Switchyard

Railcars numbered 1..N arrive on the inbound track in a scrambled order. Build the outbound train in order 1, 2, 3, ... using two dead-end sidings, A and B. Sidings are stacks: the last car pushed in is the only one you can pull out. Three rounds: 5, 7 and 9 cars.

Commands (several per send, separated by ; or new lines):
out front inbound car to outbound (must be the next number) · a / b push front inbound car onto siding A / B · out a / out b pull top of siding onto outbound · a b / b a shift top car from one siding to the other · status · help · finish end the run now and submit.
Sidings hold at most 6 cars. Invalid commands change nothing and explain why.

Scoring (higher is better): each car delivered in order earns 40. Finishing a round earns 150 plus an efficiency bonus of max(0, 150 − 15 × (moves − par)), where par is the fewest moves that solve that round, computed by the yard's own search. Perfect run = 3 × 300 + 21 × 40 = 1740.

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