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7 Commits

Author SHA1 Message Date
Ninluc d6e2fc7be9 Minimum performance delta 2026-11-03 08:30:41 +01:00
Ninluc 3d2f98d56e Added tunnel mix map 2026-11-03 08:30:28 +01:00
Ninluc 0fd490b97c Score weights Rebalancing 2026-10-31 17:00:21 +01:00
Ninluc 104297e88b Added intermediate maps 2026-10-31 17:00:12 +01:00
Ninluc 104c6fac63 Better performance score 2026-10-31 14:50:25 +01:00
Ninluc a7a3d973a3 Play all maps each generation
Also disabled some too hard maps
2026-10-26 15:53:27 +01:00
Ninluc f56b8c1e9c Better scoring and map selection + Map delta 2026-10-23 17:54:13 +02:00
20 changed files with 699 additions and 70 deletions
+57 -10
View File
@@ -22,7 +22,7 @@ any map when no such map exists.
The score is from 0 to 100:
`40 * coin_progress + 40 * distance_progress + 20 * won`
`50 * coin_progress + 10 * distance_progress + 40 * won`
where `coin_progress` is collected coins divided by the map's total coins,
`distance_progress` is progress from the spawn point to the finish, and `won`
@@ -37,21 +37,29 @@ are requested separately on every turn.
```
Every model gets a separate `Game` instance and can run in parallel. Valid
requests. Valid moves are `left_down`, `left`, `left_up`, `up`, `right_up`,
moves are `left_down`, `left`, `left_up`, `up`, `right_up`,
`right`, and `right_down`. Send `null` for a model when it has no more moves;
that model is stopped for the current generation.
The response identifies the selected map and returns the initial state:
The initial response is a `move_request`. It contains the selected map and the
initial state of every model. The map is sent only in this initial response;
clients should cache it for the rest of the simulation.
```json
{
"ok":true,
"type":"move_request",
"map":{"name":"default","difficulty":30.0,"layout":[["stone", "stone"]]},
"results":{"model-a":{"won":false,"coins":0,"moves":0,"position":[1,4],"finished":false},"model-b":{"won":false,"coins":0,"moves":0,"position":[1,4],"finished":false}}
"results":{"model-a":{"won":false,"coins":0,"moves":0,"position":[1,4],"finished":false,"changes":[]},"model-b":{"won":false,"coins":0,"moves":0,"position":[1,4],"finished":false,"changes":[]}}
}
```
After receiving this response, send one move for every model:
```json
{"type":"step","moves":{"model-a":"right","model-b":"right_up"}}
```
## Advance one turn
The client must send exactly one move for every model on each turn. The server
@@ -62,10 +70,49 @@ predict the next moves.
{"type":"step","moves":{"model-a":"right","model-b":null}}
```
The response is `move_request` with the selected map and updated per-model states, asking the
client for the next move of every model. When every model has finished, the
response type becomes `simulation_result` and includes the best model's
server-computed `score`, which is used to choose the next training map.
The response is another `move_request` containing the updated state and score
for every model. Each model also receives `changes`, a cumulative list of
blocks that differ from the base map. For example, a collected coin is sent as
`{"position":[4,7],"type":null}`. Unchanged turns return an empty list. It
asks the client for the next move of every unfinished model. A model that has
no more moves can send `null`:
The result score is `1000` for a win, plus `10` per coin, minus the number of
moves. Malformed requests receive `{"ok":false,"error":"..."}`.
```json
{"type":"step","moves":{"model-a":"right","model-b":null}}
```
When every model has finished, the response type becomes `simulation_result`.
It contains the final state and score for every model, plus the best score used
to choose the next training map:
```json
{
"ok":true,
"type":"simulation_result",
"results":{
"model-a":{
"won":true,
"coins":3,
"moves":18,
"position":[23,1],
"finished":true,
"changes":[{"position":[4,7],"type":null}],
"score":92
},
"model-b":{
"won":false,
"coins":1,
"moves":7,
"position":[8,4],
"finished":true,
"changes":[],
"score":24
}
},
"score":92
}
```
The score is calculated by the server using the weights described above. The
top-level `score` is the best model score for the completed generation.
Malformed requests receive `{"ok":false,"type":"error","error":"..."}`.
+4
View File
@@ -0,0 +1,4 @@
# Améliorations
- Pénaliser les mouvements impossibles : intéressant, même pour l'algo génétique, pourrait optimiser le genome
- Pénaliser le fait de terminer la simulation sur une case où l'on est déjà passé ou pénaliser de revenir sur une case où l'on est passé
+138 -46
View File
@@ -24,6 +24,7 @@ of moves to be executed in a single game simulation, based on the map min_moves
"""
import json
import math
import os
import random
import socketserver
@@ -43,12 +44,19 @@ from game.mapSet import MapSet
class AiHttpGameHandler(GameHandler):
DEFAULT_HOST = "127.0.0.1"
DEFAULT_PORT = 8765
VALIDATION_DIFFICULTY = 70
VALIDATION_DIFFICULTY = 90
REPLAY_FRAME_DELAY = 0.1
# Scoring weights TOTAL MUST BE 100
COINS_WEIGHT = 40
DISTANCE_WEIGHT = 20
WIN_WEIGHT = 40
COINS_WEIGHT = 50
STEPS_WEIGHT = 20
DISTANCE_WEIGHT = 10
WIN_WEIGHT = 20
PLAY_ALL_MAPS_PER_GENERATION = False # Are all maps played during a generation or only MAPS_PER_GENERATION maps per generation are played
MAPS_PER_GENERATION = 3 # Evaluate across x maps per generation. Only used if PLAY_ALL_MAPS_PER_GENERATION is False. If True, all maps are played in a generation.
MAP_PASS_MIN_SCORE = 20 # Minimum score to consider a map passed. Only used if PLAY_ALL_MAPS_PER_GENERATION is False. If True, all maps are played in a generation.
MAP_DIFFICULTY_VARIANCE = 5 # Lower value will make the map selection more variable, higher value will make the map selection more consistent with the current performance. Only used if PLAY_ALL_MAPS_PER_GENERATION is False. A value too high may produce no evolving behavior
CONSISTENCY_PENALTY_WEIGHT = 0.4 # Penalty for inconsistent map scores
MINIMUM_PERFORMANCE_DELTA = 0.05 # Minimum performance delta to add every generation. This ensures that the map will always change even if the ai is stuck in a local optimum. Only used if PLAY_ALL_MAPS_PER_GENERATION is False. A value too high may produce no evolving behavior
def __init__(self, host: str | None = None, port: int | None = None,
max_workers: int | None = None):
@@ -62,6 +70,10 @@ class AiHttpGameHandler(GameHandler):
game_map for game_map in self.map_set.maps
if game_map.difficulty >= self.VALIDATION_DIFFICULTY
] or list(self.map_set.maps)
if (self.COINS_WEIGHT + self.DISTANCE_WEIGHT + self.STEPS_WEIGHT + self.WIN_WEIGHT) != 100:
raise ValueError("Scoring weights must sum to 100.")
def run(self) -> None:
handler = self
@@ -73,6 +85,10 @@ class AiHttpGameHandler(GameHandler):
"best_run": None,
"replay_condition": Condition(),
"client_connected": True,
"stagnant_generations": 0,
"map_round": 0,
"cumulative_scores": {},
"last_results": {}
}
replay_thread = Thread(target=handler._replay_best_runs, args=(session,))
replay_thread.start()
@@ -81,12 +97,9 @@ class AiHttpGameHandler(GameHandler):
for raw_request in self.rfile:
try:
request = json.loads(raw_request)
# print(f"AI request received: {request.get('type')} : {request}", flush=True)
response = handler._handle_request(request, session)
except (json.JSONDecodeError, TypeError, ValueError, KeyError) as error:
response = {"ok": False, "type": "error", "error": str(error)}
# print(f"AI request error: {error}", flush=True)
# print(f"AI response sent: {response.get('type')}", flush=True)
compact_response = json.dumps(response, separators=(",", ":"))
self.wfile.write((compact_response + "\n").encode("utf-8"))
self.wfile.flush()
@@ -128,15 +141,30 @@ class AiHttpGameHandler(GameHandler):
raise ValueError("Simulation requests must belong to a TCP session.")
if session.get("simulations"):
raise ValueError("A simulation is already active in this session.")
session["generation"] = session.get("generation", 0) + 1
selected_map = self._select_map(session.get("performance", 0.0), validation)
session["last_result"] = None
# print(
# f"Selected map for simulation: {selected_map.name} "
# f"(difficulty: {selected_map.difficulty})",
# flush=True,
# )
# Initialize generation round tracking and select 3 maps upfront if starting fresh
if session.get("map_round", 0) == 0:
session["generation"] = session.get("generation", 0) + 1
session["map_scores"] = {model.get("id"): [] for model in models}
# Pre-select the 3 maps for this entire generation based on current performance
if validation:
session["generation_maps"] = [
random.choice(self.validation_maps)
for _ in range(self.MAPS_PER_GENERATION)
]
else:
perf = session.get("performance", 0.0)
if self.PLAY_ALL_MAPS_PER_GENERATION:
session["generation_maps"] = self.map_set.get_maps()
else:
session["generation_maps"] = sorted(self.map_set.get_maps_by_difficulty(round(perf), self.MAPS_PER_GENERATION), key=lambda m: m.difficulty)
# Fetch the pre-selected map for the current round
map_round = session.get("map_round", 0)
selected_map = session["generation_maps"][map_round]
session["last_result"] = None
simulations = {}
for model in models:
@@ -146,9 +174,7 @@ class AiHttpGameHandler(GameHandler):
if model_id in simulations:
raise ValueError(f"Duplicate model id '{model_id}'.")
simulation = AiSimulation(selected_map)
# print(f"Starting simulation for model '{model_id}'", flush=True)
simulation.start()
# print(f"Model '{model_id}' is ready for its first move", flush=True)
simulations[model_id] = simulation
session["simulations"] = simulations
@@ -165,7 +191,6 @@ class AiHttpGameHandler(GameHandler):
raise ValueError("No simulation is active. Send a 'simulate' request first.")
if not session.get("simulations"):
if session.get("last_result") is not None:
print("Repeated step after simulation completion; returning final result", flush=True)
return session["last_result"]
raise ValueError("No simulation is active. Send a 'simulate' request first.")
moves = request.get("moves")
@@ -189,7 +214,7 @@ class AiHttpGameHandler(GameHandler):
simulation = simulations[model_id]
# print(f"Starting step for model '{model_id}'", flush=True)
result = simulation.step(move)
result["score"] = self._score_result(simulation, result)
result["score"] = self._score_simulation(simulation, result)
# print(f"Finished step for model '{model_id}'", flush=True)
return model_id, result
@@ -198,23 +223,70 @@ class AiHttpGameHandler(GameHandler):
# print(f"Completed step for models: {list(moves)}", flush=True)
all_finished = all(result["finished"] for result in results.values())
response = {"ok": True, "type": "move_request", "results": results}
if all_finished:
response["type"] = "simulation_result"
best_score = max(result["score"] for result in results.values())
best_model_id = max(results, key=lambda model_id: results[model_id]["score"])
response["score"] = best_score
session["performance"] = best_score
session["last_result"] = response
session["simulations"] = None
session["best_run"] = (
deepcopy(session["map"]),
list(simulations[best_model_id].moves),
session["generation"],
)
replay_condition = session.get("replay_condition")
if replay_condition is not None:
with replay_condition:
replay_condition.notify_all()
session["map_round"] += 1
# Accumulate scores for this map round
for model_id, res in results.items():
session["map_scores"][model_id].append(res["score"])
# Check if we have completed all maps for this generation
if session["map_round"] < len(session["generation_maps"]):
# More maps remaining in this generation! Tell client to simulate next map.
response["type"] = "map_round_complete"
response["map_round"] = session["map_round"]
session["simulations"] = None
session["last_result"] = response
else:
# All maps completed -> finalize generation results (Average scores)
response["type"] = "simulation_result"
final_results = {}
# Calculate final scores for each model based on their score on every map
for model_id, scores in session["map_scores"].items():
# Calculate Mean Squared Error from perfection (100)
squared_errors = [(100.0 - score) ** 2 for score in scores]
mse = sum(squared_errors) / len(squared_errors)
rmse = math.sqrt(mse)
# Final score penalizes variance/drops sharply based on RMSE
final_score = round(max(0.0, min(100.0, 100.0 - rmse)), 2)
# Attach final structural properties from the last results set
final_results[model_id] = deepcopy(results[model_id])
final_results[model_id]["score"] = final_score
response["results"] = final_results
best_score = max(res["score"] for res in final_results.values())
best_model_id = max(final_results, key=lambda mid: final_results[mid]["score"])
response["score"] = best_score
# --- Performance Update ---
# Average score of the 90th percentile of the final results
sorted_scores = sorted((res["score"] for res in final_results.values()), reverse=True)
top_90_count = max(1, round(len(sorted_scores) * 0.9))
top_90_scores = sorted_scores[:top_90_count]
avg_top_90_score = sum(top_90_scores) / len(top_90_scores)
performance_delta = (avg_top_90_score - self.MAP_PASS_MIN_SCORE) / self.MAP_DIFFICULTY_VARIANCE
performance_delta = max(self.MINIMUM_PERFORMANCE_DELTA, performance_delta)
session["performance"] = max(0.0, session.get("performance", 0.0) + performance_delta)
# print(f"Generation {session['generation']} completed on difficulty {map_difficulty}. Best score: {best_score:.2f}. Updated performance: {session['performance']:.2f}", flush=True)
# Reset round counter for the next generation
session["map_round"] = 0
session["last_result"] = response
session["simulations"] = None
session["best_run"] = (
deepcopy(session["map"]),
list(simulations[best_model_id].moves),
session["generation"],
session["performance"],
)
replay_condition = session.get("replay_condition")
if replay_condition is not None:
with replay_condition:
replay_condition.notify_all()
return response
def _replay_best_runs(self, session: dict) -> None:
@@ -231,7 +303,7 @@ class AiHttpGameHandler(GameHandler):
return
self._show_best_run(*best_run)
def _show_best_run(self, game_map, moves: list[str], generation: int) -> None:
def _show_best_run(self, game_map, moves: list[str], generation: int, performance: float) -> None:
game = Game(game_map, GameState())
remaining_moves = iter(moves)
@@ -247,11 +319,15 @@ class AiHttpGameHandler(GameHandler):
frame_lines = []
for index, line in enumerate(game_string.splitlines()):
if index == 0:
line += "\tCoins: " + str(game.gameState.coins)
elif index == 1:
line += "\tMoves: " + str(game.gameState.movesCount)
elif index == 2:
line += "\tGeneration: " + str(generation)
elif index == 1:
line += "\tPerformance: " + str(round(performance, 2))
elif index == 2:
line += "\tCoins: " + str(game.gameState.coins)
elif index == 3:
line += "\tMoves: " + str(game.gameState.movesCount)
elif index == 4:
line += "\tMove: " + moves[game.gameState.movesCount - 1] if len(moves) >= game.gameState.movesCount else "\tMove: None"
frame_lines.append(line)
print("\033[2J\033[H\n\n\n" + "\n".join(frame_lines), flush=True)
sleep(self.REPLAY_FRAME_DELAY)
@@ -264,20 +340,34 @@ class AiHttpGameHandler(GameHandler):
results = {}
for model_id, simulation in simulations.items():
result = simulation.result()
result["score"] = self._score_result(simulation, result)
result["score"] = self._score_simulation(simulation, result)
results[model_id] = result
return results
def _select_map(self, performance: float, validation: bool):
if validation:
return random.choice(self.validation_maps)
return self.map_set.get_maps_by_difficulty(round(performance), 1)[0]
maps = self.map_set.get_maps_by_difficulty(round(performance), 2)
return random.choice(maps)
def _score_result(self, simulation: AiSimulation, result: dict) -> int:
if (self.COINS_WEIGHT + self.DISTANCE_WEIGHT + self.WIN_WEIGHT) != 100:
raise ValueError("Scoring weights must sum to 100.")
def _score_simulation(self, simulation: AiSimulation, result: dict) -> int:
game_map = simulation.game.map
raw_score = self._score_result(game_map, result)
max_score = self._get_map_max_score(game_map)
if max_score == 0:
return 0
percentage = (raw_score / max_score) * 100.0
return round(max(0.0, min(100.0, percentage)))
def _get_map_max_score(self, game_map: Map) -> int:
result = {}
result["position"] = game_map.get_first_block_type_position("finish")
result["coins"] = game_map.count_blocks_of_type("coin")
result["won"] = True
result["moves"] = game_map.min_moves
return self._score_result(game_map, result)
def _score_result(self, game_map: Map, result: dict) -> int:
finish = game_map.get_first_block_type_position("finish")
spawn = game_map.get_first_block_type_position("spawn_point")
total_coins = game_map.count_blocks_of_type("coin")
@@ -290,11 +380,13 @@ class AiHttpGameHandler(GameHandler):
distance_progress = 1.0 if start_distance == 0 else max(
0.0, min(1.0, 1.0 - remaining_distance / start_distance)
)
steps_progress = 0.0 if result["moves"] == 0 else min(1.0, 1.0 - result["moves"] / game_map.min_moves)
coin_progress = 0.0 if total_coins == 0 else min(1.0, result["coins"] / total_coins)
return round(
self.COINS_WEIGHT * coin_progress
+ self.DISTANCE_WEIGHT * distance_progress
+ self.STEPS_WEIGHT * steps_progress
+ self.WIN_WEIGHT * result["won"]
)
+11
View File
@@ -14,6 +14,7 @@ class AiSimulation:
def __init__(self, game_map: Map):
self.game = Game(deepcopy(game_map), GameState())
self._base_map_types = self.game.map.to_type_dict()
min_moves = self.game.map.get_min_moves()
self.max_moves = min_moves * 2 if min_moves is not None else None
self._condition = Condition()
@@ -65,8 +66,18 @@ class AiSimulation:
"moves": state.movesCount,
"position": list(state.get_player_position()),
"finished": state.stopGame,
"changes": self._get_map_changes(),
}
def _get_map_changes(self) -> list[dict]:
current_map_types = self.game.map.to_type_dict()
changes = []
for y, row in enumerate(current_map_types):
for x, block_type in enumerate(row):
if block_type != self._base_map_types[y][x]:
changes.append({"position": [x, y], "type": block_type})
return changes
def close(self) -> None:
self.stop_for_generation()
+8 -2
View File
@@ -71,6 +71,12 @@ class Map:
def to_type_dict(self):
"""Returns a matrix containing block types and None for empty spaces."""
return [
[block.type if block is not None else None for block in row]
[self._visible_block_type(block) for block in row]
for row in self.layout
]
]
@staticmethod
def _visible_block_type(block):
if block is None or getattr(block, "collected", False):
return None
return block.type
+3
View File
@@ -21,6 +21,9 @@ class MapSet:
raise IndexError("Map index out of range.")
return self.maps[index]
def get_maps(self):
return sorted(self.maps, key=lambda m: m.difficulty)
def get_maps_by_difficulty(self, desired_difficulty: int, num_maps: int):
"""
Returns a list of maps with difficulty levels as close as possible to the desired difficulty level.
+1 -1
View File
@@ -18,7 +18,7 @@ layout = """
## ° ###^########
## # ##########
#S ##^#####
#########
##########
"""
# Ya moyen d'optimiser le trajet sur les surfaces plates en faisant des sauts au lieu de marcher normalement
+24
View File
@@ -0,0 +1,24 @@
difficulty = 85
min_moves = 40
layout = """
#####
###### ########
## ####
### °E##
### ° °#####
##°°° ° °° ° ° °## ######
#°####### ## # # ### ######
# #° °°° ##
## ##°° ° ##°° ^###
# ###°° ####° ##
# #####^#####°° ##
# #####°####° #
# ° °°°°# #
# ° °°# #####^^##
## ° °###^########
## °# ##########
#S °##^#####
##########
"""
# Big_peanut avec des pièces partout (HAARRRRRR !)
+50
View File
@@ -14,6 +14,56 @@ layout = """
#000000000000000000000000000000KKKKKKKKKKKKKKKKKKXXKKKKKXXXXNWMMNNXXXNNNNNNNNWWWWWMMMMMMMMMMMMMMMMMMM
#0000000000000000000000000000000KKKKKKKKKKKKKKKKKXWWXKKKKXXXNNWNXXXXXXNNNNNNNMWWWMMMMMMMMMMMMMMMMMMMM
#00000000000000000000000000000000KKKKKKKKKKKKKKKKXMMNKKKKXXXXXXXXXXXXXXNNNNNNNWWWWMMMMMMMMMMMMMMMMMM0
+2 -2
View File
@@ -1,7 +1,7 @@
difficulty = 20
difficulty = 30
min_moves = 28
layout = """
# #
# ° ° ° ° ° ° ° ° ° ° ° #
#E #
##########################°^#
# #°#°# #°#°# #°#°#°###
@@ -1,4 +1,4 @@
difficulty = 10
difficulty = 25
min_moves = 12
layout = """
########
@@ -8,7 +8,7 @@ layout = """
# ##
# ###
# ##
# ## ##
# °## ##
# ### ##
# ° #
# ^ #
+1 -1
View File
@@ -1,4 +1,4 @@
difficulty = 13
difficulty = 20
min_moves = 24
layout = """
E##
+1 -1
View File
@@ -1,4 +1,4 @@
difficulty = 15
difficulty = 10
min_moves = 14
layout = """
@@ -1,6 +1,7 @@
difficulty = 60
difficulty = 70
min_moves = 6
layout = """
# #
# S #
# ##### #
# #
+1 -1
View File
@@ -1,4 +1,4 @@
difficulty = 0
difficulty = 5
min_moves = 11
layout = """
# #
+9
View File
@@ -0,0 +1,9 @@
difficulty = 7
min_moves = 11
layout = """
# #
#E S#
#########################
"""
# Teach to not only go right
+3 -3
View File
@@ -1,18 +1,18 @@
difficulty = 40
min_moves = 6
min_moves = 8
layout = """
#^ ^#
#^ S^#
#^ #^#
#^ ^#
#^# ^#
#^ ^#
#^ °^#
#^ #^#
#^# ^#
#^ #^#
#^# ^#
#^ ^#
#^ ^#
#^ °^#
#^ #^#
#^ ^#
#^ ^#
+128
View File
@@ -0,0 +1,128 @@
difficulty = 70
min_moves = 16
layout = """
#####################
# ° ° #
# ## ## #
# °### °### #
# #### #### #
#S ##### ##### E#
#####################
"""
#000000000000000000000000000000KKKKKKKKKKKKKKKKKKXXKKKKKXXXXNWMMNNXXXNNNNNNNNWWWWWMMMMMMMMMMMMMMMMMMM
#0000000000000000000000000000000KKKKKKKKKKKKKKKKKXWWXKKKKXXXNNWNXXXXXXNNNNNNNMWWWMMMMMMMMMMMMMMMMMMMM
#00000000000000000000000000000000KKKKKKKKKKKKKKKKXMMNKKKKXXXXXXXXXXXXXXNNNNNNNWWWWMMMMMMMMMMMMMMMMMM0
#OOO0000000000000000000000000000000KKK00KKKKKKKKKKNWXKKKKXXXXXXXXXNNXXXNNNNNNNWWWWMMMMMMMMNX0OOXMMMOl
#OOOO00000000000000000000000000000KKK00000KKKKKKKKKKKKKKKKXXXXXXXXNWNXXXNNNNNNWWWWWMMMMMMNkK0xKMMMNdl
#OOOO000000000000000000000000000000KKK00000KKKKKKKKKKKKKKKKXXXXXXNWWNXXXXNNNNNNWWWWMMMMMMNXMNKXWWWOol
#OOO00000KKKKKKKXXXXKKK000000000000000000KKKKKKKKKKXXXXXKKXXKKXXNWWWWXXXXXNNNNNWWWWWMMMMMMMOkNWWWWdlc
#OO00KXNNNNWWWWWWWWWNKK0000000000000000000KKKKKOdcokooONNNNNXXKXNWWWWNXXXXNXNNNWWWWWWMMMMMMOdXWWWXolc
#OO0KKKNWNNNNNXXXXKKK00000000000000000000KKKKKd',,coc,'codOXWXXXNWWWWWXXXXXNXNNNWWWWWWMMMMMXx0NNNXool
#OOO00000000000000000000000000000000000KKKK0o,',.',,,;;cl:oookKXNWWWNNXXXXXNNNNNWWWWWWMMMMMMxxXNXKlll
#OOOOOO000000000000000000000000000000000KKKO:''',,;:ccloddkKOxokXNWWNK0XKXKx0KXNNWWWWWWWMMMM0d0K00ocl
#OOOOOOO00000000000000000000000000000000KK0x;'..';cccccoookO00OOXXXKKKKKKK0dkKXNNWNNWWWWWMMMNdkKK0xc:
#OOOOOO00000000000000000000000000000000KKKO,...';cllcclldxxkO0OkXK0000K0KKKOo0KXNNNNNWWWWWMMMkkkdl:cc
#0O0OOOO00000000000000000000000000000000KK0:...,:lol::::clooodxOXK000K000K0OoO0KXXNNNNWWWWX0x:,:c::::
#0OO0OOOO000000000000000000000000000000000O:,;';llc:,''.';lo.;cOXK000000000OdoOO0KXNNNWWWN;;::;::::::
#00OOOOOOOOOOO0000000000000000000000000000Oo';,cllccccc:;;:xddk0XK000000000000KKKKlXNNNNNOc::;;::::::
#00OOOOOOOOOOOO0000000000000000000000000000x,,;cllcc:cl:',,cdxk0XKKKKK0KK00000000KKKKOx0Oxd:;;;::;;;;
#x00OOOOOOOOOOOOOOOO00000000000000000000000kc..colc:c::;,';cdoxKXXXKK000OOOOOOOO000000dOxxk,,,,;;;;;;
#xO00OOOOOOOOOOOOOOOOOOO00000000000000000000, cllc:c;'.;odddddkO0K00000OOOkkkkkkxxddddxxcOc',,;;;;;;
#Od000OOOOOOOOOOOOOOOOOO000000000000K0KKKXO'. cllccc:;;:oddooookO000OOkxdoolccccloddxkOK0xk',,;;;,,;
#0kx000OOOOOOOO0000000000000000000KKKKKKKKx.. .:c:;:;'.,ccclldxxxkO0kl::ccllodxxkOOO000KXXx,,,,,,,,,
#00kkOO000000000OOOOO000000KKK000000000000d'... ..'......cclooddddxkOOOkdddxxkkkkOOO0000KXXk,',,,,,,,
#00OocokOkkOOOO000KKK000000000Okkxxxxxxdo:.. ....'......:o;oxdllooddxkOOOkxxkkkkkkkOOOO0KXOlc'''',,,,
#000Oxk00KK0000000000000000Oxllodddddol:..'. .;;,,,,'..,:cclxxkkocllodxkkOOkxxxxxxkkkOO00dlOl........
#00000000000000000000OOOOOkollloddxxxxd:;;x,',:ccc:::;,,:lolcddxxxdolooxxkOOkkxxxxxxkkOkcclc,:;,,....
#000000000000000OOkxxddlccllloooodxxddc....:ooccllllol:,,lddo:loddxxxoloooxO0Okxdddoool:c:c:clldo,,,,
#000000OOkxxdolccccllllolllloooddddocc....,dkxl:lxxxxxoc,;lool;:oxkkkxoloodxOK0Oxol:,',:ccllllllllloo
#kxdoolcclloodddddxxxxxxoooooddddddc,ccxl:dxxxx::kkkkkko;':lloooccooxkxooooxkOKK0dcc;.:....lllllllloo
#loddxxxxkkkxxxxxxxxxxxxloooooddxxo:..'c,lxxxddlldk00Okxc,,codxxlo:l::':cooodkO0KKOo:.,....:lllllllll
#kkkkkkkkkkkkkkkkxxxxxxxollolllodoc' .cxoc::locck000Oxc;':dxkxcO:d;;,. ;loodkO0XNN0l.'',,:cccccllll
#kkkkkkkkkkkkkxxxxxxxxxxol;dl',:l;.. .,,;...',;dl:dkOOxl;'codd:,..',,;;' ;loodk0KNWWN0c'cccccccccccl
#kkkkkkkkkkkkkxxxxxxxxxl:,,;cllooc, ,d...;:;;....,;..;ll:;,,:'........':, :lood0XXNWWWNklccc::cccccc
#kkkkkkkkkkkkkxxxxddddd:cclloooddoc'.: .:ldd:'....,,,;;.,;';:;',,;,'.... .coood0NNXNNNXxccc:::::ccc
#kkkkkkkkkkkkxxxxddddooclllloodddoc. ..'.,'..',,;clolcc:cooc;,.....'. 'looldOXXXXX0xlc:::::::::
#kkkkkkkkkkxxxxdddoooooclllooddddol' .......',:loddddolc;cdddooc;'.. .;. ,clllldxkOOOko::::::::::
#kkkkkkkxxxxxddddoooollcllooodxxdol' .';:::clloooddxxddlc:lxxkxdoc;,. ,. .,ccccccllodxx:::::;;;;;
#kkkkkkxxxxxdddoooolllllllooodxxxdo; .';:ccccllooddddxxxxoc:lxkxxxxlc:'. . .,;:;:::coo:;;;;;;:cll
#kkkkxxxxxdddooolllllllclllooodxxxkxdl,. ';:clllllloodxxxxxxdll;:xkkkxdolc,. .'.',,,,;...:llllc;,,
#kkkxxxxddddooollllllllcclllloodddxkkkkkoc;cllllcllodxxxkkOkxdxd:dO000OOxxdo:. .,,,...';:clc;;,,,,,,
#kkxxxxdddoooolllllllllc:cclllloooddxxxkxxoccllllloodddxxxkxdoc:cdlloodxxkO00k, ..:cccc:;;,,,,,,,,,,,
#kxxxxddooooollllclccccc:,,;:ccllloooooccoddoc;;cllcc:;,,oc''',,lkkd:'..'l,.:ll:cc;,,,,,,,,,,,,,,,,,,
#xxxxxddooollllccccccccccc:;.,;;::ccllc:ccccc:lxkcclc, ...;lddxO0Oddd:;;:::;,,,,,,,',,',,,',,,,,,,,
#xxxdddooollllccccccccccc::;;...,;:::;.;,,'';c;,ldkkkxxdolodxdxkxxdddoc:,,,,,''''''''''''''''''',,,,,
#xxdddoolllllccccccc::::::;;. .;;,,. ..;',clooddddxxddxdolc:,,'''''''''''''''''''''''''''''''''
#dddooolllllccccc:::::::;;,. .;:,. ..'.... .;:cllooooddo:,'''''''''''''''''''''''''''''''''''''''
#dddoolllllcccccc:::::;;;' .;;..,:looodddol:'..';::cccc'....'''.'''....'....''....''''''...''''''
#dooollllccccc::::::;;;;. .. ';,':oodddxxxxxxkkxo;. ................................ ...''''''
#ooolllccc:::::::;;;;;;. ';;codddxxxxxxxxkkkkkxl. .................................... ...''''''
#ollccccc:::::::;;;;;;, ;cloddxxxxkkxkkkkkkkxoc;;::;;;,.........................................
#lllcccc:::::;;;;;;;;;' .coodddxxxxkkkkkkkkxxd';::::::::.........................................
#lcccc::;;;;;;;;;;;,,,' clooddxxxxxkkkkkkkkxdd:.;:::::::;........................................
#cccc::;;;;;;;;,,,,,,,,. :llodddxxxxkkOOOOkkxddoc. ,::cc:;,...................................
#c::::;;;;;;,,,,,,,,'''' ;lloooddxxxxkOOOOOkkxdooc. .:c;.. ............................
#:::;;,,,,,,,,,,'''''''. .cloooddxxxxkkOOOOkxxdool; .:cc' ....................... ...
#::;;,,,,,,,,,,'''''.. ;ooooddxxxkkOOOOkxxddoolc' . .;cc;................. ......
#:;;,',,''''''''''.. ,ooooddxxxxkkOkxxddoolllc:. . ,clc........... . ......,:
#;;,'''''''''''''. :oooooooddxxkkkxddoollccc:'. . 'cc, ......;:cl
#;,'''''''''''.. 'lolllllooooddxxddoollcccc:,. .. .cc . .. .,;cccl
#;'.'''...''.. 'coollllllooooooooollcc:::::,. . .c. . . ..';:ccll
#.''........ ,loolllllllooooooollcc::::::;,. . ..';::cccl
+131
View File
@@ -0,0 +1,131 @@
difficulty = 80
min_moves = 28
layout = """
####################
########## E#####
######### ##########
########## ########
########### #
############ #### #
# ## ###
# #### ^^^ ####
# ##### ### #####
#S###### ######
####################
"""
#000000000000000000000000000000KKKKKKKKKKKKKKKKKKXXKKKKKXXXXNWMMNNXXXNNNNNNNNWWWWWMMMMMMMMMMMMMMMMMMM
#0000000000000000000000000000000KKKKKKKKKKKKKKKKKXWWXKKKKXXXNNWNXXXXXXNNNNNNNMWWWMMMMMMMMMMMMMMMMMMMM
#00000000000000000000000000000000KKKKKKKKKKKKKKKKXMMNKKKKXXXXXXXXXXXXXXNNNNNNNWWWWMMMMMMMMMMMMMMMMMM0
#OOO0000000000000000000000000000000KKK00KKKKKKKKKKNWXKKKKXXXXXXXXXNNXXXNNNNNNNWWWWMMMMMMMMNX0OOXMMMOl
#OOOO00000000000000000000000000000KKK00000KKKKKKKKKKKKKKKKXXXXXXXXNWNXXXNNNNNNWWWWWMMMMMMNkK0xKMMMNdl
#OOOO000000000000000000000000000000KKK00000KKKKKKKKKKKKKKKKXXXXXXNWWNXXXXNNNNNNWWWWMMMMMMNXMNKXWWWOol
#OOO00000KKKKKKKXXXXKKK000000000000000000KKKKKKKKKKXXXXXKKXXKKXXNWWWWXXXXXNNNNNWWWWWMMMMMMMOkNWWWWdlc
#OO00KXNNNNWWWWWWWWWNKK0000000000000000000KKKKKOdcokooONNNNNXXKXNWWWWNXXXXNXNNNWWWWWWMMMMMMOdXWWWXolc
#OO0KKKNWNNNNNXXXXKKK00000000000000000000KKKKKd',,coc,'codOXWXXXNWWWWWXXXXXNXNNNWWWWWWMMMMMXx0NNNXool
#OOO00000000000000000000000000000000000KKKK0o,',.',,,;;cl:oookKXNWWWNNXXXXXNNNNNWWWWWWMMMMMMxxXNXKlll
#OOOOOO000000000000000000000000000000000KKKO:''',,;:ccloddkKOxokXNWWNK0XKXKx0KXNNWWWWWWWMMMM0d0K00ocl
#OOOOOOO00000000000000000000000000000000KK0x;'..';cccccoookO00OOXXXKKKKKKK0dkKXNNWNNWWWWWMMMNdkKK0xc:
#OOOOOO00000000000000000000000000000000KKKO,...';cllcclldxxkO0OkXK0000K0KKKOo0KXNNNNNWWWWWMMMkkkdl:cc
#0O0OOOO00000000000000000000000000000000KK0:...,:lol::::clooodxOXK000K000K0OoO0KXXNNNNWWWWX0x:,:c::::
#0OO0OOOO000000000000000000000000000000000O:,;';llc:,''.';lo.;cOXK000000000OdoOO0KXNNNWWWN;;::;::::::
#00OOOOOOOOOOO0000000000000000000000000000Oo';,cllccccc:;;:xddk0XK000000000000KKKKlXNNNNNOc::;;::::::
#00OOOOOOOOOOOO0000000000000000000000000000x,,;cllcc:cl:',,cdxk0XKKKKK0KK00000000KKKKOx0Oxd:;;;::;;;;
#x00OOOOOOOOOOOOOOOO00000000000000000000000kc..colc:c::;,';cdoxKXXXKK000OOOOOOOO000000dOxxk,,,,;;;;;;
#xO00OOOOOOOOOOOOOOOOOOO00000000000000000000, cllc:c;'.;odddddkO0K00000OOOkkkkkkxxddddxxcOc',,;;;;;;
#Od000OOOOOOOOOOOOOOOOOO000000000000K0KKKXO'. cllccc:;;:oddooookO000OOkxdoolccccloddxkOK0xk',,;;;,,;
#0kx000OOOOOOOO0000000000000000000KKKKKKKKx.. .:c:;:;'.,ccclldxxxkO0kl::ccllodxxkOOO000KXXx,,,,,,,,,
#00kkOO000000000OOOOO000000KKK000000000000d'... ..'......cclooddddxkOOOkdddxxkkkkOOO0000KXXk,',,,,,,,
#00OocokOkkOOOO000KKK000000000Okkxxxxxxdo:.. ....'......:o;oxdllooddxkOOOkxxkkkkkkkOOOO0KXOlc'''',,,,
#000Oxk00KK0000000000000000Oxllodddddol:..'. .;;,,,,'..,:cclxxkkocllodxkkOOkxxxxxxkkkOO00dlOl........
#00000000000000000000OOOOOkollloddxxxxd:;;x,',:ccc:::;,,:lolcddxxxdolooxxkOOkkxxxxxxkkOkcclc,:;,,....
#000000000000000OOkxxddlccllloooodxxddc....:ooccllllol:,,lddo:loddxxxoloooxO0Okxdddoool:c:c:clldo,,,,
#000000OOkxxdolccccllllolllloooddddocc....,dkxl:lxxxxxoc,;lool;:oxkkkxoloodxOK0Oxol:,',:ccllllllllloo
#kxdoolcclloodddddxxxxxxoooooddddddc,ccxl:dxxxx::kkkkkko;':lloooccooxkxooooxkOKK0dcc;.:....lllllllloo
#loddxxxxkkkxxxxxxxxxxxxloooooddxxo:..'c,lxxxddlldk00Okxc,,codxxlo:l::':cooodkO0KKOo:.,....:lllllllll
#kkkkkkkkkkkkkkkkxxxxxxxollolllodoc' .cxoc::locck000Oxc;':dxkxcO:d;;,. ;loodkO0XNN0l.'',,:cccccllll
#kkkkkkkkkkkkkxxxxxxxxxxol;dl',:l;.. .,,;...',;dl:dkOOxl;'codd:,..',,;;' ;loodk0KNWWN0c'cccccccccccl
#kkkkkkkkkkkkkxxxxxxxxxl:,,;cllooc, ,d...;:;;....,;..;ll:;,,:'........':, :lood0XXNWWWNklccc::cccccc
#kkkkkkkkkkkkkxxxxddddd:cclloooddoc'.: .:ldd:'....,,,;;.,;';:;',,;,'.... .coood0NNXNNNXxccc:::::ccc
#kkkkkkkkkkkkxxxxddddooclllloodddoc. ..'.,'..',,;clolcc:cooc;,.....'. 'looldOXXXXX0xlc:::::::::
#kkkkkkkkkkxxxxdddoooooclllooddddol' .......',:loddddolc;cdddooc;'.. .;. ,clllldxkOOOko::::::::::
#kkkkkkkxxxxxddddoooollcllooodxxdol' .';:::clloooddxxddlc:lxxkxdoc;,. ,. .,ccccccllodxx:::::;;;;;
#kkkkkkxxxxxdddoooolllllllooodxxxdo; .';:ccccllooddddxxxxoc:lxkxxxxlc:'. . .,;:;:::coo:;;;;;;:cll
#kkkkxxxxxdddooolllllllclllooodxxxkxdl,. ';:clllllloodxxxxxxdll;:xkkkxdolc,. .'.',,,,;...:llllc;,,
#kkkxxxxddddooollllllllcclllloodddxkkkkkoc;cllllcllodxxxkkOkxdxd:dO000OOxxdo:. .,,,...';:clc;;,,,,,,
#kkxxxxdddoooolllllllllc:cclllloooddxxxkxxoccllllloodddxxxkxdoc:cdlloodxxkO00k, ..:cccc:;;,,,,,,,,,,,
#kxxxxddooooollllclccccc:,,;:ccllloooooccoddoc;;cllcc:;,,oc''',,lkkd:'..'l,.:ll:cc;,,,,,,,,,,,,,,,,,,
#xxxxxddooollllccccccccccc:;.,;;::ccllc:ccccc:lxkcclc, ...;lddxO0Oddd:;;:::;,,,,,,,',,',,,',,,,,,,,
#xxxdddooollllccccccccccc::;;...,;:::;.;,,'';c;,ldkkkxxdolodxdxkxxdddoc:,,,,,''''''''''''''''''',,,,,
#xxdddoolllllccccccc::::::;;. .;;,,. ..;',clooddddxxddxdolc:,,'''''''''''''''''''''''''''''''''
#dddooolllllccccc:::::::;;,. .;:,. ..'.... .;:cllooooddo:,'''''''''''''''''''''''''''''''''''''''
#dddoolllllcccccc:::::;;;' .;;..,:looodddol:'..';::cccc'....'''.'''....'....''....''''''...''''''
#dooollllccccc::::::;;;;. .. ';,':oodddxxxxxxkkxo;. ................................ ...''''''
#ooolllccc:::::::;;;;;;. ';;codddxxxxxxxxkkkkkxl. .................................... ...''''''
#ollccccc:::::::;;;;;;, ;cloddxxxxkkxkkkkkkkxoc;;::;;;,.........................................
#lllcccc:::::;;;;;;;;;' .coodddxxxxkkkkkkkkxxd';::::::::.........................................
#lcccc::;;;;;;;;;;;,,,' clooddxxxxxkkkkkkkkxdd:.;:::::::;........................................
#cccc::;;;;;;;;,,,,,,,,. :llodddxxxxkkOOOOkkxddoc. ,::cc:;,...................................
#c::::;;;;;;,,,,,,,,'''' ;lloooddxxxxkOOOOOkkxdooc. .:c;.. ............................
#:::;;,,,,,,,,,,'''''''. .cloooddxxxxkkOOOOkxxdool; .:cc' ....................... ...
#::;;,,,,,,,,,,'''''.. ;ooooddxxxkkOOOOkxxddoolc' . .;cc;................. ......
#:;;,',,''''''''''.. ,ooooddxxxxkkOkxxddoolllc:. . ,clc........... . ......,:
#;;,'''''''''''''. :oooooooddxxkkkxddoollccc:'. . 'cc, ......;:cl
#;,'''''''''''.. 'lolllllooooddxxddoollcccc:,. .. .cc . .. .,;cccl
#;'.'''...''.. 'coollllllooooooooollcc:::::,. . .c. . . ..';:ccll
#.''........ ,loolllllllooooooollcc::::::;,. . ..';::cccl
+123
View File
@@ -0,0 +1,123 @@
difficulty = 60
min_moves = 20
layout = """
# # ## ##° ########### #
#S ° ° °# ° ° E#
###############################
"""
#000000000000000000000000000000KKKKKKKKKKKKKKKKKKXXKKKKKXXXXNWMMNNXXXNNNNNNNNWWWWWMMMMMMMMMMMMMMMMMMM
#0000000000000000000000000000000KKKKKKKKKKKKKKKKKXWWXKKKKXXXNNWNXXXXXXNNNNNNNMWWWMMMMMMMMMMMMMMMMMMMM
#00000000000000000000000000000000KKKKKKKKKKKKKKKKXMMNKKKKXXXXXXXXXXXXXXNNNNNNNWWWWMMMMMMMMMMMMMMMMMM0
#OOO0000000000000000000000000000000KKK00KKKKKKKKKKNWXKKKKXXXXXXXXXNNXXXNNNNNNNWWWWMMMMMMMMNX0OOXMMMOl
#OOOO00000000000000000000000000000KKK00000KKKKKKKKKKKKKKKKXXXXXXXXNWNXXXNNNNNNWWWWWMMMMMMNkK0xKMMMNdl
#OOOO000000000000000000000000000000KKK00000KKKKKKKKKKKKKKKKXXXXXXNWWNXXXXNNNNNNWWWWMMMMMMNXMNKXWWWOol
#OOO00000KKKKKKKXXXXKKK000000000000000000KKKKKKKKKKXXXXXKKXXKKXXNWWWWXXXXXNNNNNWWWWWMMMMMMMOkNWWWWdlc
#OO00KXNNNNWWWWWWWWWNKK0000000000000000000KKKKKOdcokooONNNNNXXKXNWWWWNXXXXNXNNNWWWWWWMMMMMMOdXWWWXolc
#OO0KKKNWNNNNNXXXXKKK00000000000000000000KKKKKd',,coc,'codOXWXXXNWWWWWXXXXXNXNNNWWWWWWMMMMMXx0NNNXool
#OOO00000000000000000000000000000000000KKKK0o,',.',,,;;cl:oookKXNWWWNNXXXXXNNNNNWWWWWWMMMMMMxxXNXKlll
#OOOOOO000000000000000000000000000000000KKKO:''',,;:ccloddkKOxokXNWWNK0XKXKx0KXNNWWWWWWWMMMM0d0K00ocl
#OOOOOOO00000000000000000000000000000000KK0x;'..';cccccoookO00OOXXXKKKKKKK0dkKXNNWNNWWWWWMMMNdkKK0xc:
#OOOOOO00000000000000000000000000000000KKKO,...';cllcclldxxkO0OkXK0000K0KKKOo0KXNNNNNWWWWWMMMkkkdl:cc
#0O0OOOO00000000000000000000000000000000KK0:...,:lol::::clooodxOXK000K000K0OoO0KXXNNNNWWWWX0x:,:c::::
#0OO0OOOO000000000000000000000000000000000O:,;';llc:,''.';lo.;cOXK000000000OdoOO0KXNNNWWWN;;::;::::::
#00OOOOOOOOOOO0000000000000000000000000000Oo';,cllccccc:;;:xddk0XK000000000000KKKKlXNNNNNOc::;;::::::
#00OOOOOOOOOOOO0000000000000000000000000000x,,;cllcc:cl:',,cdxk0XKKKKK0KK00000000KKKKOx0Oxd:;;;::;;;;
#x00OOOOOOOOOOOOOOOO00000000000000000000000kc..colc:c::;,';cdoxKXXXKK000OOOOOOOO000000dOxxk,,,,;;;;;;
#xO00OOOOOOOOOOOOOOOOOOO00000000000000000000, cllc:c;'.;odddddkO0K00000OOOkkkkkkxxddddxxcOc',,;;;;;;
#Od000OOOOOOOOOOOOOOOOOO000000000000K0KKKXO'. cllccc:;;:oddooookO000OOkxdoolccccloddxkOK0xk',,;;;,,;
#0kx000OOOOOOOO0000000000000000000KKKKKKKKx.. .:c:;:;'.,ccclldxxxkO0kl::ccllodxxkOOO000KXXx,,,,,,,,,
#00kkOO000000000OOOOO000000KKK000000000000d'... ..'......cclooddddxkOOOkdddxxkkkkOOO0000KXXk,',,,,,,,
#00OocokOkkOOOO000KKK000000000Okkxxxxxxdo:.. ....'......:o;oxdllooddxkOOOkxxkkkkkkkOOOO0KXOlc'''',,,,
#000Oxk00KK0000000000000000Oxllodddddol:..'. .;;,,,,'..,:cclxxkkocllodxkkOOkxxxxxxkkkOO00dlOl........
#00000000000000000000OOOOOkollloddxxxxd:;;x,',:ccc:::;,,:lolcddxxxdolooxxkOOkkxxxxxxkkOkcclc,:;,,....
#000000000000000OOkxxddlccllloooodxxddc....:ooccllllol:,,lddo:loddxxxoloooxO0Okxdddoool:c:c:clldo,,,,
#000000OOkxxdolccccllllolllloooddddocc....,dkxl:lxxxxxoc,;lool;:oxkkkxoloodxOK0Oxol:,',:ccllllllllloo
#kxdoolcclloodddddxxxxxxoooooddddddc,ccxl:dxxxx::kkkkkko;':lloooccooxkxooooxkOKK0dcc;.:....lllllllloo
#loddxxxxkkkxxxxxxxxxxxxloooooddxxo:..'c,lxxxddlldk00Okxc,,codxxlo:l::':cooodkO0KKOo:.,....:lllllllll
#kkkkkkkkkkkkkkkkxxxxxxxollolllodoc' .cxoc::locck000Oxc;':dxkxcO:d;;,. ;loodkO0XNN0l.'',,:cccccllll
#kkkkkkkkkkkkkxxxxxxxxxxol;dl',:l;.. .,,;...',;dl:dkOOxl;'codd:,..',,;;' ;loodk0KNWWN0c'cccccccccccl
#kkkkkkkkkkkkkxxxxxxxxxl:,,;cllooc, ,d...;:;;....,;..;ll:;,,:'........':, :lood0XXNWWWNklccc::cccccc
#kkkkkkkkkkkkkxxxxddddd:cclloooddoc'.: .:ldd:'....,,,;;.,;';:;',,;,'.... .coood0NNXNNNXxccc:::::ccc
#kkkkkkkkkkkkxxxxddddooclllloodddoc. ..'.,'..',,;clolcc:cooc;,.....'. 'looldOXXXXX0xlc:::::::::
#kkkkkkkkkkxxxxdddoooooclllooddddol' .......',:loddddolc;cdddooc;'.. .;. ,clllldxkOOOko::::::::::
#kkkkkkkxxxxxddddoooollcllooodxxdol' .';:::clloooddxxddlc:lxxkxdoc;,. ,. .,ccccccllodxx:::::;;;;;
#kkkkkkxxxxxdddoooolllllllooodxxxdo; .';:ccccllooddddxxxxoc:lxkxxxxlc:'. . .,;:;:::coo:;;;;;;:cll
#kkkkxxxxxdddooolllllllclllooodxxxkxdl,. ';:clllllloodxxxxxxdll;:xkkkxdolc,. .'.',,,,;...:llllc;,,
#kkkxxxxddddooollllllllcclllloodddxkkkkkoc;cllllcllodxxxkkOkxdxd:dO000OOxxdo:. .,,,...';:clc;;,,,,,,
#kkxxxxdddoooolllllllllc:cclllloooddxxxkxxoccllllloodddxxxkxdoc:cdlloodxxkO00k, ..:cccc:;;,,,,,,,,,,,
#kxxxxddooooollllclccccc:,,;:ccllloooooccoddoc;;cllcc:;,,oc''',,lkkd:'..'l,.:ll:cc;,,,,,,,,,,,,,,,,,,
#xxxxxddooollllccccccccccc:;.,;;::ccllc:ccccc:lxkcclc, ...;lddxO0Oddd:;;:::;,,,,,,,',,',,,',,,,,,,,
#xxxdddooollllccccccccccc::;;...,;:::;.;,,'';c;,ldkkkxxdolodxdxkxxdddoc:,,,,,''''''''''''''''''',,,,,
#xxdddoolllllccccccc::::::;;. .;;,,. ..;',clooddddxxddxdolc:,,'''''''''''''''''''''''''''''''''
#dddooolllllccccc:::::::;;,. .;:,. ..'.... .;:cllooooddo:,'''''''''''''''''''''''''''''''''''''''
#dddoolllllcccccc:::::;;;' .;;..,:looodddol:'..';::cccc'....'''.'''....'....''....''''''...''''''
#dooollllccccc::::::;;;;. .. ';,':oodddxxxxxxkkxo;. ................................ ...''''''
#ooolllccc:::::::;;;;;;. ';;codddxxxxxxxxkkkkkxl. .................................... ...''''''
#ollccccc:::::::;;;;;;, ;cloddxxxxkkxkkkkkkkxoc;;::;;;,.........................................
#lllcccc:::::;;;;;;;;;' .coodddxxxxkkkkkkkkxxd';::::::::.........................................
#lcccc::;;;;;;;;;;;,,,' clooddxxxxxkkkkkkkkxdd:.;:::::::;........................................
#cccc::;;;;;;;;,,,,,,,,. :llodddxxxxkkOOOOkkxddoc. ,::cc:;,...................................
#c::::;;;;;;,,,,,,,,'''' ;lloooddxxxxkOOOOOkkxdooc. .:c;.. ............................
#:::;;,,,,,,,,,,'''''''. .cloooddxxxxkkOOOOkxxdool; .:cc' ....................... ...
#::;;,,,,,,,,,,'''''.. ;ooooddxxxkkOOOOkxxddoolc' . .;cc;................. ......
#:;;,',,''''''''''.. ,ooooddxxxxkkOkxxddoolllc:. . ,clc........... . ......,:
#;;,'''''''''''''. :oooooooddxxkkkxddoollccc:'. . 'cc, ......;:cl
#;,'''''''''''.. 'lolllllooooddxxddoollcccc:,. .. .cc . .. .,;cccl
#;'.'''...''.. 'coollllllooooooooollcc:::::,. . .c. . . ..';:ccll
#.''........ ,loolllllllooooooollcc::::::;,. . ..';::cccl