League optimizers 2018th
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Forum :: Optimizers
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Re: League optimizers 2018th
Svetlana wrote:Congratulations Zafer, it's a trully great solution!
Thank you Majkl. I was sure that you and Zoran would eventually surpass me, but it was Vladimir who did it.
Zafer, I can't believe that I missed that.
I was sure that I had tried that, but obviosly I had changed something in the mean time and hadn't checked it again.
I also want to thank you Svetlana for your kind words I wasn't expected such an improvement because I've tried a similar arrangement before and I've ended up with about 4300 points. But it was just like your case. Perhaps I've applied a little change and forgot to turn back to check it again. Luckily I've tried it again
Lastly I could apply another improvement to your solution which yields 10 more points
Kind regards,
Zafer
zhergan- Broj poruka : 26
Datum upisa : 2017-03-19
Godina : 45
Lokacija : Eskisehir, Turkey
Re: League optimizers 2018th
Objective: Put any number of pentomino I, L, N, U, V, W, X and Z into grid so they make connected path starting from left side and ending on top side of the grid. Put letter 'O' into cell left to path start. Path can cross itself only in X pentomino. Through X pentomino path always go straight, without turn. Beside touching which is part of the path, pentominoes can touch only diagonally. Path must first go through green area (vegetation), then through blue area (sea) and finally through orange area (lava).
Calculation: Cells of first pentomino have value 1. If next pentomino in path is different from the first, its cells worth 2. As long as next pentomino is new one - value is rising by 1. When pentomino isn't new its cells worth 1 and valuing restarts. Sum all values from path (Journey), add number of cells at Coloured Areas used by path and subtract number of cells with Diagonal Touch. Maximize your final result.
Calculation: Cells of first pentomino have value 1. If next pentomino in path is different from the first, its cells worth 2. As long as next pentomino is new one - value is rising by 1. When pentomino isn't new its cells worth 1 and valuing restarts. Sum all values from path (Journey), add number of cells at Coloured Areas used by path and subtract number of cells with Diagonal Touch. Maximize your final result.
Re: League optimizers 2018th
Zadatak: U mrežu ucrtajte proizvoljan broj pentomina I, L, N, U, V, W, X i Z tako da ona tvore povezani put koji počinje uz lijevi rub, a završava na gornjem rubu mreže. Lijevo uz mrežu upišite slovo ""O"" uz početak puta. Put smije sjeći samog sebe isključivo u pentominu X kroz kojeg uvijek prolazi bez skretanja. Osim dodirivanja koja su dio puta, pentomina se još smiju dodirivati samo dijagonalno. Put mora prvo proći kroz zeleno područje (vegetacija), zatim kroz plavo (more) i na kraju kroz narančasto (lava).
Obračun: Polja puta u prvom pentominu vrijede 1 bod. Ako je drugi pentomino različit od prvog, svako polje puta u njemu vrijedi 2 boda itd. Dokle god se u nizu pojavljuju novi pentomini, vrijednosti polja će se povećavati. Kad se neki pentomino ponovi, vrijednost polja puta u njemu je ponovo 1 i niz kreće ispočetka.Bodovi na putu (Journey) se zbrajaju sa brojem polja puta u obojenim područjima (Coloured Area), a od tog zbroja se oduzima broj polja puta koja imaju dijagonalno dodirivanje (Diagonal Touch). Maksimizujte konačni rezultat.
Obračun: Polja puta u prvom pentominu vrijede 1 bod. Ako je drugi pentomino različit od prvog, svako polje puta u njemu vrijedi 2 boda itd. Dokle god se u nizu pojavljuju novi pentomini, vrijednosti polja će se povećavati. Kad se neki pentomino ponovi, vrijednost polja puta u njemu je ponovo 1 i niz kreće ispočetka.Bodovi na putu (Journey) se zbrajaju sa brojem polja puta u obojenim područjima (Coloured Area), a od tog zbroja se oduzima broj polja puta koja imaju dijagonalno dodirivanje (Diagonal Touch). Maksimizujte konačni rezultat.
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