Advent of Code

   <y>2024</y>

--- Day 20: Race Condition ---

The Historians are quite pixelated again. This time, a massive, black building looms over you - you're right outside the CPU!

While The Historians get to work, a nearby program sees that you're idle and challenges you to a race. Apparently, you've arrived just in time for the frequently-held race condition festival!

The race takes place on a particularly long and twisting code path; programs compete to see who can finish in the fewest picoseconds. The winner even gets their very own mutex!

They hand you a map of the racetrack (your puzzle input). For example:

###############
#...#...#.....#
#.#.#.#.#.###.#
#S#...#.#.#...#
#######.#.#.###
#######.#.#...#
#######.#.###.#
###..E#...#...#
###.#######.###
#...###...#...#
#.#####.#.###.#
#.#...#.#.#...#
#.#.#.#.#.#.###
#...#...#...###
###############

The map consists of track (.) - including the start (S) and end (E) positions (both of which also count as track) - and walls (#).

When a program runs through the racetrack, it starts at the start position. Then, it is allowed to move up, down, left, or right; each such move takes 1 picosecond. The goal is to reach the end position as quickly as possible. In this example racetrack, the fastest time is 84 picoseconds.

Because there is only a single path from the start to the end and the programs all go the same speed, the races used to be pretty boring. To make things more interesting, they introduced a new rule to the races: programs are allowed to cheat.

The rules for cheating are very strict. Exactly once during a race, a program may disable collision for up to 2 picoseconds. This allows the program to pass through walls as if they were regular track. At the end of the cheat, the program must be back on normal track again; otherwise, it will receive a segmentation fault and get disqualified.

So, a program could complete the course in 72 picoseconds (saving 12 picoseconds) by cheating for the two moves marked 1 and 2:

###############
#...#...12....#
#.#.#.#.#.###.#
#S#...#.#.#...#
#######.#.#.###
#######.#.#...#
#######.#.###.#
###..E#...#...#
###.#######.###
#...###...#...#
#.#####.#.###.#
#.#...#.#.#...#
#.#.#.#.#.#.###
#...#...#...###
###############

Or, a program could complete the course in 64 picoseconds (saving 20 picoseconds) by cheating for the two moves marked 1 and 2:

###############
#...#...#.....#
#.#.#.#.#.###.#
#S#...#.#.#...#
#######.#.#.###
#######.#.#...#
#######.#.###.#
###..E#...12..#
###.#######.###
#...###...#...#
#.#####.#.###.#
#.#...#.#.#...#
#.#.#.#.#.#.###
#...#...#...###
###############

This cheat saves 38 picoseconds:

###############
#...#...#.....#
#.#.#.#.#.###.#
#S#...#.#.#...#
#######.#.#.###
#######.#.#...#
#######.#.###.#
###..E#...#...#
###.####1##.###
#...###.2.#...#
#.#####.#.###.#
#.#...#.#.#...#
#.#.#.#.#.#.###
#...#...#...###
###############

This cheat saves 64 picoseconds and takes the program directly to the end:

###############
#...#...#.....#
#.#.#.#.#.###.#
#S#...#.#.#...#
#######.#.#.###
#######.#.#...#
#######.#.###.#
###..21...#...#
###.#######.###
#...###...#...#
#.#####.#.###.#
#.#...#.#.#...#
#.#.#.#.#.#.###
#...#...#...###
###############

Each cheat has a distinct start position (the position where the cheat is activated, just before the first move that is allowed to go through walls) and end position; cheats are uniquely identified by their start position and end position.

In this example, the total number of cheats (grouped by the amount of time they save) are as follows:

You aren't sure what the conditions of the racetrack will be like, so to give yourself as many options as possible, you'll need a list of the best cheats. How many cheats would save you at least 100 picoseconds?

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