[CS Academy] Game on a Circle

Game on a Circle

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#include <bits/stdc++.h>

#pragma optimization_level 3
#pragma GCC optimize("Ofast,no-stack-protector,unroll-loops,fast-math,O3")
#pragma GCC target("sse,sse2,sse3,ssse3,sse4,popcnt,abm,mmx,avx")
#pragma GCC optimize("Ofast")//Comment optimisations for interactive problems (use endl)
#pragma GCC target("avx,avx2,fma")
#pragma GCC optimization ("unroll-loops")

using namespace std;

struct PairHash {inline std::size_t operator()(const std::pair<int, int> &v) const { return v.first * 31 + v.second; }};

// speed
#define Code ios_base::sync_with_stdio(false);
#define By ios::sync_with_stdio(0);
#define Sumfi cout.tie(NULL);

// alias
using ll = long long;
using ld = long double;
using ull = unsigned long long;

// constants
const ld PI = 3.14159265358979323846; /* pi */
const ll INF = 1e18;
const ld EPS = 1e-9;
const ll MAX_N = 5000001;
const ll mod = 1e9 + 7;

// typedef
typedef pair<ll, ll> pll;
typedef vector<pll> vpll;
typedef array<ll,3> all3;
typedef array<ll,4> all4;
typedef array<ll,5> all5;
typedef vector<all3> vall3;
typedef vector<all4> vall4;
typedef vector<all5> vall5;
typedef pair<ld, ld> pld;
typedef vector<pld> vpld;
typedef vector<ld> vld;
typedef vector<ll> vll;
typedef vector<ull> vull;
typedef vector<vll> vvll;
typedef vector<int> vi;
typedef vector<bool> vb;
typedef deque<ll> dqll;
typedef deque<pll> dqpll;
typedef pair<string, string> pss;
typedef vector<pss> vpss;
typedef vector<string> vs;
typedef vector<vs> vvs;
typedef unordered_set<ll> usll;
typedef unordered_set<pll, PairHash> uspll;
typedef unordered_map<ll, ll> umll;
typedef unordered_map<pll, ll, PairHash> umpll;

// macros
#define rep(i,m,n) for(ll i=m;i<n;i++)
#define rrep(i,m,n) for(ll i=n;i>=m;i--)
#define all(a) begin(a), end(a)
#define rall(a) rbegin(a), rend(a)
#define ZERO(a) memset(a,0,sizeof(a))
#define MINUS(a) memset(a,0xff,sizeof(a))
#define INF(a) memset(a,0x3f3f3f3f3f3f3f3fLL,sizeof(a))
#define ASCEND(a) iota(all(a),0)
#define sz(x) ll((x).size())
#define BIT(a,i) (a & (1ll<<i))
#define BITSHIFT(a,i,n) (((a<<i) & ((1ll<<n) - 1)) | (a>>(n-i)))
#define pyes cout<<"YES\n";
#define pno cout<<"NO\n";
#define endl "\n"
#define pneg1 cout<<"-1\n";
#define ppossible cout<<"Possible\n";
#define pimpossible cout<<"Impossible\n";
#define TC(x) cout<<"Case #"<<x<<": ";
#define X first
#define Y second

// utility functions
template <typename T>
void print(T &&t) { cout << t << "\n"; }
template<typename T>
void printv(vector<T>v){ll n=v.size();rep(i,0,n){cout<<v[i];if(i+1!=n)cout<<' ';}cout<<endl;}
template<typename T>
void printvv(vector<vector<T>>v){ll n=v.size();rep(i,0,n)printv(v[i]);}
template<typename T>
void printvln(vector<T>v){ll n=v.size();rep(i,0,n)cout<<v[i]<<endl;}
void fileIO(string in = "input.txt", string out = "output.txt") {freopen(in.c_str(),"r",stdin); freopen(out.c_str(),"w",stdout);}
void readf() {freopen("", "rt", stdin);}
template <typename... T>
void in(T &...a) { ((cin >> a), ...); }
template<typename T>
void readv(vector<T>& v){rep(i,0,sz(v)) cin>>v[i];}
template<typename T, typename U>
void readp(pair<T,U>& A) {cin>>A.first>>A.second;}
template<typename T, typename U>
void readvp(vector<pair<T,U>>& A) {rep(i,0,sz(A)) readp(A[i]); }
template<typename T>
void readvall(vector<T>& v, ll n) {rep(i,0,sz(v)) rep(j,0,n) cin>>v[i][j];}
template<typename T>
void readvv(vector<vector<T>>& A) {rep(i,0,sz(A)) readv(A[i]);}

struct Combination {
vll fac, inv;
ll n, MOD;

ll modpow(ll n, ll x, ll MOD = mod) { if(!x) return 1; ll res = modpow(n,x>>1,MOD); res = (res * res) % MOD; if(x&1) res = (res * n) % MOD; return res; }

Combination(ll _n, ll MOD = mod): n(_n + 1), MOD(MOD) {
inv = fac = vll(n,1);
rep(i,1,n) fac[i] = fac[i-1] * i % MOD;
inv[n - 1] = modpow(fac[n - 1], MOD - 2, MOD);
rrep(i,1,n - 2) inv[i] = inv[i + 1] * (i + 1) % MOD;
}

ll fact(ll n) {return fac[n];}
ll nCr(ll n, ll r) {
if(n < r or n < 0 or r < 0) return 0;
return fac[n] * inv[r] % MOD * inv[n-r] % MOD;
}
};

struct Matrix {
ll r,c;
vvll matrix;
Matrix(ll r, ll c, ll v = 0): r(r), c(c), matrix(vvll(r,vll(c,v))) {}
Matrix(vvll m) : r(sz(m)), c(sz(m[0])), matrix(m) {}

Matrix operator*(const Matrix& B) const {
Matrix res(r, B.c);
rep(i,0,r) rep(j,0,B.c) rep(k,0,B.r) {
res.matrix[i][j] = (res.matrix[i][j] + matrix[i][k] * B.matrix[k][j] % mod) % mod;
}
return res;
}

Matrix copy() {
Matrix copy(r,c);
copy.matrix = matrix;
return copy;
}

ll get(ll y, ll x) {
return matrix[y][x];
}

Matrix pow(ll n) {
assert(r == c);
Matrix res(r,r);
Matrix now = copy();
rep(i,0,r) res.matrix[i][i] = 1;
while(n) {
if(n & 1) res = res * now;
now = now * now;
n /= 2;
}
return res;
}
};

// geometry data structures
template <typename T>
struct Point {
T y,x;
Point(T y, T x) : y(y), x(x) {}
Point(pair<T,T> p) : y(p.first), x(p.second) {}
Point() {}
void input() {cin>>y>>x;}
friend ostream& operator<<(ostream& os, const Point<T>& p) { os<<p.y<<' '<<p.x<<'\n'; return os;}
Point<T> operator+(Point<T>& p) {return Point<T>(y + p.y, x + p.x);}
Point<T> operator-(Point<T>& p) {return Point<T>(y - p.y, x - p.x);}
Point<T> operator*(ll n) {return Point<T>(y*n,x*n); }
Point<T> operator/(ll n) {return Point<T>(y/n,x/n); }
bool operator<(const Point &other) const {if (x == other.x) return y < other.y;return x < other.x;}
Point<T> rotate(Point<T> center, ld angle) {
ld si = sin(angle * PI / 180.), co = cos(angle * PI / 180.);
ld y = this->y - center.y;
ld x = this->x - center.x;

return Point<T>(y * co - x * si + center.y, y * si + x * co + center.x);
}
ld distance(Point<T> other) {
T dy = abs(this->y - other.y);
T dx = abs(this->x - other.x);
return sqrt(dy * dy + dx * dx);
}

T norm() { return x * x + y * y; }
};

template<typename T>
struct Line {
Point<T> A, B;
Line(Point<T> A, Point<T> B) : A(A), B(B) {}
Line() {}

void input() {
A = Point<T>();
B = Point<T>();
A.input();
B.input();
}

T ccw(Point<T> &a, Point<T> &b, Point<T> &c) {
T res = a.x * b.y + b.x * c.y + c.x * a.y;
res -= (a.x * c.y + b.x * a.y + c.x * b.y);
return res;
}

bool isIntersect(Line<T> o) {
T p1p2 = ccw(A,B,o.A) * ccw(A,B,o.B);
T p3p4 = ccw(o.A,o.B,A) * ccw(o.A,o.B,B);
if (p1p2 == 0 && p3p4 == 0) {
pair<T,T> p1(A.y, A.x), p2(B.y,B.x), p3(o.A.y, o.A.x), p4(o.B.y, o.B.x);
if (p1 > p2) swap(p2, p1);
if (p3 > p4) swap(p3, p4);
return p3 <= p2 && p1 <= p4;
}
return p1p2 <= 0 && p3p4 <= 0;
}

pair<bool,Point<ld>> intersection(Line<T> o) {
if(!this->intersection(o)) return {false, {}};
ld det = 1. * (o.B.y-o.A.y)*(B.x-A.x) - 1.*(o.B.x-o.A.x)*(B.y-A.y);
ld t = ((o.B.x-o.A.x)*(A.y-o.A.y) - (o.B.y-o.A.y)*(A.x-o.A.x)) / det;
return {true, {A.y + 1. * t * (B.y - A.y), B.x + 1. * t * (B.x - A.x)}};
}

//@formula for : y = ax + fl
//@return {a,fl};
pair<ld, ld> formula() {
T y1 = A.y, y2 = B.y;
T x1 = A.x, x2 = B.x;
if(y1 == y2) return {1e9, 0};
if(x1 == x2) return {0, 1e9};
ld a = 1. * (y2 - y1) / (x2 - x1);
ld b = -x1 * a + y1;
return {a, b};
}
};

template<typename T>
struct Circle {
Point<T> center;
T radius;
Circle(T y, T x, T radius) : center(Point<T>(y,x)), radius(radius) {}
Circle(Point<T> center, T radius) : center(center), radius(radius) {}
Circle() {}

void input() {
center = Point<T>();
center.input();
cin>>radius;
}

bool circumference(Point<T> p) {
return (center.x - p.x) * (center.x - p.x) + (center.y - p.y) * (center.y - p.y) == radius * radius;
}

bool intersect(Circle<T> c) {
T d = (center.x - c.center.x) * (center.x - c.center.x) + (center.y - c.center.y) * (center.y - c.center.y);
return (radius - c.radius) * (radius - c.radius) <= d and d <= (radius + c.radius) * (radius + c.radius);
}

bool include(Circle<T> c) {
T d = (center.x - c.center.x) * (center.x - c.center.x) + (center.y - c.center.y) * (center.y - c.center.y);
return d <= radius * radius;
}
};

ll __gcd(ll x, ll y) { return !y ? x : __gcd(y, x % y); }
all3 __exgcd(ll x, ll y) { if(!y) return {x,1,0}; auto [g,x1,y1] = __exgcd(y, x % y); return {g, y1, x1 - (x/y) * y1}; }
ll __lcm(ll x, ll y) { return x / __gcd(x,y) * y; }
ll modpow(ll n, ll x, ll MOD = mod) { if(x < 0) return modpow(modpow(n,-x,MOD),MOD-2,MOD); n%=MOD; if(!x) return 1; ll res = modpow(n,x>>1,MOD); res = (res * res) % MOD; if(x&1) res = (res * n) % MOD; return res; }


void solve() {
vll A;
ll cnt = 0;
usll us;
auto ok = [](ll i, ll j) {
ll x = (i / 10 - j / 10 + 10) % 10;
return 2 <= x and x <= 8;
};
auto ask = [&](ll n) {
cnt += 1;
us.insert(n);
print(n);
ll x;
in(x);
return x;
};
for(ll i = 0; i < 100; i += 11) {
ll x = ask(i);
if(x) A.push_back(i);
if(sz(A) == 2) {
for(ll j = 0; j < 100; j += 10) {
if(ok(j,A[0]) and ok(j,A[1])) {
for(ll k = 0; k < 10 and cnt < 11; k++) {
if(A[0] % 10 == k or A[1] % 10 == k or us.count(k + j)) continue;
ask(k + j);
}
}
}
return;
}
}
ask((A[0] / 10 + 1) % 10 * 10 + A[0] % 10);
}
int main() {
Code By Sumfi
cout.precision(12);
ll tc = 1;
in(tc);
rep(i,1,tc+1) {
solve();
}
return 0;
}
Author: Song Hayoung
Link: https://songhayoung.github.io/2023/03/10/PS/CSAcademy/game-on-a-circle/
Copyright Notice: All articles in this blog are licensed under CC BY-NC-SA 4.0 unless stating additionally.