Extra scoring changes, mark expert recipes as difficult

This commit is contained in:
Asriel Camora
2024-07-28 19:37:15 -07:00
parent 03eb60ee8c
commit 1bc7c46e03
3 changed files with 13 additions and 13 deletions
+5 -5
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@@ -674,7 +674,7 @@ public sealed class Settings : Window, IDisposable
"Amount of weight to give to the craft's progress.", "Amount of weight to give to the craft's progress.",
config.ScoreProgress, config.ScoreProgress,
0, 0,
1, 100,
v => config = config with { ScoreProgress = v }, v => config = config with { ScoreProgress = v },
ref isDirty ref isDirty
); );
@@ -684,7 +684,7 @@ public sealed class Settings : Window, IDisposable
"Amount of weight to give to the craft's quality.", "Amount of weight to give to the craft's quality.",
config.ScoreQuality, config.ScoreQuality,
0, 0,
1, 100,
v => config = config with { ScoreQuality = v }, v => config = config with { ScoreQuality = v },
ref isDirty ref isDirty
); );
@@ -694,7 +694,7 @@ public sealed class Settings : Window, IDisposable
"Amount of weight to give to the craft's remaining durability.", "Amount of weight to give to the craft's remaining durability.",
config.ScoreDurability, config.ScoreDurability,
0, 0,
1, 100,
v => config = config with { ScoreDurability = v }, v => config = config with { ScoreDurability = v },
ref isDirty ref isDirty
); );
@@ -704,7 +704,7 @@ public sealed class Settings : Window, IDisposable
"Amount of weight to give to the craft's remaining CP.", "Amount of weight to give to the craft's remaining CP.",
config.ScoreCP, config.ScoreCP,
0, 0,
1, 100,
v => config = config with { ScoreCP = v }, v => config = config with { ScoreCP = v },
ref isDirty ref isDirty
); );
@@ -715,7 +715,7 @@ public sealed class Settings : Window, IDisposable
"the step count, the higher the score.", "the step count, the higher the score.",
config.ScoreSteps, config.ScoreSteps,
0, 0,
1, 100,
v => config = config with { ScoreSteps = v }, v => config = config with { ScoreSteps = v },
ref isDirty ref isDirty
); );
+1 -1
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@@ -67,7 +67,7 @@ internal sealed class Simulator : SimulatorNoRandom
if (action == ActionType.TrainedEye) if (action == ActionType.TrainedEye)
return baseAction.CouldUse(this); return baseAction.CouldUse(this);
var isDifficult = Input.Stats.Level - Input.Recipe.ClassJobLevel < 10; var isDifficult = Input.Stats.Level - Input.Recipe.ClassJobLevel < 10 || Input.Recipe.IsExpert;
// don't allow quality moves under Muscle Memory for difficult crafts // don't allow quality moves under Muscle Memory for difficult crafts
if (isDifficult && if (isDifficult &&
+7 -7
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@@ -44,18 +44,18 @@ public readonly record struct SolverConfig
ExplorationConstant = 4; ExplorationConstant = 4;
MaxStepCount = 30; MaxStepCount = 30;
MaxRolloutStepCount = 99; MaxRolloutStepCount = 99;
// Use 80% of all cores if less than 20 cores are available, otherwise use all but 4 cores. Keep at least 1 core. // Use 75% of all cores if less than 12 cores are available, otherwise use all but 4 cores. Keep at least 1 core.
MaxThreadCount = Math.Max(1, Math.Max(Environment.ProcessorCount - 4, (int)MathF.Floor(Environment.ProcessorCount * 0.8f))); MaxThreadCount = Math.Max(1, Math.Max(Environment.ProcessorCount - 4, (int)MathF.Floor(Environment.ProcessorCount * 0.75f)));
// Use 32 forks at minimum, or the number of cores, whichever is higher. // Use 32 forks at minimum, or the number of cores, whichever is higher.
ForkCount = Math.Max(Environment.ProcessorCount, 32); ForkCount = Math.Max(Environment.ProcessorCount, 32);
FurcatedActionCount = ForkCount / 2; FurcatedActionCount = ForkCount / 2;
StrictActions = true; StrictActions = true;
ScoreProgress = .20f; ScoreProgress = 10;
ScoreQuality = .65f; ScoreQuality = 80;
ScoreDurability = .05f; ScoreDurability = 2;
ScoreCP = .05f; ScoreCP = 3;
ScoreSteps = .05f; ScoreSteps = 5;
ActionPool = DeterministicActionPool; ActionPool = DeterministicActionPool;
Algorithm = SolverAlgorithm.StepwiseGenetic; Algorithm = SolverAlgorithm.StepwiseGenetic;