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authorJulien Dessaux2024-12-23 20:59:26 +0100
committerJulien Dessaux2024-12-23 20:59:26 +0100
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parentfixed the yaml and tofu mangling in the /dev/shm on kubernetes blog article (diff)
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+---
+title: Advent of code 2023 in haskell
+description: I improved in haskell this year and still love parsing
+date: 2024-11-22
+tags:
+- haskell
+---
+
+## Introduction
+
+I did the [advent of code 2023](https://adventofcode.com/2023) in haskell, it was a fun experience as always! Why writing about this now? Because I just finished the last puzzle as a warm up for the upcoming year's puzzles!
+
+I did the first 11 puzzles on time last December but the "one puzzle a day" schedule is a bit much when life happens around you. I therefore took a break and did a few more puzzles in mid January. Upon reaching [the 17th puzzle](https://adventofcode.com/2023/day/17) (the shortest paths with weird constraints puzzle) I took another break until June were I pushed through until [Day 24th](https://adventofcode.com/2023/day/24) (the hailstorm that forces you to do math). I took another break only to pick it up this week. I just finished days 24 and 25, completing the set!
+
+This article explains some patterns I used for solving the puzzles. I always use megaparsec to parse the input, even when it is overkill... just because I find it so fun to work with.
+
+## Haskell for puzzles
+
+### Parsing permutations
+
+Relying on megaparsec payed off from day 2 where you need to parse this beauty:
+
+```
+Game 1: 3 blue, 4 red; 1 red, 2 green, 6 blue; 2 green
+Game 2: 1 blue, 2 green; 3 green, 4 blue, 1 red; 1 green, 1 blue
+Game 3: 8 green, 6 blue, 20 red; 5 blue, 4 red, 13 green; 5 green, 1 red
+Game 4: 1 green, 3 red, 6 blue; 3 green, 6 red; 3 green, 15 blue, 14 red
+Game 5: 6 red, 1 blue, 3 green; 2 blue, 1 red, 2 green
+```
+
+You got an ID, then some draws separated by `;`. A draw is a set of colors given out of order, which I see as a clear cut case of running permutations:
+
+```haskell
+data Draw = Draw Int Int Int deriving (Eq, Show)
+data Game = Game Int [Draw] deriving Show
+type Input = [Game]
+
+type Parser = Parsec Void String
+
+parseColor :: String -> Parser Int
+parseColor color = read <$> try (some digitChar <* hspace <* string color <* optional (string ", "))
+
+parseDraw :: Parser Draw
+parseDraw = do
+ (blue, green, red) <- runPermutation $
+ (,,) <$> toPermutationWithDefault 0 (parseColor "blue")
+ <*> toPermutationWithDefault 0 (parseColor "green")
+ <*> toPermutationWithDefault 0 (parseColor "red")
+ void . optional $ string "; "
+ return $ Draw blue green red
+
+parseGame :: Parser Game
+parseGame = do
+ id <- read <$> (string "Game " *> some digitChar <* optional (string ": "))
+ Game id <$> someTill parseDraw eol
+
+parseInput' :: Parser Input
+parseInput' = some parseGame <* eof
+```
+
+### Functors and applicatives
+
+I also got better at understanding functors and applicatives, using them to simplify mapping things to types. For example on day 12 you got a map that looks like:
+
+```
+???.### 1,1,3
+.??..??...?##. 1,1,3
+?#?#?#?#?#?#?#? 1,3,1,6
+????.#...#... 4,1,1
+????.######..#####. 1,6,5
+?###???????? 3,2,1
+```
+
+Here is how I parsed it:
+
+```haskell
+data Tile = Broken | Operational | Unknown deriving Eq
+instance Show Tile where
+ show Broken = "#"
+ show Operational = "."
+ show Unknown = "?"
+data Row = Row [Tile] [Int] deriving Show
+type Input = [Row]
+
+type Parser = Parsec Void String
+
+parseNumber :: Parser Int
+parseNumber = read <$> some digitChar <* optional (char ',')
+
+parseTile :: Parser Tile
+parseTile = char '#' $> Broken
+ <|> char '.' $> Operational
+ <|> char '?' $> Unknown
+
+parseRow :: Parser Row
+parseRow = Row <$> some parseTile <* space
+ <*> some parseNumber <* eol
+
+parseInput' :: Parser Input
+parseInput' = some parseRow <* eof
+```
+
+The functor usage is very useful for parts where you want to parse one thing but return another thing like:
+
+```haskell
+char '#' $> Broken
+```
+
+I also used it to parse the integers from the digit characters without any intermediate step, which I find really clean and powerful:
+
+```haskell
+parseNumber = read <$> some digitChar <* optional (char ',')
+```
+
+The applicative (which is an extension of functors but for types instead of functions) allows this clever structure:
+
+```haskell
+parseRow :: Parser Row
+parseRow = Row <$> some parseTile <* space
+ <*> some parseNumber <* eol
+```
+
+### Playing poker
+
+Parsing also did all the heavy lifting on day 7 where you need to rank poker like hands. Your input is a list of hands of five cards and a bid:
+
+```
+32T3K 765
+T55J5 684
+KK677 28
+KTJJT 220
+QQQJA 483
+```
+
+Here is the data structure I settled on:
+```haskell
+data Card = Two | Three | Four | Five | Six | Seven | Eight | Nine | T | J | Q | K | A deriving (Eq, Ord)
+
+data Rank = HighCard
+ | Pair
+ | Pairs
+ | Brelan
+ | FullHouse
+ | Quartet
+ | Quintet
+ deriving (Eq, Ord, Show)
+
+data Hand = Hand Rank [Card] Int deriving (Eq, Show)
+compareCards :: [Card] -> [Card] -> Ordering
+compareCards (x:xs) (y:ys) | x == y = compareCards xs ys
+ | otherwise = x `compare` y
+instance Ord Hand where
+ (Hand a x _) `compare` (Hand b y _) | a == b = compareCards x y
+ | otherwise = a `compare` b
+
+type Input = [Hand]
+```
+
+The hard part of the puzzle is to rank hands, which I decided to compute while parsing because why not!
+```haskell
+parseCard :: Parser Card
+parseCard = char '2' $> Two
+ <|> char '3' $> Three
+ <|> char '4' $> Four
+ <|> char '5' $> Five
+ <|> char '6' $> Six
+ <|> char '7' $> Seven
+ <|> char '8' $> Eight
+ <|> char '9' $> Nine
+ <|> char 'T' $> T
+ <|> char 'J' $> J
+ <|> char 'Q' $> Q
+ <|> char 'K' $> K
+ <|> char 'A' $> A
+
+evalRank :: [Card] -> Rank
+evalRank n@(a:b:c:d:e:_) | not (a<=b && b<=c && c<=d && d<=e) = evalRank $ L.sort n
+ | a==b && b==c && c==d && d==e = Quintet
+ | (a==b && b==c && c==d) || (b==c && c==d && d==e) = Quartet
+ | a==b && (b==c || c==d) && d==e = FullHouse
+ | (a==b && b==c) || (b==c && c==d) || (c==d && d==e) = Brelan
+ | (a==b && (c==d || d==e)) || (b==c && d==e) = Pairs
+ | a==b || b==c || c==d || d==e = Pair
+ | otherwise = HighCard
+
+parseHand :: Parser Hand
+parseHand = do
+ cards <- some parseCard <* char ' '
+ bid <- read <$> (some digitChar <* eol)
+ return $ Hand (evalRank cards) cards bid
+
+parseInput' :: Parser Input
+parseInput' = some parseHand <* eof
+```
+
+With all the heavy lifting already done, computing the solution for part1 of the puzzle is simply:
+```haskell
+compute :: Input -> Int
+compute = sum . zipWith (*) [1..] . map (\(Hand _ _ bid) -> bid) . L.sort
+```
+
+This was particularly interesting for part 2 where there is a twist: `J` cards are now jokers, so you need to handle this as a wildcard when ranking hands! After raking my brain for a while, I decided to make the type system bear the complexity by adjusting the data structure to this:
+
+```haskell
+data Card = J | Two | Three | Four | Five | Six | Seven | Eight | Nine | T | Q | K | A
+
+instance Eq Card where
+ J == _ = True
+ _ == J = True
+ a == b = show a == show b
+
+instance Ord Card where
+ a `compare` b = show a `compare` show b
+ a <= b = show a <= show b
+```
+
+With this change, I could now rank the hands with:
+```haskell
+evalRank :: [Card] -> Rank
+evalRank [J, J, J, J, _] = Quintet
+evalRank [J, J, J, d, e] | d==e = Quintet
+ | otherwise = Quartet
+evalRank [J, J, c, d, e] | c==d && d==e = Quintet
+ | c==d || d==e = Quartet
+ | otherwise = Brelan
+evalRank [J, b, c, d, e] | b==c && c==d && d==e = Quintet
+ | (b==c || d==e) && c==d = Quartet
+ | b==c && d==e = FullHouse
+ | b==c || c==d || d==e = Brelan
+ | otherwise = Pair
+evalRank [a, b, c, d, e] | a==b && a==c && a==d && a==e = Quintet
+ | (a==b && a==c && a==d) || (b==c && b==d && b==e) = Quartet
+ | a==b && (b==c || c==d) && d==e = FullHouse
+ | (a==b && b==c) || (b==c && c==d) || (c==d && d==e) = Brelan
+ | (a==b && (c==d || d==e)) || (b==c && d==e) = Pairs
+ | a==b || b==c || c==d || d==e = Pair
+ | otherwise = HighCard
+```
+
+## Conclusion
+
+I love haskell, I wish I could use it daily and not just for seasonal puzzles.