D - AtCoDeer-kun and Weird Rock-Paper-Scissors
- Thoughts.
- I think we can get it to a draw (that’s not what they asked).
- Let’s call the excess number of goos a charge.
- If you don’t have a charge, you have to play goo.
- At this time, the charge is 1.
- When there is a charge, you can choose your hand.
- When the opponent plays par and thereafter only plays goo
- If you make a goo, -1 point, +1 charge
- Unless the charge exceeds the number of goo of the opponent, all pars are played and points are scored for the charge.
- Draw with par.
- Gain one less charge point.
- Therefore, it is always better to make par
- If you make a goo, -1 point, +1 charge
- So you should charge so that you can par when your opponent pars.
- Check the amount you can use because overcharging is a loss because you can’t use it all.
- And by usable quantity, I mean the number of words left.
- When the opponent plays par, you play par; when the opponent plays goo, you play goo; and when the charge equals the number of letters remaining, you play all the remaining pars and use them up.
- If the opponent doesn’t do the stupid thing of making an extra charge, the point difference becomes zero and the game is a draw, which is what I was vaguely thinking when I wrote the first line.
- Official Explanation
- First think about what happens if you make all goo, then think about what happens when you change one spot to par.
- Since the score increases regardless of the opponent’s hand at this time, we conclude that it is better to make as many pars as possible.
- Alternate and keep the charge small.
- First think about what happens if you make all goo, then think about what happens when you change one spot to par.
- consideration
- I think the strategy is different between “use up the charge before the end” and “don’t let the charge build up,” but the result is the same.
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