Huh... well...

I suspect you are talking more about
https://en.wikipedia.org/wiki/M%C3%B6bius_inversion_formula than about
https://en.wikipedia.org/wiki/M%C3%B6bius_transformation

And, maybe specifically
https://en.wikipedia.org/wiki/Inclusion%E2%80%93exclusion_principle

That said, I'm not yet seeing how to turn this into a useful algorithm.

Thanks,

-- 
Raul

On Tue, Jan 11, 2022 at 7:42 PM 'Mike Day' via Programming
<[email protected]> wrote:
>
> Briefly for now, as the pub quiz went on far too long & it’s midnight...
> I hope my hint wasn’t too much of a spoiler;  unintended if it was.
>
> My insight was somewhat mathematical,  and is similar in a way to the Moebius 
> transform.  I worked through a 2-d analogue looking at intersecting 
> rectangles last Wednesday while sitting in the Natural History Museum’s cafe 
> for 90 odd minutes!
>
> So- if you consider the area from the addition of two intersecting 
> rectangles,  A & B,  you can sum their areas and subtract their area of 
> intersection.
> So A (+) B = A + B - A.B .
> ( where A stands for its area,  A.B stands for the area of the intersection 
> of A & B, and (+) means the operation of switching on B after A.
> If, however, we’re switching off B,  we have A (-) B = A - A.B  , where (-) 
> means the operation of switching off B .
>
> Now add rectangle C.  I found that
>  A (+) B (+) C =  A + B + C - A.B - B.C - C.A + A.B.C
>
> In general, intersections of n objects have a sign of (-1)^n.
>
> It’s quite tricky to work out the coordinates of the intersections of cuboids.
>
> Sticking with rectangles for now,  suppose A has diagonals (1 1), (3 4),
> & B is (2 2), (4 5) .
> Then the intersection A.B is (2 2), (3 4)
> That leaves us with 2 non-rectangles,  but they’re made up of 6 rectangles of 
> same level, or parity (?),  as their parent:
> A - A.B comprises (1 1), (2 2) & (1 2), (2 4) & (2 1), (3 2), while
> B - A.B is (3 2), (4 4) & (3 4), (4 5) & (2 4), (3 5)
>
> So when C comes along, it’s much easier to consider its intersections with 
> all these derived rectangles than with the irregular polyhedra of which they 
> are components.
>
> I didn’t mess with the ordering of the operations;  they seemed highly 
> non-commutative!
>
> Way past bedtime.
>
> Cheers,
>
> Mike
>
>
>
> Sent from my iPad
>
> > On 11 Jan 2022, at 22:21, Raul Miller <[email protected]> wrote:
> >
> > https://adventofcode.com/2021/day/22
> >
> > The day 22 puzzle was about "rebooting the reactor".
> >
> > Here, we have a sequence of steps which consist of turning on, or off,
> > a rectangular cuboid in our coordinate system. In this puzzle each
> > x,y,z coordinate value was referred to as a cube.
> >
> > s=: sample=:{{)n
> > on x=-20..26,y=-36..17,z=-47..7
> > on x=-20..33,y=-21..23,z=-26..28
> > on x=-22..28,y=-29..23,z=-38..16
> > on x=-46..7,y=-6..46,z=-50..-1
> > on x=-49..1,y=-3..46,z=-24..28
> > on x=2..47,y=-22..22,z=-23..27
> > on x=-27..23,y=-28..26,z=-21..29
> > on x=-39..5,y=-6..47,z=-3..44
> > on x=-30..21,y=-8..43,z=-13..34
> > on x=-22..26,y=-27..20,z=-29..19
> > off x=-48..-32,y=26..41,z=-47..-37
> > on x=-12..35,y=6..50,z=-50..-2
> > off x=-48..-32,y=-32..-16,z=-15..-5
> > on x=-18..26,y=-33..15,z=-7..46
> > off x=-40..-22,y=-38..-28,z=23..41
> > on x=-16..35,y=-41..10,z=-47..6
> > off x=-32..-23,y=11..30,z=-14..3
> > on x=-49..-5,y=-3..45,z=-29..18
> > off x=18..30,y=-20..-8,z=-3..13
> > on x=-41..9,y=-7..43,z=-33..15
> > on x=-54112..-39298,y=-85059..-49293,z=-27449..7877
> > on x=967..23432,y=45373..81175,z=27513..53682
> > }}
> >
> > At the start of this process, every cube in the reactor is off.
> >
> > Our part A puzzle asked us how many cubes would be on with values _50
> > .. 50 for x, y and z.
> >
> > Simple enough:
> >
> > use=: parse;._2
> >
> > parse=:{{
> >  f=. 'on'-:2{.y
> >  good=. y e.'-',":i.10
> >  t=. f,__ ". good #inv good # y
> >  assert. 7=#t-._ __
> >  assert. 1e9 >>./t
> >  assert. _1e9 <<./t
> > }}
> >
> > thru=: [ ~.@, <. + i.@(+*)@-~
> >
> > a22=:{{
> >   Y=. _51 >. 51 <. use y
> >   r=. 101 101 101 $0
> >   for_op. Y do.
> >     'f x0 x1 y0 y1 z0 z1'=. op
> >     I=. >,{(x0 thru x1);(y0 thru y1);z0 thru z1
> >     I=. 50+(#~ 51 -.@e."1 |) I
> >     r=. f I} r
> >  end.
> >  +/,r
> > }}
> >
> > Here, I clipped coordinate values to the range _51 .. 51, found all
> > values inside the possibly clipped coordinates, stripped out any
> > references to cubes with a coordinate magnitude of 51 and set or reset
> > a bit for each remaining cube reference. Simple, straightforward, and
> > totally inadequate for part B.
> >
> > Part B removes the constraint on range, and with the puzzle data
> > requires us to count a number of cubes in the vicinity of 1e15.
> >
> > For part B, my approach was to track cuboid regions that were 'on',
> > and split them into smaller cuboids when this intersected with an
> > 'off' cuboid. Conceptually, this might result in up to 26 new cuboids
> > (for example on -30..30,-30..30,-30..30 followed by off
> > -10..10,-10..10,-10..10). But, usually, we had partial overlaps which
> > created fewer fragments.
> >
> > I could not think of a quick way of identifying arbitrary overlaps
> > when computing the sum I needed for the result here, so I decided I
> > should also split cuboids when 'on' regions overlapped.
> >
> > Anyways, this meant I was storing the locations of the corners of the
> > cubes, and lead me to this implementation:
> >
> > b22=:{{
> >  Y=. use y
> >  r=. i.0 3 2
> >  for_op. Y do.
> >    'f x0 x1 y0 y1 z0 z1'=. op
> >     t=. r I."1"2 (x0,x1),(y0,y1),:z0,z1
> >     F=.i.0
> >     ok=. (0 0 e."2 t)+.2 2 e."2 t
> >     if. 0 e. ok do.
> >       splits=.((-.ok)#r) split((<:x0),x1),((<:y0),y1),:(<:z0),z1
> > assert. 3=#$splits
> > assert. 3 2-:}.$splits
> >       r=.(ok#r),splits
> >     end.
> >     if. f do.
> >       r=.r,((<:x0),x1),((<:y0),y1),:(<:z0),z1
> >     end.
> >  end.
> >  cubesum r
> > }}
> >
> > NB. sum the volumes of all cuboids
> > cubesum=: {{
> >  +/*/"1-~/"1 x:y
> > }}
> >
> > NB. split cubes in x based on cube y
> > split=: {{
> >  ;x <@split2"2 y
> > }}
> >
> > NB. split a cube by splitting coordinates
> > NB. discard split cubes where all coordinates are discarded
> > split2=: {{
> >  (([: +./"1 {."1) # }."1) >>,{x <@ahand"1 y
> > }}
> >
> > NB. coordinate range x into pieces which exclude y
> > NB. retain the part of y within x
> > NB. prefix each segment with 1 (keep) or 0 (discard)
> > ahand=:{{
> >  'LO HI'=. x
> >  'lo hi'=. y
> >  assert. hi >: LO
> >  assert. HI >: lo
> >  lo=. lo >. LO
> >  hi=. h i<. HI
> >  ((lo~:LO),LO,lo);(0,lo,hi);(hi~:HI),hi,HI
> > }}
> >
> > I do not remember what 'ahand' meant.
> >
> > Is there a better way?
> >
> > If I had assigned to each statement a "sequence order" such that
> > statements with a higher order would override statements with a lower
> > order, and constructed a conflict map for each statement, I might have
> > been able to sum expanding subregions 'directly' based on a
> > topological sort (or perhaps using some variant on graph traversal)
> > which put minimum complexity items first. I say this because of the
> > hint Mike Day provides in
> > http://jsoftware.com/pipermail/programming/2022-January/059547.html
> >
> > Thanks,
> >
> > --
> > Raul
> > ----------------------------------------------------------------------
> > For information about J forums see http://www.jsoftware.com/forums.htm
> ----------------------------------------------------------------------
> For information about J forums see http://www.jsoftware.com/forums.htm
----------------------------------------------------------------------
For information about J forums see http://www.jsoftware.com/forums.htm

Reply via email to