Remove unused NodeData instantiations
This commit is contained in:
+23
-16
@@ -36,14 +36,20 @@ public class Solver
|
||||
{
|
||||
}
|
||||
|
||||
private SimulationNode Execute(SimulationState state, ActionType action, bool strict)
|
||||
private (SimulationState NewState, CompletionState SimulatorCompletionState, ActionSet AvailableActions) ExecuteSimple(SimulationState state, ActionType action, bool strict)
|
||||
{
|
||||
(_, var newState) = Simulator.Execute(state, action);
|
||||
return (newState, Simulator.CompletionState, Simulator.AvailableActionsHeuristic(strict));
|
||||
}
|
||||
|
||||
private SimulationNode Execute(SimulationState state, ActionType action, bool strict)
|
||||
{
|
||||
(var newState, var completionState, var newActions) = ExecuteSimple(state, action, strict);
|
||||
return new(
|
||||
newState,
|
||||
action,
|
||||
Simulator.CompletionState,
|
||||
new() { AvailableActions = Simulator.AvailableActionsHeuristic(strict) }
|
||||
completionState,
|
||||
new() { AvailableActions = newActions }
|
||||
);
|
||||
}
|
||||
|
||||
@@ -158,37 +164,38 @@ public class Solver
|
||||
if (initialState.IsComplete)
|
||||
return (initialNode, initialState.CompletionState, initialState.CalculateScore() ?? 0);
|
||||
|
||||
var randomIdx = 0;// Random.Next(initialState.Data.AvailableActions.Count);
|
||||
var randomAction = initialState.Data.AvailableActions.ElementAt(randomIdx);
|
||||
var randomAction = initialState.Data.AvailableActions.First();
|
||||
initialState.Data.AvailableActions.RemoveAction(randomAction);
|
||||
var expandedState = Execute(initialState.State, randomAction, true);
|
||||
var expandedNode = initialNode.Add(expandedState);
|
||||
var expandedNode = initialNode.Add(Execute(initialState.State, randomAction, true));
|
||||
|
||||
// playout to a terminal state
|
||||
var currentState = expandedNode.State;
|
||||
var currentState = expandedNode.State.State;
|
||||
var currentCompletionState = expandedNode.State.SimulationCompletionState;
|
||||
var currentActions = expandedNode.State.Data.AvailableActions;
|
||||
|
||||
byte actionCount = 0;
|
||||
Span<ActionType> actions = stackalloc ActionType[MaxStepCount];
|
||||
while (true)
|
||||
{
|
||||
if (currentState.IsComplete)
|
||||
if (SimulationNode.GetCompletionState(currentCompletionState, currentActions) != CompletionState.Incomplete)
|
||||
break;
|
||||
randomIdx = 0;// Random.Next(currentState.Data.AvailableActions.Count);
|
||||
randomAction = currentState.Data.AvailableActions.ElementAt(randomIdx);
|
||||
randomAction = currentActions.First();
|
||||
actions[actionCount++] = randomAction;
|
||||
currentState = Execute(currentState.State, randomAction, true);
|
||||
(currentState, currentCompletionState, currentActions) = ExecuteSimple(currentState, randomAction, true);
|
||||
}
|
||||
|
||||
// store the result if a max score was reached
|
||||
var score = currentState.CalculateScore() ?? 0;
|
||||
if (currentState.CompletionState == CompletionState.ProgressComplete)
|
||||
currentCompletionState = SimulationNode.GetCompletionState(currentCompletionState, currentActions);
|
||||
var score = SimulationNode.CalculateScoreForState(currentState, currentCompletionState) ?? 0;
|
||||
if (currentCompletionState == CompletionState.ProgressComplete)
|
||||
{
|
||||
if (score >= ScoreStorageThreshold && score >= RootNode.State.Data.Scores.MaxScore)
|
||||
{
|
||||
(var terminalNode, _) = ExecuteActions(expandedNode, actions[..actionCount], true);
|
||||
return (terminalNode, currentState.CompletionState, score);
|
||||
return (terminalNode, currentCompletionState, score);
|
||||
}
|
||||
}
|
||||
return (expandedNode, currentState.CompletionState, score);
|
||||
return (expandedNode, currentCompletionState, score);
|
||||
}
|
||||
|
||||
public static void Backpropagate(Node startNode, Node targetNode, float score)
|
||||
|
||||
Reference in New Issue
Block a user