Optimize trace build, add trace sim code

This commit is contained in:
Asriel Camora
2023-11-04 18:44:30 -07:00
parent 4f953f2fa3
commit 269a7f9870
5 changed files with 118 additions and 55 deletions
+85 -46
View File
@@ -1,4 +1,3 @@
using BenchmarkDotNet.Running;
using Craftimizer.Simulator;
using Craftimizer.Simulator.Actions;
using Craftimizer.Solver;
@@ -10,19 +9,16 @@ internal static class Program
{
private static async Task Main(string[] args)
{
#if !IS_TRACE
Environment.SetEnvironmentVariable("IS_BENCH", "1");
BenchmarkSwitcher.FromAssembly(typeof(Program).Assembly).Run(args);
return;
//TypeLayout.PrintLayout<ArenaNode<SimulationNode>>(true);
//return;
BenchmarkDotNet.Running.BenchmarkSwitcher.FromAssembly(typeof(Program).Assembly).Run(args);
#else
var input = new SimulationInput(
new CharacterStats
new()
{
Craftsmanship = 4078,
Control = 3897,
CP = 704,
Craftsmanship = 4041,
Control = 3905,
CP = 609,
Level = 90,
CanUseManipulation = true,
HasSplendorousBuff = false,
@@ -44,47 +40,90 @@ internal static class Program
ProgressDivider = 130,
}
);
var config = new SolverConfig()
{
Iterations = 100_000,
ForkCount = 32,
FurcatedActionCount = 16,
MaxStepCount = 30,
Algorithm = SolverAlgorithm.Stepwise,
Iterations = 30000
};
var sim = new SimulatorNoRandom(new(input));
(_, var state) = sim.Execute(new(input), ActionType.MuscleMemory);
(_, state) = sim.Execute(state, ActionType.PrudentTouch);
//(_, state) = sim.Execute(state, ActionType.Manipulation);
//(_, state) = sim.Execute(state, ActionType.Veneration);
//(_, state) = sim.Execute(state, ActionType.WasteNot);
//(_, state) = sim.Execute(state, ActionType.Groundwork);
//(_, state) = sim.Execute(state, ActionType.Groundwork);
//(_, state) = sim.Execute(state, ActionType.Groundwork);
//(_, state) = sim.Execute(state, ActionType.Innovation);
//(_, state) = sim.Execute(state, ActionType.PrudentTouch);
//(_, state) = sim.Execute(state, ActionType.AdvancedTouchCombo);
//(_, state) = sim.Execute(state, ActionType.Manipulation);
//(_, state) = sim.Execute(state, ActionType.Innovation);
//(_, state) = sim.Execute(state, ActionType.PrudentTouch);
//(_, state) = sim.Execute(state, ActionType.AdvancedTouchCombo);
//(_, state) = sim.Execute(state, ActionType.GreatStrides);
//(_, state) = sim.Execute(state, ActionType.Innovation);
//(_, state) = sim.Execute(state, ActionType.FocusedTouchCombo);
//(_, state) = sim.Execute(state, ActionType.GreatStrides);
//(_, state) = sim.Execute(state, ActionType.ByregotsBlessing);
//(_, state) = sim.Execute(state, ActionType.CarefulSynthesis);
//(_, state) = sim.Execute(state, ActionType.CarefulSynthesis);
Console.WriteLine($"{state.Quality} {state.CP} {state.Progress} {state.Durability}");
//return;
var solver = new Solver.Solver(config, state);
solver.OnLog += Console.WriteLine;
solver.OnNewAction += s => Console.WriteLine(s);
var solver = new Solver.Solver(config, new(input));
solver.OnNewAction += s => Console.WriteLine($">{s}");
solver.Start();
var (_, s) = await solver.GetTask().ConfigureAwait(false);
Console.WriteLine($"Qual: {s.Quality}/{s.Input.Recipe.MaxQuality}");
#endif
return;
////TypeLayout.PrintLayout<ArenaNode<SimulationNode>>(true);
////return;
//var input = new SimulationInput(
// new CharacterStats
// {
// Craftsmanship = 4078,
// Control = 3897,
// CP = 704,
// Level = 90,
// CanUseManipulation = true,
// HasSplendorousBuff = false,
// IsSpecialist = false,
// CLvl = 560,
// },
// new RecipeInfo()
// {
// IsExpert = false,
// ClassJobLevel = 90,
// RLvl = 640,
// ConditionsFlag = 15,
// MaxDurability = 70,
// MaxQuality = 14040,
// MaxProgress = 6600,
// QualityModifier = 70,
// QualityDivider = 115,
// ProgressModifier = 80,
// ProgressDivider = 130,
// }
//);
//var config = new SolverConfig()
//{
// Iterations = 100_000,
// ForkCount = 32,
// FurcatedActionCount = 16,
// MaxStepCount = 30,
//};
//var sim = new SimulatorNoRandom(new(input));
//(_, var state) = sim.Execute(new(input), ActionType.MuscleMemory);
//(_, state) = sim.Execute(state, ActionType.PrudentTouch);
////(_, state) = sim.Execute(state, ActionType.Manipulation);
////(_, state) = sim.Execute(state, ActionType.Veneration);
////(_, state) = sim.Execute(state, ActionType.WasteNot);
////(_, state) = sim.Execute(state, ActionType.Groundwork);
////(_, state) = sim.Execute(state, ActionType.Groundwork);
////(_, state) = sim.Execute(state, ActionType.Groundwork);
////(_, state) = sim.Execute(state, ActionType.Innovation);
////(_, state) = sim.Execute(state, ActionType.PrudentTouch);
////(_, state) = sim.Execute(state, ActionType.AdvancedTouchCombo);
////(_, state) = sim.Execute(state, ActionType.Manipulation);
////(_, state) = sim.Execute(state, ActionType.Innovation);
////(_, state) = sim.Execute(state, ActionType.PrudentTouch);
////(_, state) = sim.Execute(state, ActionType.AdvancedTouchCombo);
////(_, state) = sim.Execute(state, ActionType.GreatStrides);
////(_, state) = sim.Execute(state, ActionType.Innovation);
////(_, state) = sim.Execute(state, ActionType.FocusedTouchCombo);
////(_, state) = sim.Execute(state, ActionType.GreatStrides);
////(_, state) = sim.Execute(state, ActionType.ByregotsBlessing);
////(_, state) = sim.Execute(state, ActionType.CarefulSynthesis);
////(_, state) = sim.Execute(state, ActionType.CarefulSynthesis);
//Console.WriteLine($"{state.Quality} {state.CP} {state.Progress} {state.Durability}");
////return;
//var solver = new Solver.Solver(config, state);
//solver.OnLog += Console.WriteLine;
//solver.OnNewAction += s => Console.WriteLine(s);
//solver.Start();
//var (_, s) = await solver.GetTask().ConfigureAwait(false);
//Console.WriteLine($"Qual: {s.Quality}/{s.Input.Recipe.MaxQuality}");
}
private static void Benchmark(Func<SolverSolution> search)