should settle on some
; terminology for the parts you've already built."
;
; Intcode programs are given as a list of integers; these values are used as
; the initial state for the computer's memory. When you run an Intcode program,
; make sure to start by initializing memory to the program's values. A position
; in memory is called an address (for example, the first value in memory is at
; "address 0").
;
; Opcodes (like 1, 2, or 99) mark the beginning of an instruction. The values
; used immediately after an opcode, if any, are called the instruction's
; parameters. For example, in the instruction 1,2,3,4, 1 is the opcode; 2, 3,
; and 4 are the parameters. The instruction 99 contains only an opcode and has
; no parameters.
;
; The address of the current instruction is called the instruction pointer; it
; starts at 0. After an instruction finishes, the instruction pointer increases
; by the number of values in the instruction; until you add more instructions
; to the computer, this is always 4 (1 opcode + 3 parameters) for the add and
; multiply instructions. (The halt instruction would increase the instruction
; pointer by 1, but it halts the program instead.)
;
; "With terminology out of the way, we're ready to proceed. To complete the
; gravity assist, you need to determine what pair of inputs produces the output
; 19690720."
;
; The inputs should still be provided to the program by replacing the values at
; addresses 1 and 2, just like before. In this program, the value placed in
; address 1 is called the noun, and the value placed in address 2 is called the
; verb. Each of the two input values will be between 0 and 99, inclusive.
;
; Once the program has halted, its output is available at address 0, also just
; like before. Each time you try a pair of inputs, make sure you first reset
; the computer's memory to the values in the program (your puzzle input) - in
; other words, don't reuse memory from a previous attempt.
;
; Find the input noun and verb that cause the program to produce the output
; 19690720. What is 100 * noun + verb? (For example, if noun=12 and verb=2, the
; answer would be 1202.)
;; Integer -> (Integer . Integer)
;; produce list of all possible pairs up for numbers in range [0, n)
(define (nouns+verbs n)
(fold-left append '()
(map (lambda (verb)
(map (lambda (noun) (cons noun verb)) (range n)))
(range n))))
;; (listof Integer) Integer Integer -> Integer
;; compute intcode program with given noun + verb inputs
;; and return its output (value at position 0)
(define (compute-inputs program noun verb)
(car (intcode-compute
(list-set (list-set program 1 noun) 2 verb))))
(display
(filter (lambda (pair)
(= 19690720
(compute-inputs initial-state (car pair) (cdr pair))))
(nouns+verbs 100)))