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@@ -154,125 +154,92 @@ func save() {
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fmt.Printf("%d\n", bestTotalScore)
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}
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-func (c *Car) AssignRideRecur(r *Ride, cumulativeScore int, depth int, fromDepth int) (int, bool) {
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- r.used = true
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- oldC := *c
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- c.Update(r)
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- Sched.Add(c)
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- // recursion 101
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- rdepth, fix := Choose(cumulativeScore+c.score-oldC.score, depth+1, fromDepth)
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- Sched.RemoveAtIndex(c.pqindex)
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- // pqindex is meaningless now but it's ok
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- // it will be fixed when c is added again
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- *c = oldC
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- r.used = false
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- return rdepth, fix
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-}
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-
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-func (c *Car) CanPick(r *Ride) bool {
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- return !r.used && r.Length() <= 8000 && r.f >= c.EarliestFinish(r)
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-}
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-
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-func (c *Car) pickBestRide() *Ride {
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- var bestRide *Ride
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- var bestRideTotal int
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- var bestRideLen int
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-
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- for _, r := range Rides {
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- if !c.CanPick(r) {
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- continue
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- }
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-
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- lenOfRide := r.length()
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- total := max(c.distanceTo(r.a, r.b), r.s-c.Arrival) + lenOfRide
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- if bestRide == nil || lenOfRide*bestRideTotal > total*bestRideLen {
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- bestRide = r
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- bestRideLen = lenOfRide
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- bestRideTotal = total
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- }
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+// invariant : when entering and leaving function,
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+// Sched has the "same" heap. Same means successive
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+// popped values will be the same (but the internal
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+// ordering of nodes may be different)
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+func Choose(cumulativeScore int, depth int) {
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+ if cumulativeScore > bestTotalScore {
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+ bestTotalScore = cumulativeScore
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+ save()
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+ }
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+ c := Sched.Pop()
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+ if c == nil {
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+ // Stop recursion, empty car list,
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+ // could not match cars to rides
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+ return
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}
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- return bestRide
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-}
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-
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-func (c *Car) pickRandomRide() *Ride {
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- count := 0
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+ var bestRides []struct {
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+ r *Ride
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+ lenOfRide int
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+ total int
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+ }
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+ // fmt.Printf("car %d\n", c.ID)
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for _, r := range Rides {
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- if !c.CanPick(r) {
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+ if r.used {
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continue
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}
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- count++
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- }
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- i := rand.Intn(count)
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- for _, r := range Rides {
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- if !c.CanPick(r) {
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+ if r.Length() > 8000 {
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continue
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}
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- if i == 0 {
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- return r
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+ if r.f < c.EarliestFinish(r) {
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+ continue
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}
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- i = i - 1
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- }
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- return nil
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-}
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-
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-// invariant : when entering and leaving function,
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-// Sched has the "same" heap. Same means successive
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-// popped values will be the same (but the internal
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-// ordering of nodes may be different)
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-// Return value (a,b) :
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-// - rdepth >= 0 return back to that depth
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-// - rdepth < 0 completely unwind stack and finish
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-// - fix == false try to make a change at depth `rdepth'
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-// - fix == true change back, use "optimal" ride again
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-func Choose(cumulativeScore int, depth int, fromDepth int) (int, bool) {
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- c := Sched.Pop()
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- if c == nil {
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- // At this point we have a complete configuration
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- fmt.Printf("score obtained: %d depth: %d\n", cumulativeScore, depth)
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- // INVESTIGATE HERE : why do we have different scores ???
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- // when we're only asking to fix 22 down in the stack
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- return 8270, true
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- if cumulativeScore >= bestTotalScore {
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- bestTotalScore = cumulativeScore
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- // Go back to random depth and make a new change
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- return rand.Intn(depth), false
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- } else {
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- // Go back to fix change that lowered our score
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- return fromDepth, true
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+ // fmt.Printf("%d %d -> %d %d\n", r.a, r.b, r.x, r.y)
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+ lenOfRide := r.length()
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+ total := max(c.distanceTo(r.a, r.b), r.s-c.Arrival) + lenOfRide
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+ // fmt.Printf("%d/%d\n", lenOfRide, total)
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+ if len(bestRides) == 0 || lenOfRide*bestRides[len(bestRides)-1].total > total*bestRides[len(bestRides)-1].lenOfRide {
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+ bestRides = append(bestRides, struct {
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+ r *Ride
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+ lenOfRide int
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+ total int
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+ }{r, lenOfRide, total})
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+ // shitty sort-of-correct-but-quite-incorrect way
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+ // of picking next best n rides
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+ n := 1
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+ if rand.Intn(max(1, int(N/20))) == 0 {
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+ n = 2
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+ }
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+ if len(bestRides) > n {
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+ bestRides = bestRides[len(bestRides)-n:]
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+ }
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}
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}
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-
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- var rdepth int
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- var fix bool
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- r := c.pickBestRide()
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- // if depth >= 252 && depth <= 258 {
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- // fmt.Printf("yo picking id %d score %d c=%+v\n", r.ID, cumulativeScore, c)
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+ // if bestRide != nil {
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+ // fmt.Printf("Picking %d %d -> %d %d\n", bestRide.a, bestRide.b, bestRide.x, bestRide.y)
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// }
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- if r != nil {
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- rdepth, fix = c.AssignRideRecur(r, cumulativeScore, depth, fromDepth)
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- // if depth == reverse depth, make a change
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- // and go back up the stack
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- for depth == rdepth {
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- var r *Ride
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- if fix {
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- r = c.pickBestRide()
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- fmt.Printf("pickBestRide id %d depth %d\n", r.ID, depth)
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- } else {
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- r = c.pickRandomRide()
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- fmt.Printf("pickRandomRide id %d depth %d\n", r.ID, depth)
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+ if len(bestRides) != 0 {
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+ if (len(bestRides)) >= 2 {
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+ // if big difference in length, try both
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+ // otherwise pick best according to score
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+ d := abs(bestRides[0].r.length() - bestRides[1].r.length())
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+ if d < 1000 {
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+ bestRides = bestRides[1:]
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}
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- // note fromDepth reset to depth
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- rdepth, fix = c.AssignRideRecur(r, cumulativeScore, depth, depth)
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+
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+ }
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+ for _, br := range bestRides {
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+ r := br.r
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+ r.used = true
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+ oldC := *c
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+ c.Update(r)
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+ Sched.Add(c)
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+ // recursion 101
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+ Choose(cumulativeScore+c.score-oldC.score, depth+1)
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+ Sched.RemoveAtIndex(c.pqindex)
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+ // pqindex is meaningless now but it's ok
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+ // it will be fixed when c is added again
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+ *c = oldC
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+ r.used = false
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}
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} else {
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// another car may still have other rides
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- rdepth, fix = Choose(cumulativeScore, depth, fromDepth)
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+ Choose(cumulativeScore, depth)
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}
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// add back the one we popped at beginning of function
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Sched.Add(c)
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- // go back down the stack
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- return rdepth, fix
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}
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func solve() {
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@@ -295,7 +262,7 @@ func solve() {
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}
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// start recursion
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- Choose(0, 0, 0)
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+ Choose(0, 0)
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}
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func main() {
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