Extra scoring changes, mark expert recipes as difficult
This commit is contained in:
@@ -674,7 +674,7 @@ public sealed class Settings : Window, IDisposable
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"Amount of weight to give to the craft's progress.",
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"Amount of weight to give to the craft's progress.",
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config.ScoreProgress,
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config.ScoreProgress,
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0,
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0,
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1,
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100,
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v => config = config with { ScoreProgress = v },
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v => config = config with { ScoreProgress = v },
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ref isDirty
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ref isDirty
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);
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);
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@@ -684,7 +684,7 @@ public sealed class Settings : Window, IDisposable
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"Amount of weight to give to the craft's quality.",
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"Amount of weight to give to the craft's quality.",
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config.ScoreQuality,
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config.ScoreQuality,
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0,
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0,
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1,
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100,
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v => config = config with { ScoreQuality = v },
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v => config = config with { ScoreQuality = v },
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ref isDirty
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ref isDirty
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);
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);
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@@ -694,7 +694,7 @@ public sealed class Settings : Window, IDisposable
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"Amount of weight to give to the craft's remaining durability.",
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"Amount of weight to give to the craft's remaining durability.",
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config.ScoreDurability,
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config.ScoreDurability,
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0,
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0,
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1,
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100,
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v => config = config with { ScoreDurability = v },
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v => config = config with { ScoreDurability = v },
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ref isDirty
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ref isDirty
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);
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);
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@@ -704,7 +704,7 @@ public sealed class Settings : Window, IDisposable
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"Amount of weight to give to the craft's remaining CP.",
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"Amount of weight to give to the craft's remaining CP.",
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config.ScoreCP,
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config.ScoreCP,
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0,
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0,
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1,
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100,
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v => config = config with { ScoreCP = v },
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v => config = config with { ScoreCP = v },
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ref isDirty
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ref isDirty
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);
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);
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@@ -715,7 +715,7 @@ public sealed class Settings : Window, IDisposable
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"the step count, the higher the score.",
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"the step count, the higher the score.",
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config.ScoreSteps,
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config.ScoreSteps,
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0,
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0,
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1,
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100,
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v => config = config with { ScoreSteps = v },
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v => config = config with { ScoreSteps = v },
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ref isDirty
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ref isDirty
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);
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);
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+1
-1
@@ -67,7 +67,7 @@ internal sealed class Simulator : SimulatorNoRandom
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if (action == ActionType.TrainedEye)
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if (action == ActionType.TrainedEye)
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return baseAction.CouldUse(this);
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return baseAction.CouldUse(this);
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var isDifficult = Input.Stats.Level - Input.Recipe.ClassJobLevel < 10;
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var isDifficult = Input.Stats.Level - Input.Recipe.ClassJobLevel < 10 || Input.Recipe.IsExpert;
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// don't allow quality moves under Muscle Memory for difficult crafts
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// don't allow quality moves under Muscle Memory for difficult crafts
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if (isDifficult &&
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if (isDifficult &&
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@@ -44,18 +44,18 @@ public readonly record struct SolverConfig
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ExplorationConstant = 4;
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ExplorationConstant = 4;
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MaxStepCount = 30;
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MaxStepCount = 30;
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MaxRolloutStepCount = 99;
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MaxRolloutStepCount = 99;
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// Use 80% of all cores if less than 20 cores are available, otherwise use all but 4 cores. Keep at least 1 core.
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// Use 75% of all cores if less than 12 cores are available, otherwise use all but 4 cores. Keep at least 1 core.
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MaxThreadCount = Math.Max(1, Math.Max(Environment.ProcessorCount - 4, (int)MathF.Floor(Environment.ProcessorCount * 0.8f)));
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MaxThreadCount = Math.Max(1, Math.Max(Environment.ProcessorCount - 4, (int)MathF.Floor(Environment.ProcessorCount * 0.75f)));
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// Use 32 forks at minimum, or the number of cores, whichever is higher.
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// Use 32 forks at minimum, or the number of cores, whichever is higher.
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ForkCount = Math.Max(Environment.ProcessorCount, 32);
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ForkCount = Math.Max(Environment.ProcessorCount, 32);
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FurcatedActionCount = ForkCount / 2;
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FurcatedActionCount = ForkCount / 2;
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StrictActions = true;
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StrictActions = true;
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ScoreProgress = .20f;
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ScoreProgress = 10;
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ScoreQuality = .65f;
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ScoreQuality = 80;
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ScoreDurability = .05f;
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ScoreDurability = 2;
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ScoreCP = .05f;
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ScoreCP = 3;
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ScoreSteps = .05f;
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ScoreSteps = 5;
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ActionPool = DeterministicActionPool;
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ActionPool = DeterministicActionPool;
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Algorithm = SolverAlgorithm.StepwiseGenetic;
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Algorithm = SolverAlgorithm.StepwiseGenetic;
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