import sys import heapq # Initialize cost, heuristic, map, visited nodes, and parent tracking arrays min_costs = [[10000]*9 for _ in range(9)] # Initialize minimum cost array with a high value (10000) hs = [[0]*9 for _ in range(9)] # Heuristic array for A* (Manhattan distance) astar_map = [['.']*9 for _ in range(9)] # Initial unexplored map with '.' visited_nodes = [[False]*9 for _ in range(9)] # Track visited nodes node_parents = [[None]*9 for _ in range(9)] # Track path parents for backtracking # Input: perception radius and Keymaker position perception_radius = int(input()) # 1 or 2 for Neo’s perception variant input_list = input().split() goal_x, goal_y = int(input_list[0]), int(input_list[1]) # Keymaker’s coordinates # Set up heuristic values (Manhattan distance) and initial costs for A* for i in range(9): for j in range(9): hs[j][i] = abs(j - goal_y) + abs(i - goal_x) # Calculate heuristic distance min_costs[j][i] = 10000 # Set initial high cost for all cells min_costs[0][0] = 0 # Starting position (0,0) cost is zero # Priority queue for A* with starting point at (0,0) priority_queue = [] heapq.heappush(priority_queue, (min_costs[0][0] + hs[0][0], 0, 0)) # Push initial cell to queue # Main A* loop while len(priority_queue) != 0: # Extract node with lowest f = g + h value temp, current_x, current_y = heapq.heappop(priority_queue) if visited_nodes[current_y][current_x]: continue visited_nodes[current_y][current_x] = True # Mark node as visited # Backtrack to get the path to current node parent_node = node_parents[current_y][current_x] path_to_current = [(current_x, current_y)] while parent_node is not None: path_to_current.append(parent_node) parent_node = node_parents[parent_node[1]][parent_node[0]] # Execute path, querying for perception data for i in reversed(range(len(path_to_current))): print(f"m {path_to_current[i][0]} {path_to_current[i][1]}") neighbor_count = int(input()) # Read the number of perceived items # Update map with perceived items for _ in range(neighbor_count): input_data = input().split() neighbor_x = int(input_data[0]) neighbor_y = int(input_data[1]) neighbor_char = input_data[2][0] # Character representing item astar_map[neighbor_y][neighbor_x] = neighbor_char # Update map cell # Explore neighboring cells for dx, dy in [(1, 0), (0, 1), (-1, 0), (0, -1)]: # Move in four directions neighbor_x = current_x + dx neighbor_y = current_y + dy # Check boundaries and if cell is unexplored and safe if 0 <= neighbor_x < 9 and 0 <= neighbor_y < 9 and not visited_nodes[neighbor_y][neighbor_x] and astar_map[neighbor_y][neighbor_x] not in ('P', 'A', 'S'): # Update cost if a better path is found if min_costs[neighbor_y][neighbor_x] > min_costs[current_y][current_x] + 1: node_parents[neighbor_y][neighbor_x] = (current_x, current_y) min_costs[neighbor_y][neighbor_x] = min_costs[current_y][current_x] + 1 # Add node to priority queue with updated f = g + h value heapq.heappush(priority_queue, (min_costs[neighbor_y][neighbor_x] + hs[neighbor_y][neighbor_x], neighbor_x, neighbor_y)) # Repeat path execution to keep querying for i in range(len(path_to_current)): print(f"m {path_to_current[i][0]} {path_to_current[i][1]}") neighbor_count = int(input()) # Re-read surroundings for _ in range(neighbor_count): input_data = input().split() neighbor_x = int(input_data[0]) neighbor_y = int(input_data[1]) neighbor_char = input_data[2][0] astar_map[neighbor_y][neighbor_x] = neighbor_char # Update map # Check if the goal is reached and output the result if min_costs[goal_y][goal_x] != 10000: print(f"e {min_costs[goal_y][goal_x]}") # Output shortest path length else: print("e -1") # Output -1 if unsolvable.