---
title: Hill climb algorithm - Advent of Code 2022 Day 12 with Ruby
slug: hill-climb-algorithm-advent-of-code-2022-day-12-with-ruby
published_at: 2022-12-12 18:45:00 +0000
updated_at: 2026-03-04 20:15:12 +0000
summary: 
description: Hill climb algorithm - Advent of Code 2022 Day 12 with Ruby  Challenge: https://adventofcode.com/2022/day/12 Solution: https://gist.github.com/cjavdev/37aa7385afb395147d67dd922de21808  #ruby #adventofcode
tags: [cjav_dev, web development tutorials, web development for beginners, vim, ruby, advent of code, advent of code 2022, advent of code 2022 day 12, day 12, advent of code with ruby, advent of code ruby, advent of code 2022 ruby, ruby solution, ruby tutorial, breadth first search, bfs, dfs]
views: 460
author: CJ Avilla
url: https://www.cjav.dev/videos/hill-climb-algorithm-advent-of-code-2022-day-12-with-ruby
youtube_url: https://www.youtube.com/watch?v=Klp6NKEXiw8
youtube_id: Klp6NKEXiw8
embed_url: https://www.youtube.com/embed/Klp6NKEXiw8
thumbnail_url: https://i.ytimg.com/vi/Klp6NKEXiw8/hqdefault.jpg
type: video
---

# Hill climb algorithm - Advent of Code 2022 Day 12 with Ruby

*Published: December 12, 2022*
*Views: 460*

## Watch

[Watch on YouTube](https://www.youtube.com/watch?v=Klp6NKEXiw8)

[![Hill climb algorithm - Advent of Code 2022 Day 12 with Ruby](https://i.ytimg.com/vi/Klp6NKEXiw8/hqdefault.jpg)](https://www.youtube.com/watch?v=Klp6NKEXiw8)

## Description

Hill climb algorithm - Advent of Code 2022 Day 12 with Ruby

Challenge: https://adventofcode.com/2022/day/12
Solution: https://gist.github.com/cjavdev/37aa7385afb395147d67dd922de21808

#ruby #adventofcode

## Transcript

what&#39;s up welcome back in this episode you&#39;ll learn how to solve day 12 of the Advent of code from 2022 with Ruby this one&#39;s called the hill climbing algorithm so we&#39;re going to receive a map as our input it looks like this and the s represents where we&#39;re going to start the E represents where we&#39;re going to end and all of the letters on the map represent the elevation or sort of the height of the hill at that point now as we&#39;re navigating and trying to find our way from s to e we can go either up down left or right from our current position and we can explore in the direction of one of those neighbors as long as the letter or the height in that position is at most one greater than the current position so we can go from A to B but we can&#39;t go from B to Q because Q is too much of a jump from B we can also go downhill so if we&#39;re at letter C here we could go down to B but we could also go down more than one so we can go all the way down to a so this is our input so we&#39;ll grab that and we&#39;re going to drop it into our a new Ruby file here we&#39;re going to say at the end we&#39;re going to say something like if Arc Vita empty so if arcv is empty we&#39;re going to say our data is data.redlines Chomp true otherwise if we did get an argument passed on the command line we&#39;re going to say data is file.readlines of ARG v0 now what we can say is like our grid is data.map into chars let&#39;s parse our input a little bit here and convert it from this grid of characters into a grid of heights that are in like as integer values so we&#39;ll say something like grid.h with index do row and then grid dot or row dot each with index do sell and I think I want to stick with X and Y here and if the cell&#39;s value is the S we want to do something if the sales value is e we want to do something otherwise we&#39;re going to handle all of the other letters so if the cell&#39;s value is start then we want to Mark the Grid or we want to yeah we want to Mark a height let&#39;s keep track of this new thing called Heights this would be a array.new of grid.size grid.first.size and then we&#39;ll just fill it with Nils to start so here we want to say Heights at X and Y is going to be equal to zero so or let&#39;s make equal to one so if we&#39;re starting from s we want the height of s to be one now if we&#39;re starting or we&#39;re going to end at e so e is the top of the mountain and E is going to be adjacent to a the letter Z at some point so we&#39;re going to say Heights at X and Y in this case is going to be 26. otherwise we&#39;re going to set the heights at X and Y to be equal to cell.org so the the ASCII value for the letter minus a.org plus one so that should give us like one for a two for B three for C Etc so now let&#39;s print out our Heights and just see if we got something reasonable all right one one two in Sixteen blah blah blah and if we look at this then we should have gotten yeah we should have gotten one for S one for a two for B and then Q is probably 17. all right so then second row had a b c is that right ABC okay so I think our Heights are correct now what we want to do is create a way to visit the all of the neighbors of each of the cells in the grid so now we need to like iterate over each of the neighbors now in order to do this there&#39;s a couple different common algorithms one is depth first search and other is breadth first search we&#39;re going to use something like breadth first search where we&#39;re going to look at all of the neighbors around us first and then we&#39;ll keep track of some distance maybe and then if the distance if there&#39;s a distance that&#39;s better in one case than another then we&#39;ll go in that direction so we&#39;ll keep track of something else called distances and this is going to be a dictionary where the key is going to be an x and y coordinate and the value will be how far that is from the start so in the case of s distances at X and Y is going to be equal to zero because that is the starting point okay and now what we need to do is somehow iterate over all of the neighbors of each cell so the place that we&#39;re going to start at is going to be we&#39;ll call this neighbors and we&#39;ll put this into an array and so if we&#39;re encountering the starting point which is s then we want to add s into a list of neighbors that we want to visit and then we&#39;ll use that in our algorithm so neighbors push in X Y okay so now what we&#39;re going to do is we&#39;re going to write an algorithm that says until neighbors are empty what we&#39;re going to do is we&#39;re going to pop off oh gosh look it&#39;s already writing it for us so we&#39;re going to pop off X and Y and that&#39;s going to be neighbors.shift and the reason we&#39;re using shift here instead of Pop is that we want them to come off of the front of the list of Neighbors in order to like look at all of the sort of layers of Neighbors in order otherwise if we used pop here that would be depth first search but we want to use shift so that we&#39;re using breadth first search let&#39;s worry about distance in a second so first we want to go through like some group of coordinates so we&#39;re going to say if we&#39;re going to go let&#39;s say we&#39;re going to go left right up down so this should give us right actually right then left then up then down or down and up okay so that gives us the Deltas in each of those directions now we want some new X and Y oh gosh it&#39;s trying to like Jump Ahead here okay so we want new X and Nu y to be X plus the delta in that direction and Y plus the Delta so this new X and Y is going to be the coordinates of a new neighbor that is relative to the neighbor that we&#39;re visiting right now okay so if x is between 0 and grid dot size and and Y is between grid DOT first dot size then we should be at least on the grid next what we want to check is whether or not we can actually go to that position so here we want to say something like the new height of that neighbor should be less than or equal to the heights of the current position plus one because we can go up at most one but we can go down more than one so this should give us that should at least keep us on the board then what we need to do is add this neighbor this seems like a valid neighbor so we want to add it to the list so Neighbors shovel in NX and Y so by default that&#39;s going to give us that should give us all the neighbors or it should like at least help us visit all the neighbors but if we take this approach then we have no way to like exit or break out because our graph here has Cycles we&#39;re going to end up in a cycle so we need to keep track of where we&#39;ve seen something before and we can use that with distances so we want something like if distances at NX and NY is nil okay so is this right so if the distances at the new position is nil and it should be because we&#39;ve never seen it before or the distances that we&#39;ve already calculated for that position is bigger than what we&#39;re going to get right now which would be this doesn&#39;t make any sense oh wait hold on okay so distances from the current position so this is our current position plus one is the distances that we&#39;ve already tracked for this new X and New Y for this neighbor is that greater than so like was it the last time that we saw this option was it more expensive to take this route than it would be to take the current route so then we want to say something like distances of yeah so actually let&#39;s pop off let&#39;s pop off distance or we&#39;ll just grab distance is the current distance is distances at X Y so then down here we can say if yep then we can say distance plus one and I think that should terminate right because if it&#39;s not nil so if it&#39;s nil that we haven&#39;t that means we haven&#39;t seen it if we haven&#39;t seen it we want to add it to our list of neighbors to go check out next and we also want to add it into the list of distances so the very first time that we go through recall that our distance for S is going to be zero so this is the first time we enter this we have S inside of our list of neighbors and we have distances with s&#39;s position and that&#39;s going to be equal to zero so we get s&#39;s position and we get zero then we&#39;re going to go to all of the neighbors and as long as the neighbors are on the board in the height of that neighbor is valid like we can actually go to the neighbor then we&#39;re going to check have we seen this before and if we have seen it before was it worse and if it was then we&#39;re going to add that neighbor for us to go check and then we are also going to add one to the distance from s so the first neighbor for instance now that&#39;s this that distance is going to be one so in order to get to like this a that&#39;ll be this is going to be distance one distance one those two should be the only ones that are added to our distances from s because we can&#39;t go diagonally all right so then at the end we should have some P distances and let&#39;s see okay so Heights at NX so there is no Heights at n x oh this might need to be grid size minus one and first size minus one okay so now we have a bunch of distances now what we need to do is like key into distances where for where e is so how do we figure out where e is let&#39;s just keep track of E in a variable here and when we see e here we&#39;ll keep track of the end position with X and Y and so then we can just say like print out distances for e and that should give us an answer so 31 okay so 31 is the answer for the test the test case so if we grab all of our input here and open up day 12 input paste all that in and open up okay so then we&#39;ve already got this arc V stuff at the top so now we should be able to say Ruby day 12 Ruby or day 12 input and when we execute that we get back the number 350 which is the puzzle answer for part one okay let&#39;s talk about part two so in part two we want to figure out the most scenic route not just the route that starts at s so to maximize our exercise will harking or well hiking we want to start at any of the A&#39;s basically so any square at elevation a is going to be a valid path and we want to find all of the shortest paths from any a to e so I think at this point we need to just like figure out where all of the A&#39;s are so the the big difference here is that instead of just adding s&#39;s in here we also want to add e or A&#39;s in here so or cell is equal to a then yep then that should give us all of the stuff starting from a and we get 349 it&#39;s a little bit different than 350 and that was our answer our puzzle answer for part two so that is that is part two okay so this it it actually took me a little while to figure this out and I went down a path of trying to create nodes and I also went down a path of accidentally not shifting I was popping and so there&#39;s definitely like a lot to this algorithm and getting it just getting it right in order to match the answer but hopefully this was useful there&#39;s a couple of different tricks in here like iterating over the Deltas and then applying those so that you get back some new Deltas that&#39;s like a common thing using the between method to check if something is between some number and some other number that might be new and then what else what else is interesting here there&#39;s there&#39;s a couple little things we could probably do to clean stuff up but I think that&#39;s pretty good so we&#39;ll leave it there thanks again so much for watching and we&#39;ll see in the next one foreign

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