## Advent of Code 2017 day 20 task 2

SPOILER ALERT: If you're doing the 2017 Advent of Code, you may not want to read onward.

Over the holiday period I found a little time to work on the 2017 advent of code challenges. The later ones get quite involved, and I particularly enjoyed day 20. The second part of the task involves a 3D grid containing accelerating particles. Particles which collide at a grid point (occupy that point at the same time) are removed, and we're asked to determine how many particles remain after all collisions have occurred. This one was fun for me because the solution I came up with involved a little mathematics to avoid brute forcing the answer.

At this point in the challenges, writing a parser for an input file is something
I'll skip over. The parser gives back an array of objects, each representing a
particle, with `p`

, `v`

, and `a`

fields to represent position, velocity, and
acceleration respectively. These quantities are all represented as length three
arrays for the x, y, and z axes. The input looks like:

```
[
{
"p": [-4897, 3080, 2133],
"v": [-58, -15, -78],
"a": [17, -7, 0]
},
{
"p": [395, -997, 4914],
"v": [-30, 66, -69],
"a": [1,-2,-8]
},
{
"p": [-334, -754, -567],
"v": [-31, 15, -34],
"a": [3,1,4]
},
// ...
]
```

The general algorithm I used was to calculate a collision times for each pair of particles, order them by time ascending, and then remove all pairs for each time step when both colliding particles are still in the set of all particles up to that time (earlier collisions can invalidate later collisions since collisions remove colliding particles).

To calculate potential collisions, I used the following:

```
const collisions = [];
for (let i = 0; i < input.length - 1; i++) {
for (let j = i + 1; j < input[i].length; j++) {
const t = collisionTime(input[i], input[j]);
if (t !== null) {
if (!collisions[t]) {
collisions[t] = [];
}
collisions[t].push([i, j]);
}
}
}
```

I've used the index of each particle in the input array as its ID for
convenience. The snippet grabs all pairs and uses the function `collisionTime`

,
which returns either an integer (time of their first collision from `t=0`

), or
`null`

if they never collide. The `collisions`

array is indexed by time step,
and populated with arrays of collisions. I'll come back to `collisionTime`

later, because that's where interesting things happen.

Next I create a set containing the IDs of all particles.

`const particles = new Set(Array.from({ length: input.length }, (v, i) => i));`

See my `Array.from`

tip for a partial explanation of this, and the
MDN article on `Set`

for the rest.

The rest is looping over collision times to discover which collisions are valid (both particles have not yet collided) and remove the particles which collide from the particles set. The size of the set after all collisions have been checked is the number of remaining particles, which is the goal of this problem.

```
for (const collisionsAtTime of collisions) {
if (!collisionsAtTime) {
continue;
}
const toDelete = new Set();
for (const [a, b] of collisionsAtTime) {
if (particles.has(a) && particles.has(b)) {
toDelete.add(a);
toDelete.add(b);
}
}
for (const index of toDelete) {
particles.delete(index);
}
}
console.log(particles.size);
```

I don't care about the time of each set of collisions; I only care about the
order. Since `collisions`

is a sparse array (indexed by time step), I do have to
check for `undefined`

elements and `continue`

to skip those.

I've modelled all collisions as pairs, so a collision between three or more
particles will look like multiple collisions of pairs at the same time. In order
to properly count these, particle IDs to be removed are held in the `toDelete`

set and removed after all collisions at a given time step have been checked.

Let's go back to the function `collisionTime`

. For a given pair of particle
objects, it determines when their first collision is beginning at `t=0`

. Here's
a naïve implementation:

```
// Calculates the Manhatten distance between two particles.
function manhatten(a, b) {
return Math.abs(a[0] - b[0]) + Math.abs(a[1] - b[1]) + Math.abs(a[2] - b[2]);
}
function vectorAdd(a, b) {
return [a[0] + b[0], a[1] + b[1], a[2] + b[2]];
}
// Returns a new particle which represents the evolution of a given particle by
// one time step.
function tick(particle) {
const a = particle.a.slice();
const v = vectorAdd(particle.v, a);
const p = vectorAdd(particle.p, v);
return { p, v, a };
}
function collisionTime(a, b) {
let nextD = manhatten(a.p, b.p);
// Trivial case in which particles are initially in the same place.
if (nextD === 0) {
return 0;
}
let t = 0;
let d;
let v;
let nextV = manhatten(a.v, b.v);
let particle0 = a;
let particle1 = b;
do {
d = nextD;
v = nextV;
particle0 = tick(particle0);
particle1 = tick(particle1);
t++;
nextD = manhatten(particle0.p, particle1.p);
if (nextD === 0) {
return t;
}
nextV = manhatten(particle0.v, particle1.v);
// Continue while the particles are moving together, or failing that,
// the rate at which they're moving apart is slowing (indicating that
// they will move toward each other in the future).
} while (nextD < d || nextV < v);
return null;
}
```

This implementation takes a pair of particles, and evolves both while either they are approaching each other, or accelerating toward each other. If the two particles are at zero distance during the evolution, they have collided. It works, but it's slow.

All I really need is the location of each particle at a given time. Since the
particles move under a very simple set of rules, I *should* be able to predict
where a particle will be at any time without needing to resort to loops. If I
can predict the location of two particles, I can calculate the relative location
of one particle with respect to another, and ultimately I can solve an equation
for which that location is the same (zero distance).

First I have to predict the location of a particle though. We are told that at each time, the acceleration vector is added to the velocity vector, and then the updated velocity vector is added to the position vector. The position of a particle is thus (in one dimension, where zeros denote initial values):

That sum can be swapped out for an expression (high schoolers will know this but I, with the full weight of two degrees in physics, had forgotten and had to look it up). This is equivalent:

Armed with this equation, I need to calculate the difference in position between two particles:

Where the delta signifies a difference (the above is the equation of one
particle subtracted from the equation for a another particle). The solutions for
`t`

I want are when the left hand side (difference in position at time step `t`

)
is zero. To avoid a division and retain integers as long as possible, I multiply
both sides by two and rewrite slightly to collect powers of `t`

.

This is a quadratic equation! When the acceleration is zero this collapses down to a linear equation with the solution:

When acceleration is non-zero, I have to solve a quadratic equation:

where

I'm interested in solutions which are natural numbers (real positive integers). To get natural number solutions to quadratic equations, I wrote these functions:

```
function isNaturalNumber(num) {
return num >>> 0 === num;
}
// Provides only solutions which are natural numbers.
function solveQuadratic(a, b, c) {
if (a === 0) {
const solution = -c / b;
return isNaturalNumber(solution) ? [solution] : [];
}
const rootDiscriminant = Math.sqrt(b * b - 4 * a * c);
return [
(-b + rootDiscriminant) / (2 * a),
(-b - rootDiscriminant) / (2 * a)
].filter(isNaturalNumber);
}
```

The function `isNaturalNumber`

uses the right bitshift operator. This is a trick
to get an integer out of a number. Positive numbers will be floored, negative
numbers will overflow (become large positive integers), and `NaN`

will become
zero. Only positive integers will pass the strict equality check.
`solveQuadratic`

itself encodes the solution to both the linear case
(acceleration of zero) and the quadratic case. JavaScript is on our side here
with how it represents numbers.

This solution is in one dimension. For collisions in three dimensions, this
equation must be solved for each, and only when all three dimensions have a
solution which is the same can I say that the two particles are projected to
collide. At last, here is the improved implementation of `collisionTime`

:

```
function collisionTime(a, b) {
let commonSolutions;
// Calculate the solutions for each axis and initialise or whittle down
// commonSolutions.
for (let i = 0; i < 3; i++) {
const dp = a.p[i] - b.p[i];
const dv = a.v[i] - b.v[i];
const da = a.a[i] - b.a[i];
const axisSolutions = solveQuadratic(da, 2 * dv + da, 2 * dp);
// Most of the time there are no solutions, so this is a good
// optimisation.
if (axisSolutions.length === 0) {
return null;
}
if (!commonSolutions) {
// Initialise the set with solutions for the first axis.
commonSolutions = new Set(axisSolutions);
} else {
// Remove solutions for other axes which this axis does't have.
for (const solution of commonSolutions) {
if (!axisSolutions.includes(solution)) {
commonSolutions.delete(solution);
}
}
}
// If the set of common solutions is ever empty, there will be no
// collision.
if (commonSolutions.size === 0) {
return null;
}
}
// I only want the earliest collision.
return Math.min(...commonSolutions);
}
```

This function first calculates solutions for the x-axis. Solutions which are not
in common with both the y-axis and z-axis are subsequently removed. If the set
of common solutions is ever empty, the function returns `null`

. If any axis has
no solutions I can take a shortcut and immediately return `null`

. If the set has
remaining entries, these represent times when the particles will occupy the same
coordinates in all three dimensions (a collision). The lowest (earliest) is
plucked out as the solution!

On my machine, the naïve implementation takes ~3.2 seconds with the input I'm given. With the improved implementation, it takes less than 0.1 seconds. The full solution can be found in this gist.