Remove unused NodeData instantiations

This commit is contained in:
Asriel Camora
2023-06-21 09:40:37 -07:00
parent 270963dd4a
commit 1dda7496e9
3 changed files with 47 additions and 31 deletions
+5
View File
@@ -56,4 +56,9 @@ public struct ActionSet
public readonly ActionType ElementAt(int index) => ToAction(NthBitSet(bits, index) - 1); public readonly ActionType ElementAt(int index) => ToAction(NthBitSet(bits, index) - 1);
public readonly int Count => BitOperations.PopCount(bits); public readonly int Count => BitOperations.PopCount(bits);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly ActionType SelectRandom(Random random) => ElementAt(random.Next(Count));
public readonly ActionType First() => ElementAt(0);
} }
+19 -15
View File
@@ -10,10 +10,7 @@ public readonly struct SimulationNode
public readonly CompletionState SimulationCompletionState; public readonly CompletionState SimulationCompletionState;
public readonly NodeData Data; public readonly NodeData Data;
public CompletionState CompletionState => public CompletionState CompletionState => GetCompletionState(SimulationCompletionState, Data.AvailableActions);
Data.AvailableActions.Count == 0 && SimulationCompletionState == CompletionState.Incomplete ?
CompletionState.NoMoreActions :
SimulationCompletionState;
public bool IsComplete => CompletionState != CompletionState.Incomplete; public bool IsComplete => CompletionState != CompletionState.Incomplete;
@@ -25,9 +22,16 @@ public readonly struct SimulationNode
Data = data; Data = data;
} }
public float? CalculateScore() public static CompletionState GetCompletionState(CompletionState simCompletionState, ActionSet actions) =>
actions.Count == 0 && simCompletionState == CompletionState.Incomplete ?
CompletionState.NoMoreActions :
simCompletionState;
public float? CalculateScore() => CalculateScoreForState(State, SimulationCompletionState);
public static float? CalculateScoreForState(SimulationState state, CompletionState completionState)
{ {
if (CompletionState != CompletionState.ProgressComplete) if (completionState != CompletionState.ProgressComplete)
return null; return null;
static float Apply(float bonus, float value, float target) => static float Apply(float bonus, float value, float target) =>
@@ -41,30 +45,30 @@ public readonly struct SimulationNode
var progressScore = Apply( var progressScore = Apply(
progressBonus, progressBonus,
State.Progress, state.Progress,
State.Input.Recipe.MaxProgress state.Input.Recipe.MaxProgress
); );
var qualityScore = Apply( var qualityScore = Apply(
qualityBonus, qualityBonus,
State.Quality, state.Quality,
State.Input.Recipe.MaxQuality state.Input.Recipe.MaxQuality
); );
var durabilityScore = Apply( var durabilityScore = Apply(
durabilityBonus, durabilityBonus,
State.Durability, state.Durability,
State.Input.Recipe.MaxDurability state.Input.Recipe.MaxDurability
); );
var cpScore = Apply( var cpScore = Apply(
cpBonus, cpBonus,
State.CP, state.CP,
State.Input.Stats.CP state.Input.Stats.CP
); );
var fewerStepsScore = var fewerStepsScore =
fewerStepsBonus * (1f - ((float)(State.ActionCount + 1) / Solver.MaxStepCount)); fewerStepsBonus * (1f - ((float)(state.ActionCount + 1) / Solver.MaxStepCount));
return progressScore + qualityScore + durabilityScore + cpScore + fewerStepsScore; return progressScore + qualityScore + durabilityScore + cpScore + fewerStepsScore;
} }
+23 -16
View File
@@ -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); (_, 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( return new(
newState, newState,
action, action,
Simulator.CompletionState, completionState,
new() { AvailableActions = Simulator.AvailableActionsHeuristic(strict) } new() { AvailableActions = newActions }
); );
} }
@@ -158,37 +164,38 @@ public class Solver
if (initialState.IsComplete) if (initialState.IsComplete)
return (initialNode, initialState.CompletionState, initialState.CalculateScore() ?? 0); return (initialNode, initialState.CompletionState, initialState.CalculateScore() ?? 0);
var randomIdx = 0;// Random.Next(initialState.Data.AvailableActions.Count); var randomAction = initialState.Data.AvailableActions.First();
var randomAction = initialState.Data.AvailableActions.ElementAt(randomIdx);
initialState.Data.AvailableActions.RemoveAction(randomAction); initialState.Data.AvailableActions.RemoveAction(randomAction);
var expandedState = Execute(initialState.State, randomAction, true); var expandedNode = initialNode.Add(Execute(initialState.State, randomAction, true));
var expandedNode = initialNode.Add(expandedState);
// playout to a terminal state // 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; byte actionCount = 0;
Span<ActionType> actions = stackalloc ActionType[MaxStepCount]; Span<ActionType> actions = stackalloc ActionType[MaxStepCount];
while (true) while (true)
{ {
if (currentState.IsComplete) if (SimulationNode.GetCompletionState(currentCompletionState, currentActions) != CompletionState.Incomplete)
break; break;
randomIdx = 0;// Random.Next(currentState.Data.AvailableActions.Count); randomAction = currentActions.First();
randomAction = currentState.Data.AvailableActions.ElementAt(randomIdx);
actions[actionCount++] = randomAction; 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 // store the result if a max score was reached
var score = currentState.CalculateScore() ?? 0; currentCompletionState = SimulationNode.GetCompletionState(currentCompletionState, currentActions);
if (currentState.CompletionState == CompletionState.ProgressComplete) var score = SimulationNode.CalculateScoreForState(currentState, currentCompletionState) ?? 0;
if (currentCompletionState == CompletionState.ProgressComplete)
{ {
if (score >= ScoreStorageThreshold && score >= RootNode.State.Data.Scores.MaxScore) if (score >= ScoreStorageThreshold && score >= RootNode.State.Data.Scores.MaxScore)
{ {
(var terminalNode, _) = ExecuteActions(expandedNode, actions[..actionCount], true); (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) public static void Backpropagate(Node startNode, Node targetNode, float score)