Danganronpa
Time Limit: 2000/1000 MS (Java/Others) Memory Limit: 131072/131072 K (Java/Others)Total Submission(s): 171 Accepted Submission(s): 83
Problem Description
Danganronpa is a video game franchise created and developed by Spike Chunsoft, the series' name is compounded from the Japanese words for "bullet" (dangan) and "refutation" (ronpa).
Now, Stilwell is playing this game. There are n verbal evidences, and Stilwell has m "bullets". Stilwell will use these bullets to shoot every verbal evidence.
Verbal evidences will be described as some strings Ai , and bullets are some strings Bj . The damage to verbal evidence Ai from the bullet Bj is f(Ai,Bj) .
For example: f(ababa,ab)=2 , f(ccccc,cc)=4
Stilwell wants to calculate the total damage of each verbal evidence Ai after shooting all m bullets Bj , in other words is ∑mj=1f(Ai,Bj) .
Now, Stilwell is playing this game. There are n verbal evidences, and Stilwell has m "bullets". Stilwell will use these bullets to shoot every verbal evidence.
Verbal evidences will be described as some strings Ai , and bullets are some strings Bj . The damage to verbal evidence Ai from the bullet Bj is f(Ai,Bj) .
f(A,B)=∑i=1|A|−|B|+1[ A[i...i+|B|−1]=B ]
In other words,
f(A,B)
is equal to the times that string
B
appears as a substring in string
A
.
For example: f(ababa,ab)=2 , f(ccccc,cc)=4
Stilwell wants to calculate the total damage of each verbal evidence Ai after shooting all m bullets Bj , in other words is ∑mj=1f(Ai,Bj) .
Input
The first line of the input contains a single number
T
, the number of test cases.
For each test case, the first line contains two integers n , m .
Next n lines, each line contains a string Ai , describing a verbal evidence.
Next m lines, each line contains a string Bj , describing a bullet.
T≤10
For each test case, n,m≤105 , 1≤|Ai|,|Bj|≤104 , ∑|Ai|≤105 , ∑|Bj|≤105
For all test case, ∑|Ai|≤6∗105 , ∑|Bj|≤6∗105 , Ai and Bj consist of only lowercase English letters
For each test case, the first line contains two integers n , m .
Next n lines, each line contains a string Ai , describing a verbal evidence.
Next m lines, each line contains a string Bj , describing a bullet.
T≤10
For each test case, n,m≤105 , 1≤|Ai|,|Bj|≤104 , ∑|Ai|≤105 , ∑|Bj|≤105
For all test case, ∑|Ai|≤6∗105 , ∑|Bj|≤6∗105 , Ai and Bj consist of only lowercase English letters
Output
For each test case, output
n
lines, each line contains a integer describing the total damage of
Ai
from all
m
bullets,
∑mj=1f(Ai,Bj)
.
Sample Input
1 5 6 orz sto kirigiri danganronpa ooooo o kyouko dangan ronpa ooooo ooooo
Sample Output
1 1 0 3 7
Source
对所有单词建立ac自动机。然后跑一边就完事了。
#include<iostream>
#include<cstdio>
#include<queue>
#include<cstring>
using namespace std;
#define ll long long
struct Node{
Node*ch[27],*fail;
int mark,id;
}word[600001];//´æ×ÖµäÊ÷
int cnt;
Node *super,*root;//
Node*newNode(){//²åÈë×Ö·û´®
memset(&word[cnt],0,sizeof(word[0]));
word[cnt].id = cnt;
return &word[cnt++];
}
void insert(Node*root,char*s){//½¨Ê÷
if(*s==0){
root->mark++;
return;
}
int id = *s-'a';
if(root->ch[id] == 0)
root->ch[id] = newNode();
insert(root->ch[id],s+1);
}
void build(Node*root){//
for(int i = 0;i < 27;i++)
super->ch[i] = root;
root->fail = super;
queue<Node*>Q;
Q.push(root);
while(!Q.empty()){
Node* q = Q.front();
Q.pop();
for(int i = 0;i < 27; i++){
if(q->ch[i] != NULL){
Q.push(q->ch[i]);
q->ch[i]->fail = q->fail->ch[i];
q->ch[i]->mark += q->fail->ch[i]->mark;
}
else q->ch[i] = q->fail->ch[i];
}
}
}
ll autofind(char *s){
ll ans = 0,id;
Node*rt = root,*p;
while(*s){
id = *s - 'a';
if(rt->ch[id] != root) rt = rt->ch[id];
else{
while(rt != root && rt->ch[id] == root)
rt = rt->fail;
}
ans += rt->mark;
s++;
if(*s == 'a'+26){
printf("%I64d\n",ans);
ans = 0;
}
}
return ans;
}
char sen[400007];
char wor[400007];
int main(){
int t,n,m;
scanf("%d",&t);
while(t--){
cnt = 0;
scanf("%d%d",&n,&m);
int len = 0,lex;
for(int i = 0;i < n; i++){
scanf("%s",sen+len);
lex = strlen(sen+len);
len += lex;
sen[len] = 'a'+26;
len++;
}
sen[len] = '\0';
super = newNode();
root = newNode();
for(int i = 0;i < m; i++){
scanf("%s",wor);
insert(root,wor);
}
build(root);
ll ans = autofind(sen);
//printf("%I64d\n",ans);
}
return 0;
}

本文探讨了在游戏开发中应用自动机理论的一个具体案例,通过Danganronpa游戏作为背景,展示了如何利用自动机理论来解决游戏中的证据匹配问题。详细介绍了游戏背景、问题描述、输入输出格式、算法实现以及最终输出结果,为游戏开发者提供了一种新的思考角度和解决方案。
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